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[RELEASE] vitaRTCW - Return to Castle Wolfenstein port

HENkaku is a native Homebrew Enabler for the PS Vita and PS TV. It lets you run homebrews on the PS Vita
Kuro9712
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Joined: Thu Apr 02, 2015 4:43 pm

Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by Kuro9712 » Sat Aug 10, 2019 4:16 pm

you're right, there was a save called cutscene6, I just didn't notice it because of how the autosaves are sorted by default, sorry.
Thanks for the quick fix, though, and thanks for actually making this awesome port come true, I've been wanting to replay RTCW for like the past 10 years, but I don't play on PC much(more like I DON'T play on PC. I've recently finished a game I started in 2015, and it's shortcut was just there on the desktop, but I didn't touch it), so a PORTABLE console version is just the perfect thing for me.
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Kuro9712
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Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by Kuro9712 » Sun Aug 11, 2019 4:53 pm

Mission 3 part 2 has a place where the game would suddenly drop FPS really low, sound starts giving out strange noises, leading to an inevitable crash.
Didn't manage to clear that yet.

Update: ok, turns out the FPSes are only low if you look in one direction, so by looking into a different direction and some suffering, I managed to bypass it.
Update2:But part 3 crashes the same way, and I don't think I'll be able to bypass that under the circumstances it starts with...
Update3: yeah, that's not bypassable, as it WILL crash no matter what when you exit the duct.
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Rinnegatamante
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Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by Rinnegatamante » Sun Aug 11, 2019 6:11 pm

Regarding the crash spot, can you send me a save near it so i can check what causes the crash?
If you want, visit my website: http://rinnegatamante.it :D

IlDucci
Posts: 4
Joined: Thu Apr 18, 2019 10:23 am

Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by IlDucci » Sun Aug 11, 2019 6:23 pm

Rinnegatamante wrote:
Sat Aug 10, 2019 10:31 am
IlDucci wrote:
Fri Aug 09, 2019 9:08 pm
Teeny tiny nitpick: Is it possible to enlarge the opening FMV so the proper aspect ratio is followed?
That's how iortcw works, so not possible.
Too bad. I wished menus and UI could be streteched around to be 16:9 compatible... Heck, I even thought on the chance of doing something silly, like converting the JPG/TGA textures to 4/8bpp texs, like in PSP (I thought Vita had support for these).

Well, about gameplay itself, I tested the pre-memleak eboot and the game kinda looked like the same. It even crashed again after doing a new game, going through the first cutscene and the first playable level, with the same error (VM_Create on cgame failed). I've pasted the new eboot, risked loading the previous saved game (I saved right in the Mission Stats part of the level) and this time it loaded nicely.

Also, the Z-Fighting in texts and the intro is still around.

EDIT: Oh, something that I don't know if it was done on purpose: It seems you have left a language.cfg file in the data files, which override some of the localized lines into Italian.

Kuro9712
Posts: 7
Joined: Thu Apr 02, 2015 4:43 pm

Re: [RELEASE] vitaRTCW - Return to Castle Wolfenstein port

Post by Kuro9712 » Tue Aug 13, 2019 6:58 am

sent the pre-crash save.
sry, couldn't do it earlier, had work to do.

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