i'll take a look and see if it's an USB driver issue going on in there
i could do that, but then you can't control the paddles and launch the ball with the DPad if someone wanted to use that layout
you're not giving me much to work with here...
you said the english version has blinking high score text, so i'm assuming it's able to load and play on your console. are you trying to load a different language version of 3D pinball?
alright, i've looked into gsKit's source code and found that ZBuffering is enabled by default which eats up some more VRAM, i've turned this off and also restored the splash screen
i'm not sure if i can do that, for v0.3 i had changed the graphics code to use gsKit, i can't mix both
i'll put up another test build where i changed the PSM and PSMZ parameters, set PrimAlphaEnable to false and flush the cache every time the texture updates
i don't think i'm using the PMODE register, but if it's any help, gsKit->PrimAlphaEnable is on and the display is initialized with PSM CT32 and PSMZ_16S
also i believe it's more of a screen flickering issue than an alpha blending issue, i'm not trying to use any of the latter here
i have a couple of ideas left. if none of them work i'll try moving the pinball table back to the top left corner.
re-added 'some' TexManager code, but still using gsKit vram allocation