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Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: PSP Emulation (https://www.emunewz.net/forum/forumdisplay.php?fid=191) +--- Forum: JPCSP Official Forum (https://www.emunewz.net/forum/forumdisplay.php?fid=51) +---- Forum: Commercial Game Discussion (https://www.emunewz.net/forum/forumdisplay.php?fid=54) +----- Forum: JPCSP - Playable Games (https://www.emunewz.net/forum/forumdisplay.php?fid=65) +----- Thread: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 (/showthread.php?tid=6727) |
RE: Kingdom Hearts Birth by Sleep Final Mix - JP - ULJM05775 - Hykem - 10-21-2013 (10-16-2013, 12:01 AM)DragonNeos Wrote: I am aware of the program MagicSave. However, we as users should not need to use external programs in order to load a SAVEDATA on a real PSP. There is some support from PPSSPP that allows seamless transfer of SAVEDATA from the emulator to a real PSP. Some exceptions for SAVEDATA that do not work from PPSSPP to a real PSP include Kingdom Hearts Birth by Sleep Final Mix (can see the save, but can not load the save). The same support is implemented in JPCSP. Right now SAVEDATA transfer is not working due to research being done for recent games. Some new findings have been implemented in r3406, but this still needs more testing. RE: Kingdom Hearts Birth by Sleep Final Mix - JP - ULJM05775 - DragonNeos - 10-22-2013 This game was tested with r3406. JPCSP seems to generate SAVEDATA (using Crypto) correctly with a correct file size for PARAM.SFO (4.79 KB). SAVEDATA created by JPCSP (using Crypto) can actually be loaded by the emulator without any problems. Other problems listed in other posts still exist on this revision. EDIT: When it comes to loading the SAVEDATA on a PSP, it appears as Corrupted Data. In order to get the SAVEDATA to actually be recognized and loadable on a PSP, I need to move the JPCSP (using Crypto) SAVEDATA into PPSSPP and save once using that emulator. Then I can move the SAVEDATA onto the PSP and load it. RE: Kingdom Hearts Birth by Sleep Final Mix - JP - ULJM05775 - onelight - 04-11-2017 Ad-Hoc Multiplayer working now, required prx files from a PSARDUMP on real PSP. RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - DragonNeos - 05-21-2017 This game was tested with revision 9de5f87. There are many issues with this game in terms of graphics, gameplay, and video. 32-bit only: 1) Graphics displayed in either OpenGL or the External Software Renderer are not accurate in terms of colors (see attached Screenshots.7z). 2) External Software Renderer will crash as soon as the user enters the game from the Title Screen. Both 32-bit and 64-bit: 1) Although the game goes to the Title Screen after the opening video, the game takes a long time to recognize that the video has ended. Using mpeg.prx allows the game to immediately get to the Title Screen after the video has ended. As you can see in the log, it takes an extra two minutes to recognize that the video has ended (video is only two minutes long): Code: 07:43:26 INFO hle.sceUtility - user_main - Loading: sceUtilityLoadModule(module=0x0303) flash0:/kd/mpeg.prx 2) The game doesn't display the correct ICON0.PNG (using a generic image) when loading SAVEDATA (2nd Screenshot). 3) The option "Use shaders" doesn't work well with this game. Using this option makes the characters have incorrect shadows and randomly displays garbage textures as mentioned in previous posts. The option "Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)" also doesn't work well with this game as characters will be covered in black shadow. 3rd Screenshot - OpenGL with Settings (incorrect shadow, renders better environment lighting, Focus Gauge and lightbulbs not glowing) 4th Screenshot - OpenGL without any Settings (garbage textures appear in loading screens, Focus Gauge and lightbulbs not glowing, cutscenes appear blurry at certain times) 5th Screenshot - External Software Renderer (floor textures and HP bar look slightly stretched in comparison to OpenGL, Focus Gauge not glowing, lightbulbs glowing texture is slightly off) 6th Screenshot - PPSSPP OpenGL Code: [X] Use vertex cache 4) Hit detection: The character Terra has problems connecting consecutive attacks for combos (being able to hit the first and second attack, but completely missing the third attack despite being close to the opponent). Other characters may have hit detection issues in different situations. How would one test for this function anyway? 5) There is a particular cutscene in the Last Episode that can stop the game from continuing. After going through two battles, videos and cutscenes take users through the rest of the game. The first cutscene will play without any issue, but the second (and possibly subsequent cutscenes) will Pause the game with invalid memory address errors. Users can keep clicking on Run until the game continues with the cutscene. Using mpeg.prx allows the user to view all videos and cutscenes without any problems. Code: 13:58:05 ERROR memory - user_main - read32 - Invalid memory address: 0x0A000000 PC=0x08000020 6) At the SAVEDATA screen, if the user chooses to exit without saving, the following appears in the log and an error will display onscreen (8th Screenshot): Code: 19:02:52 INFO hle.sceUtility - user_main - sceUtilityMsgDialogInitStart 0x0962FFF4-0x096302B8: result 0x00000000 General (can affect other games): 1) External Software Renderer should not be affected by OpenGL settings, but when the option "Only GE graphics (not recommended for homebrew)" is enabled, the screen is black. RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - onelight - 05-21-2017 Audio error (miss some voice) when using libatrac3plus.prx Code: 0x09F46220 00 00 00 00 00 00 00 00 00 00 00 00 >............< Using mpeg.prx, the logo op video will skip not play. Code: 19:39:50 DEBUG hle.sceVideocodec - user_main - sceVideocodecSetMemory unknown1=0x000001E0, unknown2=0x00000110, unknown3=0x00000002, unknown4=0x00000000 About incorrect shadow, I found that clear texture can reflesh shadow, but shadow still upside down, and it will be incorrect again soon. RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - gid15 - 05-22-2017 (05-21-2017, 03:30 AM)DragonNeos Wrote: 5) There is a particular cutscene in the Last Episode that can stop the game from continuing. After going through two battles, videos and cutscenes take users through the rest of the game. The first cutscene will play without any issue, but the second (and possibly subsequent cutscenes) will Pause the game with invalid memory address errors. Users can keep clicking on Run until the game continues with the cutscene. Using mpeg.prx allows the user to view all videos and cutscenes without any problems.This should now be fixed in 44e561e: the video was containing a large EPMap causing the invalid memory access. (05-21-2017, 01:17 PM)onelight Wrote: Audio error (miss some voice) when using libatrac3plus.prx It seems the game is playing Mono AT3 audio at some places: Code: 19:41:09 INFO hle.sceAudiocodec - user_main - sceAudiocodecInit workArea=0x09F461C0, codecType=0x1001 (05-21-2017, 03:30 AM)DragonNeos Wrote: 1) External Software Renderer should not be affected by OpenGL settings, but when the option "Only GE graphics (not recommended for homebrew)" is enabled, the screen is black.Fixed in 69298aa. Thank you for reporting! RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - gid15 - 05-24-2017 (05-21-2017, 01:17 PM)onelight Wrote: Using mpeg.prx, the logo op video will skip not play.Could you please provide an INFO log with the following lines added to LogSettings.xml: Code: <logger name='hle.sceMpeg'> <level value='debug' /> </logger> RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - onelight - 05-24-2017 (05-24-2017, 11:37 AM)gid15 Wrote:audio Fixed, Thanks.(05-21-2017, 01:17 PM)onelight Wrote: Using mpeg.prx, the logo op video will skip not play.Could you please provide an INFO log with the following lines added to LogSettings.xml: log.7z (Size: 58.58 KB / Downloads: 141) Waiting for video fixed. BTW, Ad-Hoc Multiplayer going not working, log is here: http://www.emunewz.net/forum/showthread.php?tid=175293&pid=261420#pid261420 RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - DragonNeos - 05-25-2017 The option "Use debugger memory (slower, enables memory breakpoints)" seems to be buggy as it causes videos to have either a green screen or have corrupted visuals. Other issues from previous posts still remain in the game. RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - gid15 - 10-17-2017 (05-25-2017, 09:20 AM)DragonNeos Wrote: The option "Use debugger memory (slower, enables memory breakpoints)" seems to be buggy as it causes videos to have either a green screen or have corrupted visuals. Other issues from previous posts still remain in the game.Is this issue with the debugger memory now fixed in 4675f4c? |