Grand Theft Auto: Chinatown Wars - USA - ULUS10490 - BlackDaemon - 08-14-2010
When you reach picture on first screen (probably some dialogs or menu, i will check that on PSP later) - press "X" button ("S" on keyboard by default) until you reach next scene. And...if you press "Pause" on JPCSP when you reach ingame - game will freeze.
r1734
Load with decrypted boot.bin
Code: 3250 [GUI] INFO emu - Jpcsp v0.5 1734
3266 [GUI] INFO emu - UMD param.sfo :
BOOTABLE = 1
CATEGORY = UG
DISC_ID = ULUS10490
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.01
PARENTAL_LEVEL = 9
PSP_SYSTEM_VER = 6.00
REGION = 32768
TITLE = Grand Theft Auto: Chinatown Wars
probably homebrew? false
3281 [GUI] DEBUG hle - Loading HLE firmware up to version 600
3297 [GUI] INFO emu - Loading global compatibility settings
3297 [GUI] INFO ge - Only GE Graphics: false
3297 [GUI] INFO hle.sceMpeg - Media Engine enabled
3359 [GUI] INFO hle.sceAudio - Audio ChReserve disabled: false
3359 [GUI] INFO hle.sceAudio - Audio Blocking disabled: false
3359 [GUI] INFO hle.ThreadManForUser - Audio threads disabled: false
3359 [GUI] INFO memory - Ignore invalid memory access: false
3375 [GUI] DEBUG emu - No patch file found for this game
3391 [GUI] DEBUG runtime - RuntimeContext.reset
3703 [GUI] DEBUG hle - Loading HLE firmware up to version 600
3750 [GUI] DEBUG memory - PH#0: loading program 08804040 - 08B8744C - 08B8744C
3828 [GUI] DEBUG memory - PH#0: new loadAddressLow 08804040
3828 [GUI] DEBUG memory - PH#1: loading program 08BC7FA0 - 08BC80B0 - 08DA3BC8
3828 [GUI] DEBUG memory - PH alloc consumption 0059FB88 (mem 001DBB18)
3828 [GUI] DEBUG memory - .overlays: ignoring zero-length type 8 section 08B8744C
3828 [GUI] DEBUG memory - .sbss: clearing section 08BC80B0 - 08BC82CC (len 0000021C)
3828 [GUI] DEBUG memory - .bss: clearing section 08BC8300 - 08DA3BC8 (len 001DB8C8)
3844 [GUI] DEBUG memory - .end: ignoring zero-length type 8 section 08DA3BC8
3844 [GUI] INFO emu - Found ModuleInfo name:'CTW' version:0101 attr:00000000 gp:08bd0090
3844 [GUI] DEBUG memory - Reserving 0x59FB88 bytes at 0x08804040 for module 'disc0:/PSP_GAME/SYSDIR/BOOT.BIN'
3844 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x59FBC8, addr=0x08804000: returns 0x08804000
3859 [GUI] INFO emu - Found 256 imports from 30 modules
3859 [GUI] WARN emu - Failed to map import at 0x08B3581C [0x08D98894] Module 'scePspNpDrm_user'(attempt 1)
3859 [GUI] WARN emu - Failed to map import at 0x08B35824 [0xA1336091] Module 'scePspNpDrm_user'(attempt 1)
3859 [GUI] INFO emu - 254 NIDS mapped
3859 [GUI] INFO emu - 2 remaining unmapped NIDS
3859 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
4109 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x40000, addr=0x00000000: returns 0x09FC0000
4109 [GUI] DEBUG runtime - Switching to Thread root
4109 [GUI] INFO hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
4203 [GUI] INFO ge - OpenGL version: 2.1.2
4234 [GUI] INFO ge - Using VBO
Running with dynarec compiler (log level set to INFO)
Compability options used: None
RE: Grand Theft Auto: Chinatown Wars - USA - ULUS10490 [Encrypted] - BlackDaemon - 08-15-2010
Added screenshots from real psp, unfortunately alot things on JPCSP missing... 
PSP screenshot #1/2 -> JPCSP screenshot #1
PSP screenshot #3 -> Loading screen
PSP screenshot #4 -> JPCSP screenshot #3
PSP screenshot #5 -> JPCSP screenshot #5
PSP screenshot #6 -> JPCSP screenshot #6
PSP screenshot #7 -> JPCSP screenshot #7
RE: Grand Theft Auto: Chinatown Wars - USA - ULUS10490 [Encrypted] - BlackDaemon - 12-07-2010
No major changes, GUI still missing.
Use "-XX:MaxPermSize=128m" argument to avoid "Exception in thread "threadmain" java.lang.OutOfMemoryError: PermGen space".
r1881
Running with dynarec compiler (log level set to INFO)
Compability options used: Use shaders
RE: Grand Theft Auto: Chinatown Wars - USA - ULUS10490 [Encrypted] - BlackDaemon - 05-05-2011
r2110
VM Arguments used: -Xmx768m -XX:ReservedCodeCacheSize=256m
Code: ...
90835 GUI WARN ge Unimplemented Alpha mask 0xD1
90835 GUI WARN ge Unimplemented Alpha mask 0xEF
90835 GUI WARN ge Unimplemented Alpha mask 0xEF
90887 threadmain INFO hle.UtilsForUser sceKernelIcacheInvalidateAll
91494 mix sound thread INFO hle.IoFileMgrForUser hleIoOpen filename = disc0:/PSP_GAME/USRDIR/WAD/CITY_LONGLOOP8BIT.AT3 flags = 1 permissions = 0777
91651 mix sound thread INFO hle.sceAtrac3plus hleAtracSetData atracID=169, buffer=0x08D62F00, bufferSize=0x8000, fileSize=0x9CCBC
91652 mix sound thread INFO hle Undecodable AT3+ data detected.
92403 mix sound thread INFO hle.IoFileMgrForUser hleIoOpen filename = disc0:/PSP_GAME/USRDIR/WAD/AIRPORT_DRY.AT3 flags = 1 permissions = 0777
92490 mix sound thread INFO hle.sceAtrac3plus hleAtracSetData atracID=173, buffer=0x08D62F00, bufferSize=0x8000, fileSize=0x88A24
92490 mix sound thread INFO hle Undecodable AT3+ data detected.
97383 mix sound thread INFO hle.IoFileMgrForUser hleIoOpen filename = disc0:/PSP_GAME/USRDIR/WAD/INTRO1.AT3 flags = 1 permissions = 0777
97476 mix sound thread INFO hle.sceAtrac3plus hleAtracSetData atracID=177, buffer=0x08D62F00, bufferSize=0x8000, fileSize=0x2DA6AC
97476 mix sound thread INFO hle Undecodable AT3+ data detected.
101236 mix sound thread INFO hle.IoFileMgrForUser hleIoOpen filename = disc0:/PSP_GAME/USRDIR/WAD/CITY_LONGLOOP8BIT.AT3 flags = 1 permissions = 0777
101336 mix sound thread INFO hle.sceAtrac3plus hleAtracSetData atracID=181, buffer=0x08D62F00, bufferSize=0x8000, fileSize=0x9CCBC
101336 mix sound thread INFO hle Undecodable AT3+ data detected.
104740 threadmain INFO hle.IoFileMgrForUser hleIoOpen filename = disc0:/PSP_GAME/USRDIR/WAD/INTRO.BIK flags = 1 permissions = 00
107003 threadmain WARN hle.ThreadManForUser hleKernelLockMutex uid=0, count=1, timeout_addr=0x00000000, wait=true, doCallbacks=false - - unknown UID
107026 threadmain WARN hle.ThreadManForUser hleKernelWaitThreadEnd unknown thread 0xb9
108392 threadmain WARN hle.ThreadManForUser hleKernelLockMutex uid=0, count=1, timeout_addr=0x00000000, wait=true, doCallbacks=false - - unknown UID
108393 threadmain WARN hle.ThreadManForUser hleKernelWaitThreadEnd unknown thread 0xc2
108482 threadmain WARN hle.ThreadManForUser hleKernelLockMutex uid=0, count=1, timeout_addr=0x00000000, wait=true, doCallbacks=false - - unknown UID
108514 threadmain WARN hle.ThreadManForUser hleKernelWaitThreadEnd unknown thread 0xc6
109813 threadmain WARN hle.ThreadManForUser hleKernelLockMutex uid=0, count=1, timeout_addr=0x00000000, wait=true, doCallbacks=false - - unknown UID
109814 threadmain WARN hle.ThreadManForUser hleKernelWaitThreadEnd unknown thread 0xca
110462 threadmain WARN hle.ThreadManForUser hleKernelWaitThreadEnd unknown thread 0xbd
110553 threadmain WARN hle.ThreadManForUser hleKernelWaitThreadEnd unknown thread 0xce
110554 threadmain WARN hle.ThreadManForUser hleKernelWaitThreadEnd unknown thread 0xd2
132822 threadmain INFO hle.UtilsForUser sceKernelIcacheInvalidateAll
Code: Exception in thread "threadmain" java.lang.OutOfMemoryError: PermGen space
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at jpcsp.Allegrex.compiler.CompilerClassLoader.defineClass(CompilerClassLoader.java:34)
at jpcsp.Allegrex.compiler.CodeBlock.loadExecutable(CodeBlock.java:152)
at jpcsp.Allegrex.compiler.CodeBlock.compile(CodeBlock.java:476)
at jpcsp.Allegrex.compiler.CodeBlock.getExecutable(CodeBlock.java:490)
at jpcsp.Allegrex.compiler.Compiler.analyse(Compiler.java:301)
at jpcsp.Allegrex.compiler.Compiler.compile(Compiler.java:356)
at jpcsp.Allegrex.compiler.Compiler.compile(Compiler.java:331)
at jpcsp.Allegrex.compiler.CompilerClassLoader.findClass(CompilerClassLoader.java:50)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at _S1_2_89E5E50.s(_S1_2_89E5E50.java:1192)
at _S1_2_8BB62FC.s(_S1_2_8BB62FC.java:60)
at _S1_2_8BB62FC.exec(_S1_2_8BB62FC.java)
at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:117)
at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:196)
at _S1_2_898C9E0.s(_S1_2_898C9E0.java:1344)
at _S1_2_88D1EC0.s(_S1_2_88D1EC0.java:2528)
at _S1_2_88CFBF0.s(_S1_2_88CFBF0.java:196)
at _S1_2_893287C.s(_S1_2_893287C.java:808)
at _S1_2_893287C.exec(_S1_2_893287C.java)
at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:702)
at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:51)
Code: ------------------------------------------------------------
Thread ID - 0x0000000F
Th Name - threadmain
zr:0x00000000 at:0xFFF00000 v0:0x0958D9C0 v1:0xFFFFFFFF
a0:0x08C16478 a1:0x097C4538 a2:0x09FFF47C a3:0x00000001
t0:0x0000005C t1:0x00000005 t2:0x00000000 t3:0x08C29DF0
t4:0x08B60000 t5:0x00000000 t6:0x000041A4 t7:0x00000002
s0:0x08C16478 s1:0x00000001 s2:0x09FFF494 s3:0x000C8000
s4:0x09FFF498 s5:0x09FFF49C s6:0x09FFF47C s7:0x097C47E4
t8:0xA0000000 t9:0x00000020 k0:0x09FFF700 k1:0x00000000
gp:0x08BD0090 sp:0x09FFF470 fp:0xDE000007 ra:0x089E62FC
0x089E62F8: 0x34070001 - ori $a3, $zr, 1 <=> li $a3, 1
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x00AB Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x40 Initial Priority: 0x40
Thread Entry: 0x08000040 Stack: 0x09FE5000 - 0x09FE5800 Stack Size: 0x00000800
Thread Run Clocks: 10 Exit Code: 0x800201A2
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle0' ID: 0x0004 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08800000 - 0x08802000 Stack Size: 0x00002000
Thread Run Clocks: 173053 Exit Code: 0x800201A4
Thread Wait Type: None Us: 0 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x00AF Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x40 Initial Priority: 0x40
Thread Entry: 0x08000040 Stack: 0x09FE4800 - 0x09FE5000 Stack Size: 0x00000800
Thread Run Clocks: 4 Exit Code: 0x800201A2
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle1' ID: 0x0006 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08802000 - 0x08804000 Stack Size: 0x00002000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 0 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'sfx bank loading thread' ID: 0x008F Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x12 Initial Priority: 0x12
Thread Entry: 0x0884C640 Stack: 0x09FD5C00 - 0x09FD6400 Stack Size: 0x00000800
Thread Run Clocks: 11 Exit Code: 0x800201A4
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x00A7 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x40 Initial Priority: 0x40
Thread Entry: 0x08000040 Stack: 0x09FE5800 - 0x09FE6000 Stack Size: 0x00000800
Thread Run Clocks: 7 Exit Code: 0x800201A2
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'ResourceManagerThread' ID: 0x002F Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x13 Initial Priority: 0x13
Thread Entry: 0x08B2843C Stack: 0x09FFF800 - 0x0A000000 Stack Size: 0x00000800
Thread Run Clocks: 185028 Exit Code: 0x800201A4
Thread Wait Type: Semaphore (0x002E) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'overlayloader' ID: 0x004A Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x13 Initial Priority: 0x13
Thread Entry: 0x08972710 Stack: 0x09FD6400 - 0x09FD6800 Stack Size: 0x00000400
Thread Run Clocks: 17030 Exit Code: 0x800201A4
Thread Wait Type: Semaphore (0x0048) Us: 200000 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'threadmain' ID: 0x000F Module ID: 0x0001
Thread Status: 0x00000001 PSP_THREAD_RUNNING
Thread Attr: 0x80004000 Current Priority: 0x38 Initial Priority: 0x38
Thread Entry: 0x0893287C Stack: 0x09FEF800 - 0x09FFF800 Stack Size: 0x00010000
Thread Run Clocks: 608528771 Exit Code: 0x800201A4
Thread Wait Type: None Us: 200 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'mix sound thread' ID: 0x0099 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x12 Initial Priority: 0x12
Thread Entry: 0x08A6D82C Stack: 0x09FE6800 - 0x09FEE800 Stack Size: 0x00008000
Thread Run Clocks: 3291046 Exit Code: 0x800201A4
Thread Wait Type: None (delay 2032 us, rest 1275 us) Us: 2032 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x009C Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x40 Initial Priority: 0x40
Thread Entry: 0x08000040 Stack: 0x09FE6000 - 0x09FE6800 Stack Size: 0x00000800
Thread Run Clocks: 4 Exit Code: 0x800201A2
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x00D5 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x40 Initial Priority: 0x40
Thread Entry: 0x08000040 Stack: 0x09FE3800 - 0x09FE4000 Stack Size: 0x00000800
Thread Run Clocks: 1 Exit Code: 0x800201A2
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x00B3 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x40 Initial Priority: 0x40
Thread Entry: 0x08000040 Stack: 0x09FE4000 - 0x09FE4800 Stack Size: 0x00000800
Thread Run Clocks: 4 Exit Code: 0x800201A2
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SysManager' ID: 0x001A Module ID: 0x0001
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x80004000 Current Priority: 0x6F Initial Priority: 0x6F
Thread Entry: 0x08A75824 Stack: 0x09FEE800 - 0x09FEF800 Stack Size: 0x00001000
Thread Run Clocks: 2742755 Exit Code: 0x800201A4
Thread Wait Type: None Us: 33333 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Allocated memory: 01897FC8 25788360 bytes
[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]
Fragmented memory: 000C2C00 797696 bytes
[ X XXX]
------------------------------------------------------------
RE: Grand Theft Auto: Chinatown Wars - USA - ULUS10490 [Encrypted] - gid15 - 06-08-2011
Code: 131390 GUI WARN ge Unimplemented Alpha mask 0xF9
131390 GUI WARN ge Unimplemented Alpha mask 0xF5
131390 GUI WARN ge Unimplemented Alpha mask 0xD1
131390 GUI WARN ge Unimplemented Alpha mask 0xEF
Any graphics improvements when using the new option "Enable Color Mask in shader" from r2167?
RE: Grand Theft Auto: Chinatown Wars - USA - ULUS10490 [Encrypted] - littleone - 08-30-2011
playable on r.2239
Compability options used:
use vertex cashe
enable vao
enable saving ge screen
enable 'stencil test'
enable 'color mask'
i have ati ,so enable 'shaders' made it worse.
for some reason ,the textures are corrupted and i have to leave the game for like a min or so to become rendered ,check attachment.
rev.2298
check everything & uncheck only ('color mask' + 'stencil test' + Disable VBO + only Ge Graphics)
and still the same result ,the only way for the corrupted textures is to wait till it gets fixed by its own .
rev.2300
no colors ,wtf ???
RE: Grand Theft Auto: Chinatown Wars - USA - ULUS10490 [Encrypted] - BlackDaemon - 01-02-2012
Some issues with shadows during daytime.
r2437
Running with dynarec compiler (log level set to OFF)
Compability options used: Use vertex cache, Use shaders, Enable VAO, Enable saving GE screen to Textures instead of Memory, Use Media Engine, Decode audio files with SonicStage
RE: Grand Theft Auto: Chinatown Wars - USA - ULUS10490 [Encrypted] - dan83 - 10-22-2012
Fix graphics in 2800
|