Dungeon Siege: Throne of Agony - USA - ULUS10177 - BlackDaemon - 04-03-2012
ADHOC connection test. Unfortunately game is unplayable due to two constant bugs:
- players dying at game startup
- after respawn players can't move (stuck)
r2506
Code: 2774 [GUI] INFO emu - Java version: 1.7.0_03 (1.7.0_03-b05)
2775 [GUI] INFO emu - Jpcsp v0.6 2506
2777 [GUI] INFO emu - UMD param.sfo :
BOOTABLE = 1
CATEGORY = UG
DISC_ID = ULUS10177
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.02
PARENTAL_LEVEL = 5
PSP_SYSTEM_VER = 2.71
REGION = 32768
TITLE = Dungeon Siege: Throne of Agony
probably homebrew? false
2783 [GUI] DEBUG hle - Loading HLE firmware up to version 271
3071 [GUI] DEBUG hle - Loading HLE firmware up to version 271
3165 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x2E3220, addr=0x08804000: returns 0x08804000
3170 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
3170 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
3171 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[addr=0x09FFFE00-0x0A000000, uid=5, partition=2, name='ThreadMan-Stack-0x4-idle0', type=PSP_SMEM_High, size=0x200 (allocated=0x200)]
3172 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
3172 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[addr=0x09FFFE00-0x0A000000, uid=7, partition=2, name='ThreadMan-Stack-0x6-idle1', type=PSP_SMEM_High, size=0x200 (allocated=0x200)]
3173 [GUI] INFO hle.ThreadManForUser - Audio threads disabled: false
3249 [GUI] DEBUG hle.sceDisplay - Available Display Mode #0 = 1280 x 768 x 16 @60Hz
3249 [GUI] DEBUG hle.sceDisplay - Available Display Mode #1 = 720 x 480 x 16 @85Hz
3249 [GUI] DEBUG hle.sceDisplay - Available Display Mode #2 = 640 x 480 x 32 @59Hz
3250 [GUI] DEBUG hle.sceDisplay - Available Display Mode #3 = 1280 x 720 x 16 @60Hz
3250 [GUI] DEBUG hle.sceDisplay - Available Display Mode #4 = 1152 x 864 x 32 @60Hz
3250 [GUI] DEBUG hle.sceDisplay - Available Display Mode #5 = 1024 x 768 x 32 @85Hz
3251 [GUI] DEBUG hle.sceDisplay - Available Display Mode #6 = 640 x 480 x 32 @60Hz
3251 [GUI] DEBUG hle.sceDisplay - Available Display Mode #7 = 640 x 480 x 16 @75Hz
3251 [GUI] DEBUG hle.sceDisplay - Available Display Mode #8 = 1280 x 960 x 16 @60Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #9 = 1280 x 1024 x 32 @60Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #10 = 640 x 480 x 16 @85Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #11 = 1280 x 800 x 32 @60Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #12 = 720 x 576 x 16 @85Hz
3253 [GUI] DEBUG hle.sceDisplay - Available Display Mode #13 = 800 x 600 x 32 @85Hz
3253 [GUI] DEBUG hle.sceDisplay - Available Display Mode #14 = 1280 x 800 x 16 @60Hz
3253 [GUI] DEBUG hle.sceDisplay - Available Display Mode #15 = 640 x 480 x 32 @85Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #16 = 720 x 576 x 32 @85Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #17 = 800 x 600 x 16 @85Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #18 = 1280 x 768 x 32 @60Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #19 = 720 x 480 x 32 @85Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #20 = 640 x 480 x 16 @59Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #21 = 1280 x 1024 x 16 @60Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #22 = 1280 x 960 x 32 @60Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #23 = 640 x 480 x 32 @75Hz
3256 [GUI] DEBUG hle.sceDisplay - Available Display Mode #24 = 640 x 480 x 16 @60Hz
3256 [GUI] DEBUG hle.sceDisplay - Available Display Mode #25 = 1152 x 864 x 16 @60Hz
3256 [GUI] DEBUG hle.sceDisplay - Available Display Mode #26 = 1024 x 768 x 16 @85Hz
3257 [GUI] DEBUG hle.sceDisplay - Available Display Mode #27 = 1280 x 720 x 32 @60Hz
3257 [GUI] DEBUG hle.sceDisplay - Desktop Display Mode = 1024 x 768 x 32 @85Hz
3257 [GUI] DEBUG hle.sceDisplay - Current Display Mode = 1024 x 768 x 32 @85Hz
3257 [GUI] DEBUG hle.sceDisplay - initGL called = true, OpenGL Version = 4.2.0
3275 [GUI] INFO hle.sceDisplay - Saving GE to Textures
3276 [GUI] INFO ge - Only GE Graphics: false
3326 [GUI] INFO hle.sceAudio - Audio ChReserve disabled: false
3326 [GUI] INFO hle.sceAudio - Audio Blocking disabled: false
3328 [GUI] INFO hle.sceMpeg - Media Engine enabled
3331 [GUI] INFO hle - Using the external audio decoder (SonicStage)
3644 [GUI] INFO hle.sceFont - Loading font file 'jpn0.pgf'. Font='Sazanami Gothic' Type='Gothic-Regular'
3650 [GUI] INFO hle.sceFont - Loading font file 'ltn0.pgf'. Font='Liberation Sans' Type='Regular'
3655 [GUI] INFO hle.sceFont - Loading font file 'ltn1.pgf'. Font='Liberation Serif' Type='Regular'
3659 [GUI] INFO hle.sceFont - Loading font file 'ltn2.pgf'. Font='Liberation Sans' Type='Italic'
3663 [GUI] INFO hle.sceFont - Loading font file 'ltn3.pgf'. Font='Liberation Serif' Type='Italic'
3667 [GUI] INFO hle.sceFont - Loading font file 'ltn4.pgf'. Font='Liberation Sans' Type='Bold'
3672 [GUI] INFO hle.sceFont - Loading font file 'ltn5.pgf'. Font='Liberation Serif' Type='Bold'
3676 [GUI] INFO hle.sceFont - Loading font file 'ltn6.pgf'. Font='Liberation Sans' Type='Bold Italic'
3680 [GUI] INFO hle.sceFont - Loading font file 'ltn7.pgf'. Font='Liberation Serif' Type='Bold Italic'
3684 [GUI] INFO hle.sceFont - Loading font file 'ltn8.pgf'. Font='Liberation Sans' Type='Regular'
3688 [GUI] INFO hle.sceFont - Loading font file 'ltn9.pgf'. Font='Liberation Serif' Type='Regular'
3692 [GUI] INFO hle.sceFont - Loading font file 'ltn10.pgf'. Font='Liberation Sans' Type='Italic'
3696 [GUI] INFO hle.sceFont - Loading font file 'ltn11.pgf'. Font='Liberation Serif' Type='Italic'
3700 [GUI] INFO hle.sceFont - Loading font file 'ltn12.pgf'. Font='Liberation Sans' Type='Bold'
3704 [GUI] INFO hle.sceFont - Loading font file 'ltn13.pgf'. Font='Liberation Serif' Type='Bold'
3708 [GUI] INFO hle.sceFont - Loading font file 'ltn14.pgf'. Font='Liberation Sans' Type='Bold Italic'
3712 [GUI] INFO hle.sceFont - Loading font file 'ltn15.pgf'. Font='Liberation Serif' Type='Bold Italic'
3775 [GUI] INFO hle.sceFont - Loading font file 'kr0.pgf'. Font='UnDotum' Type='Regular'
3776 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x400, addr=0x00000000: returns 0x09FFFC00
3777 [GUI] DEBUG emu - Patch file not found
...
3780 [GUI] INFO emu - Using the following settings:
3780 [GUI] INFO emu - Configuration / Region
3782 [GUI] INFO emu - Language [English]
3782 [GUI] INFO emu - Button preference: ["O" for "Enter"]
3782 [GUI] INFO emu - Daylight savings: [Off]
3783 [GUI] INFO emu - Time zone offset in minutes (GMT+/-): [0]
3783 [GUI] INFO emu - Time format: [24H]
3783 [GUI] INFO emu - Date format: [YYYY-MM-DD]
3783 [GUI] INFO emu - WLAN power saving mode: [Off]
3784 [GUI] INFO emu - Ad hoc channel: [Auto]
3784 [GUI] INFO emu - Nickname: [client]
3784 [GUI] INFO emu - Configuration / Video
3784 [GUI] INFO emu - [ ] Disable VBO (automatically disabled if not supported)
3785 [GUI] INFO emu - [ ] Only GE graphics (not recommended for homebrew)
3785 [GUI] INFO emu - [X] Use vertex cache
3785 [GUI] INFO emu - [X] Use shaders (experimental)
3786 [GUI] INFO emu - [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
3786 [GUI] INFO emu - [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
3786 [GUI] INFO emu - [X] Enable VAO (only relevant when using shaders and vertex cache)
3786 [GUI] INFO emu - [X] Enable saving GE screen to Textures instead of Memory
3786 [GUI] INFO emu - [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
3787 [GUI] INFO emu - [ ] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
3787 [GUI] INFO emu - [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
3787 [GUI] INFO emu - [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
3788 [GUI] INFO emu - [ ] Disable optimized VertexInfo reading (may improve compatibility)
3788 [GUI] INFO emu - [ ] Use Software Rendering (very experimental, not yet complete, slow)
3788 [GUI] INFO emu - Configuration / Audio
3788 [GUI] INFO emu - [ ] Disable audio threads
3789 [GUI] INFO emu - [ ] Disable audio channels (not recommended)
3789 [GUI] INFO emu - [ ] Disable audio blocking
3789 [GUI] INFO emu - Configuration / Memory
3789 [GUI] INFO emu - [ ] Ignore invalid memory access (not recommended for test reports, but improves performance)
3790 [GUI] INFO emu - [ ] Ignore unmapped imports (not recommended)
3790 [GUI] INFO emu - Configuration / Media
3790 [GUI] INFO emu - [X] Use Media Engine
3790 [GUI] INFO emu - [ ] Extract media files to tmp folder
3790 [GUI] INFO emu - [X] Decode audio files with SonicStage (must be installed separately and requires Media Engine)
3791 [GUI] INFO emu - [ ] Use debug font (disable flash0 fonts)
3791 [GUI] INFO emu - Configuration / Compiler
3791 [GUI] INFO emu - [X] Use compiler (dynarec)
3791 [GUI] INFO emu - [ ] Output profiler info to profiler.txt (only for compiler)
3792 [GUI] INFO emu - [3000] Maximum method size
3792 [GUI] INFO emu - Configuration / Crypto
3792 [GUI] INFO emu - [ ] Extract decrypted EBOOT.BIN files to the TMP folder
3792 [GUI] INFO emu - [ ] Handle SAVEDATA in crypto mode
3793 [GUI] INFO emu - [ ] Extract original PGD files to the TMP folder
3793 [GUI] INFO emu - Configuration / Display
3793 [GUI] INFO emu - Anti-aliasing: [OFF]
3793 [GUI] INFO emu - Resolution: [Native]
3794 [GUI] INFO emu - [ ] Start JPCSP in Full-Screen Exclusive Mode in the following runs
3794 [GUI] INFO hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
3841 [GUI] INFO ge - Using RenderingEngineLwjgl31
3842 [GUI] INFO ge - Using VBO
3842 [GUI] INFO ge - OpenGL version: 4.2.0
3842 [GUI] INFO ge - Shading Language version: 4.20 NVIDIA via Cg compiler
3842 [GUI] INFO ge - GL_CONTEXT_FLAGS; 0x0
3843 [GUI] INFO ge - GL_CONTEXT_PROFILE_MASK: 0x0
3850 [GUI] INFO ge - Using VAO (Vertex Array Object)
3850 [GUI] INFO ge - Using shaders with Skinning
3852 [GUI] INFO ge - Using Uniform Buffer Object (UBO)
3856 [GUI] DEBUG ge - Using shader version 140, available shading language version 420
3881 [GUI] DEBUG ge - Program 3 attribute locations: weights1=4, weights2=5, position=0, normal=3, color=2, texture=1
3884 [GUI] DEBUG ge - UBO Structure size: 884 (including endOfUBO)
3884 [GUI] INFO ge - Using VAO (Vertex Array Object)
3885 [GUI] INFO ge - Using shaders with Skinning
3885 [GUI] INFO ge - Using Uniform Buffer Object (UBO)
3888 [GUI] DEBUG ge - Using shader version 140, available shading language version 420
3901 [GUI] DEBUG ge - Program 6 attribute locations: weights1=4, weights2=5, position=0, normal=3, color=2, texture=1
3902 [GUI] DEBUG ge - UBO Structure size: 884 (including endOfUBO)
3909 [GUI] INFO ge - Using Async Vertex Cache
3934 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3935 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3935 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
3936 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
3961 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3962 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3962 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
3962 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
Running with dynarec compiler (log level set to INFO)
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: Dungeon Siege: Throne of Agony - USA - ULUS10177 [Encrypted] - IcemanSR - 01-22-2013
Game works now without those bugs
But it has new problem
graphic goes weird after moving
First in right corner appears green circle which then engulf whole screen in yellow
after that yellow circle appears and engulfs whole screen in white
only character portraits are normally visible and mini map
toon can still move and kill mobs (blindly)
so game works but u cant see nothing
The whole screen color bug was caused by "texture to memory"
if u turn off that game is almost ok,there is still big yellow/white right bottom part of screen covering half of screen
and it looks super ugly without texture to memory
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