Infinite loading?
God Eater 2 - NPJH50832
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2854-God Eater 2 V1.01 JPN
Code: 0 [GUI] INFO emu - Java version: 1.8.0-ea (1.8.0-ea-b114) Code: 4534 [GUI] DEBUG emu - Nothing loaded, can't run... When I loaded the game,the jpcsp emulatior was stop,and the java throw these(critical error) exceptions and output on the console Code: Java HotSpot(TM) 64-Bit Server VM warning: Using incremental CMS is deprecated a
11-15-2013, 09:29 AM
Threads merged because they were both from the same game
11-15-2013, 08:25 PM
@jame_peng
That error is related to the version of Java you have installed. It appears you're already using Java 8 (early access), which is not supported yet. The emulator will be upgraded for Java 8, but only when a final stable release is available. (11-15-2013, 08:25 PM)Hykem Wrote: @jame_peng I try to uninstall the java 8 ,and install java 1.7.But the problem still appearing; Code: 0 [GUI] INFO emu - Java version: 1.7.0_45 (1.7.0_45-b18)
12-21-2013, 10:06 PM
using r 3425
when you patch the game to 1.1 it crashes out the emulator straight away here is a trace log
12-27-2013, 08:45 AM
(This post was last modified: 12-27-2013, 08:57 AM by DragonNeos.)
This game was tested with r3426. The problems encountered in God Eater 2 Trial/Prelude Edition also occur on this game. I have tried testing the Original (Ver 1.00), Ver 1.01, and Ver 1.10 of the game and there are problems loading the latter two on JPCSP. The SAVEDATA created by JPCSP (using Crypto) does not work on a real PSP.
As mentioned before, Ver 1.00 of this game has problems being run on JPCSP. One needs to enable "Ignore invalid memory access (not recommended for test reports, but improves performance)" and "Ignore unmapped imports (not recommended)" in order to progress further in the game. After starting the Second Mission, JPCSP will be stuck on the loading screen, without those options enabled. Players should activate "Disable optimized VertexInfo reading (may improve compatibility)" during cutscenes to block any graphical garbage that may appear (it may depend on one's Graphics Card). There are lines that may appear in the game when the resolution is greater than 1x. It seems that there are problems with activating Continue (Multi) on one computer with two JPCSP's running simultaneously. At the Session Screen (3rd Screenshot), the first JPCSP will load fine while the second JPCSP will crash with a boatload of errors. On Ver 1.01, the game will not load normally on JPCSP. JPCSP will display "Critical error: Check console output for details." as soon as the game is loaded. After a workaround, I can load the game normally, but I run into a roadblock after a certain point. After starting a New Game, I can view the first two cutscenes in the game before a message about the PlayStation Network appears (7th Screenshot). After this message appears, I am prompted to save and then the game goes back to the Title Screen. Attempting to load the SAVEDATA will cause an endless loop of what I had previously described. JPCSP seems to either ignore or can not read the SPRX Files (either encrypted or unencrypted) in the GAME Folder (NPJH50832) for God Eater 2. On Ver 1.10, the game will not load normally on JPCSP. JPCSP will display "Critical error: Check console output for details." as soon as the game is loaded. After a workaround, I can load the game normally, but I run into a roadblock after a certain point. The game seems to load normally until a message about the PlayStation Network appears (8th Screenshot). There is an endless loop of Invalid Memory Addresses and Unmapped Imports. JPCSP does not seem to be able to load the SPRX Files (either encrypted or decrypted) in the GAME Folder (NPJH50832) for God Eater 2. PPSSPP can load either Ver 1.01 or Ver 1.10 of the game normally, but will crash as soon as the player moves. If one modifies the Source Code, the player can move freely, but the emulator will crash once they attempt to start a Mission. Some interesting tidbits: https://github.com/hrydgard/ppsspp/issues/4545 There are three questions I have been wondering about for awhile now. 1) Why does JPCSP have trouble loading games that are updated/patched without a workaround? Is there a way to find the source of the problem? This seems like an unusual problem since PPSSPP can load nearly every updated/patched game without any issues. Toukiden seems to be one of the very few games that JPCSP does not need a workaround in order to load, with the exception of Ver 1.06 which still has trouble loading as of r3426. 2) Will there eventually be support for all Update/DLC Files (EDATA, PGD, SPRX, etc.)? As stated earlier, JPCSP seems to have trouble with certain types of Update/DLC Files which prevents games from being able to load or progress in further parts of a game. 3) Are there any fundamental differences in code between the way that JPCSP and PPSSPP creates SAVEDATA? What allows SAVEDATA created from PPSSPP to work on PSP while SAVEDATA created from JPCSP causes the PSP to display Corrupted Data?
12-27-2013, 10:23 PM
(12-27-2013, 08:45 AM)DragonNeos Wrote: There are three questions I have been wondering about for awhile now. 1) This may happen for a variety of reasons. Thanks to your test reports I've been able to research this better and trace it down to a Java specific bug. I'm already working on a fix, but I'm still testing the changes between each patch to be sure it will work for every case scenario. 2) Unfortunately, DLC is still not fully known. The EDATA algorithm is fully implemented, but needs a major optimization (the data should be handled as a stream, which conflicts with the way the algorithm is applied, and Java is not really good at handling native buffers). As for the SPRX in this specific game, it seems to be related to the issue reported here: http://www.emunewz.net/forum/showthread....34&page=10 Some games appear to have an internal check that bypasses the DLC decryption entirely. I still need to investigate how this happens, but of course, there will be full support for DLC eventually and I'm actively researching it. 3) This issue has been puzzling me for a while. The algorithm for the encryption and decryption is matching PPSSPP's implementation. In fact, I've tested SAVEDATA generated by PPSSPP in JPCSP and vice-versa and they worked fine. This makes me think the main problem is in the PARAM.SFO file. While JPCSP attempts to generate the hash that depends on the console's fuse ID, PPSSPP ignores this and fills this hash with random data. This may tell the PSP to ignore an internal check and load the data straight away. I'm in the process of releasing an external tool to handle SAVEDATA in order to test this more easily. Your tests have been really helpful in detecting these issues and working on them. Please keep reporting these findings. Thanks!
12-28-2013, 11:11 AM
for god eater2 ,JPCSP or PPSSPP may can not read the savedata from PSP, so I try get a decode type savedata use MagicSave, but fail. Then I try copy my PPSSPP savedate to PSP when PSP is standby, make PSP save in my PPSSPP savedata. It work.
For DLC, JPCSP or PPSSPP can't not read it. sorry for my bad english.
01-13-2014, 08:15 PM
In r3435 I've added major optimizations and improvements for several key features of encryption/decryption.
I would really appreciate if someone could test again the several versions of this game. The unmapped import this game is calling is really important and one of the main issues. It should be easy to implement since ModuleMgrForUser_F2D8D1B4 is identical to sceKernelLoadModuleNpDrm, but the SPRX files must be decrypted with a PSP. The tag code used in SPRX files corresponds to a key that is not known. The same applies to the key used in patches (PBOOT.PBP), which could have support in JPCSP if they could be decrypted. |
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