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Atrac3+ and r3432
#21
Hi. I'd like to report audio problems from two games.
The first one is from Okashi na Shima no Peter Pan.
After the logo movie and before the title screen, Jpcsp fails to play bgm and freezes.
Several other games from the same company, Quinrose, have the same issue.
The INFO logger shows:

Code:
65859 [CRI Server Manager] INFO  compiler - Splitting _S1_2_89475A8 (354/50)
66328 [CRI Server Manager] INFO  hle.sceAtrac3plus - sceAtracLowLevelInitDecoder atID=0x0, paramsAddr=0x09FBB8B0
66359 [CRI Atom Atrac Decode] INFO  compiler - Splitting _S1_2_8947B30 (80/50)
66390 [CRI Atom Atrac Decode] ERROR hle.sceAtrac3plus - Not a RIFF/WAVE format! 0005623A 01010101
66703 [CRI Atom Atrac Decode] ERROR me - MediaEngine: Invalid container format!
66859 [CRI Atom Atrac Decode] ERROR me - MediaEngine: No audio streams found!

I extracted the bgm files, which have at3 extension.
I don't have a program to open it, but Method B from http://www.emunewz.net/forum/showthread.php?tid=1160 successfully converted the at3 files.

Also, there is no bgm in Meiji Tokyo Renka.
The logger endlessly repeats like this:

Code:
5359 [ATRAC3 PlayThread] INFO  hle.IoFileMgrForUser - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/bgm.mrg flags = 1 permissions = 00
5766 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - hleAtracSetData atID=0x1, buffer=0x08A2A400, readSize=0x30000, bufferSize=0x30000, fileSize=0x196590
5766 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Decodable AT3 data detected.
5766 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Playing AT3 file 'PartialVirtualFile[UmdIsoVirtualFile[UmdIsoFile(name='bgm.mrg', length=0x71C8000, startSector=0x29720), sectorBlockMode=false], startPosition=0xC800, length=0x196590]'
5812 [ATRAC3 PlayThread] INFO  hle.IoFileMgrForUser - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/bgm.mrg flags = 1 permissions = 00
6219 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - hleAtracSetData atID=0x1, buffer=0x08A2A400, readSize=0x30000, bufferSize=0x30000, fileSize=0x196590
6234 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Decodable AT3 data detected.
6234 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Playing AT3 file 'PartialVirtualFile[UmdIsoVirtualFile[UmdIsoFile(name='bgm.mrg', length=0x71C8000, startSector=0x29720), sectorBlockMode=false], startPosition=0xC800, length=0x196590]'
6266 [ATRAC3 PlayThread] INFO  hle.IoFileMgrForUser - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/bgm.mrg flags = 1 permissions = 00

Thank you.
Reply
#22
test Digimon Adventure (NPJH50686)
If enable atrac3+ , you will need wait 30s to hear sound and get this error after 60s
Code:
18:25:30 ERROR  runtime - CRI Atom Atrac Decode - Catched Throwable in RuntimeThread:
java.nio.BufferUnderflowException
    at java.nio.Buffer.nextGetIndex(Unknown Source)
    at java.nio.HeapIntBuffer.get(Unknown Source)
    at jpcsp.util.Utilities.putBuffer(Utilities.java:429)
    at jpcsp.util.FIFOByteBuffer.copyToBuffer(FIFOByteBuffer.java:80)
    at jpcsp.util.FIFOByteBuffer.write(FIFOByteBuffer.java:98)
    at jpcsp.util.FIFOByteBuffer.write(FIFOByteBuffer.java:107)
    at jpcsp.connector.AtracCodec.atracAddStreamData(AtracCodec.java:376)
    at jpcsp.HLE.modules150.sceAtrac3plus$AtracID.addStreamData(sceAtrac3plus.java:539)
    at jpcsp.HLE.modules620.sceAtrac3plus.sceAtracLowLevelDecode(sceAtrac3plus.java:76)
    at _S1_2_89775C4.s(_S1_2_89775C4.java:4)
    at _S1_2_88E1C90.s88e1d10(_S1_2_88E1C90.java:172)
    at _S1_2_88E1C90.s(_S1_2_88E1C90.java:128)
    at _S1_2_88E1250.s(_S1_2_88E1250.java:68)
    at _S1_2_88E1310.s(_S1_2_88E1310.java:108)
    at _S1_2_88E1310.exec(_S1_2_88E1310.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:157)
    at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:210)
    at _S1_2_89127B8.s(_S1_2_89127B8.java:68)
    at _S1_2_89127B8.exec(_S1_2_89127B8.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:668)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:709)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)

@gid15
Starting with r3371, any resolution over 1x (2x, 3x, etc.) will display multiple screens (1st - 4th Screenshot). Until the latest 3445, this problem has not been fixedSadSad
http://www.emunewz.net/forum/showthread.php?tid=154780


Attached Files Thumbnail(s)
   
Reply
#23
The BGM problem in Meiji Tokyo Renka is now fixed in r3469.
Thank you so much.
I hope "Not a RIFF/WAVE format!" at3+ error in Okashi na Shima can also be fixed in future.


(01-18-2014, 11:10 PM)akaya Wrote: Hi. I'd like to report audio problems from two games.
The first one is from Okashi na Shima no Peter Pan.
After the logo movie and before the title screen, Jpcsp fails to play bgm and freezes.
Several other games from the same company, Quinrose, have the same issue.
The INFO logger shows:

Code:
65859 [CRI Server Manager] INFO  compiler - Splitting _S1_2_89475A8 (354/50)
66328 [CRI Server Manager] INFO  hle.sceAtrac3plus - sceAtracLowLevelInitDecoder atID=0x0, paramsAddr=0x09FBB8B0
66359 [CRI Atom Atrac Decode] INFO  compiler - Splitting _S1_2_8947B30 (80/50)
66390 [CRI Atom Atrac Decode] ERROR hle.sceAtrac3plus - Not a RIFF/WAVE format! 0005623A 01010101
66703 [CRI Atom Atrac Decode] ERROR me - MediaEngine: Invalid container format!
66859 [CRI Atom Atrac Decode] ERROR me - MediaEngine: No audio streams found!

I extracted the bgm files, which have at3 extension.
I don't have a program to open it, but Method B from http://www.emunewz.net/forum/showthread.php?tid=1160 successfully converted the at3 files.

Also, there is no bgm in Meiji Tokyo Renka.
The logger endlessly repeats like this:

Code:
5359 [ATRAC3 PlayThread] INFO  hle.IoFileMgrForUser - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/bgm.mrg flags = 1 permissions = 00
5766 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - hleAtracSetData atID=0x1, buffer=0x08A2A400, readSize=0x30000, bufferSize=0x30000, fileSize=0x196590
5766 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Decodable AT3 data detected.
5766 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Playing AT3 file 'PartialVirtualFile[UmdIsoVirtualFile[UmdIsoFile(name='bgm.mrg', length=0x71C8000, startSector=0x29720), sectorBlockMode=false], startPosition=0xC800, length=0x196590]'
5812 [ATRAC3 PlayThread] INFO  hle.IoFileMgrForUser - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/bgm.mrg flags = 1 permissions = 00
6219 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - hleAtracSetData atID=0x1, buffer=0x08A2A400, readSize=0x30000, bufferSize=0x30000, fileSize=0x196590
6234 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Decodable AT3 data detected.
6234 [ATRAC3 PlayThread] INFO  hle.sceAtrac3plus - Playing AT3 file 'PartialVirtualFile[UmdIsoVirtualFile[UmdIsoFile(name='bgm.mrg', length=0x71C8000, startSector=0x29720), sectorBlockMode=false], startPosition=0xC800, length=0x196590]'
6266 [ATRAC3 PlayThread] INFO  hle.IoFileMgrForUser - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/bgm.mrg flags = 1 permissions = 00

Thank you.
Reply
#24
Dragon Ball Z: Tenkaichi Tag Team [ULUS10537]
BGM doesn't work.
Code:
25446 [] INFO  compiler - Splitting _S1_2_883B30C (1358/100)
25474 [] INFO  compiler - Splitting _S1_2_883BE3C (1367/100)
25490 [] INFO  compiler - Splitting _S1_2_883CDA0 (1358/100)
25526 [] ERROR hle.sceAtrac3plus - Not a RIFF/WAVE format! 8C1658A2 217161E9
25529 [] ERROR me - MediaEngine: Invalid container format!
25532 [] ERROR me - MediaEngine: No audio streams found!
25560 [] INFO  compiler - Splitting _S1_2_883D9D8 (1361/100)
25619 [] INFO  compiler - Splitting _S1_2_883C034 (1357/100)
25665 [] INFO  compiler - Splitting _S1_2_883DAC8 (1357/100)
26451 [] INFO  compiler - Splitting _S1_2_883C220 (1306/100)
26511 [] INFO  compiler - Splitting _S1_2_883DCC8 (1343/100)
26597 [] INFO  compiler - Splitting _S1_2_883D598 (1505/100)
26614 [] INFO  hle.sceAtrac3plus - sceAtracLowLevelInitDecoder atID=0x1, paramsAddr=0x08C47DE0
26624 [] INFO  hle.IoFileMgrForUser - hleIoOpen filename = disc0:/sce_lbn0x14cce_size0x1008 flags = 1 permissions = 00
26678 [] ERROR hle.sceAtrac3plus - Not a RIFF/WAVE format! F12558A2 CE067616
26680 [] ERROR me - MediaEngine: Invalid container format!
26681 [] ERROR me - MediaEngine: No audio streams found!
26742 [] INFO  compiler - Splitting _S1_2_883BF44 (1361/100)
27985 [] INFO  compiler - Splitting _S1_2_883DCB4 (1306/100)
28043 [] INFO  compiler - Splitting _S1_2_883C234 (1343/100)

test with PPSSPP BGM and voice work.
BGM is atrac3 stereo audio (low level), Voice is atrac3 mono audio (low level)

Code:
27:57:967              I[UTIL]: HLE\sceUtility.cpp:216 sceUtilityLoadModule(264)
27:57:967              E[UTIL]: HLE\sceUtility.cpp:221 sceUtilityLoadModule: Library not found
27:58:042              I[G3D]: GLES\ShaderManager.cpp:146 Linked shader: vs 19 fs 20
28:11:709              I[UTIL]: HLE\sceUtility.cpp:216 sceUtilityLoadModule(264)
28:11:709              E[UTIL]: HLE\sceUtility.cpp:221 sceUtilityLoadModule: Library not found
28:11:740              I[ME]: HLE\sceAtrac.cpp:521 0=sceAtracGetAtracID(4097)
28:11:740              I[ME]: HLE\sceAtrac.cpp:1707 sceAtracLowLevelInitDecoder(0, 08c37ce0)
28:11:740              I[ME]: HLE\sceAtrac.cpp:1716 Channels: 2 outputChannels: 2 bytesperFrame: 130
28:11:740              W[ME]: HLE\sceAtrac.cpp:1722 This is an atrac3 stereo audio (low level)
28:11:782              I[ME]: HW\MediaEngine.cpp:79 FF: Estimating duration from bitrate, this may be inaccurate
28:11:809              I[G3D]: GLES\ShaderManager.cpp:146 Linked shader: vs 13 fs 22
28:11:822              I[ME]: HLE\sceAtrac.cpp:521 1=sceAtracGetAtracID(4097)
28:11:822              I[ME]: HLE\sceAtrac.cpp:1707 sceAtracLowLevelInitDecoder(1, 08c47de0)
28:11:822              I[ME]: HLE\sceAtrac.cpp:1716 Channels: 1 outputChannels: 2 bytesperFrame: 98
28:11:822              W[ME]: HLE\sceAtrac.cpp:1720 This is an atrac3 mono audio (low level)
28:11:822              I[ME]: HW\MediaEngine.cpp:79 FF: Estimating duration from bitrate, this may be inaccurate
28:12:793              I[ME]: HLE\sceAtrac.cpp:990 sceAtracReleaseAtracID(1)
28:12:793              I[ME]: HLE\sceAtrac.cpp:521 1=sceAtracGetAtracID(4097)
28:12:793              I[ME]: HLE\sceAtrac.cpp:1707 sceAtracLowLevelInitDecoder(1, 08c47de0)
28:12:793              I[ME]: HLE\sceAtrac.cpp:1716 Channels: 1 outputChannels: 2 bytesperFrame: 98
28:12:793              W[ME]: HLE\sceAtrac.cpp:1720 This is an atrac3 mono audio (low level)
28:12:793              I[ME]: HW\MediaEngine.cpp:79 FF: Estimating duration from bitrate, this may be inaccurate
28:14:229              I[ME]: HLE\sceAtrac.cpp:990 sceAtracReleaseAtracID(1)

special test AdHoc Multiplayer,it is work but need change the Clock Frequency to 222 MHZ (this game ask you to do this)
   
   

in settings, change allow PSP model is allow, how about change the Clock Frequency.
Reply
#25
(04-22-2014, 12:13 PM)onelight Wrote: special test AdHoc Multiplayer,it is work but need change the Clock Frequency to 222 MHZ (this game ask you to do this)
From the screenshot, the game is asking you if it should change the frequency to 222 MHz for you (it is not asking you to change it). Does it ask the same question on a real PSP?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#26
(04-24-2014, 03:48 PM)gid15 Wrote:
(04-22-2014, 12:13 PM)onelight Wrote: special test AdHoc Multiplayer,it is work but need change the Clock Frequency to 222 MHZ (this game ask you to do this)
From the screenshot, the game is asking you if it should change the frequency to 222 MHz for you (it is not asking you to change it). Does it ask the same question on a real PSP?

SCREENSHOT from PSP, same as jpcsp
   
BTW
it is said that you'd better use cpu speed 333/166 went play Gundam vs Gundam Next PLUS Multiplayer 4 palyers (connect 4 PSP with PSPtunnel)
I test this game with jpcsp, but multiplayer doesn't work
http://www.emunewz.net/forum/showthread....797&page=6
Reply
#27
(04-25-2014, 10:59 AM)onelight Wrote:
(04-24-2014, 03:48 PM)gid15 Wrote:
(04-22-2014, 12:13 PM)onelight Wrote: special test AdHoc Multiplayer,it is work but need change the Clock Frequency to 222 MHZ (this game ask you to do this)
From the screenshot, the game is asking you if it should change the frequency to 222 MHz for you (it is not asking you to change it). Does it ask the same question on a real PSP?

SCREENSHOT from PSP, same as jpcsp

BTW
it is said that you'd better use cpu speed 333/166 went play Gundam vs Gundam Next PLUS Multiplayer 4 palyers (connect 4 PSP with PSPtunnel)
I test this game with jpcsp, but multiplayer doesn't work
http://www.emunewz.net/forum/showthread....797&page=6

A bit off-topic, but I'm still looking into the issues with that game in particular. It appears to be a timing/synchronization issue, but it's quite difficult to reproduce, so I apologize for the delay on that.

As for the clock speed, most games handle this setting internally, so it wouldn't be really necessary to have an option for it. However, I'm interested in knowing what happens when changing the clock speed.
I believe PPSSPP allows you to manually change clock speed, right? Have you noticed any important differences in games when changing this?
Reply
#28
(04-26-2014, 04:32 PM)Hykem Wrote:
(04-25-2014, 10:59 AM)onelight Wrote:
(04-24-2014, 03:48 PM)gid15 Wrote:
(04-22-2014, 12:13 PM)onelight Wrote: special test AdHoc Multiplayer,it is work but need change the Clock Frequency to 222 MHZ (this game ask you to do this)
From the screenshot, the game is asking you if it should change the frequency to 222 MHz for you (it is not asking you to change it). Does it ask the same question on a real PSP?

SCREENSHOT from PSP, same as jpcsp

BTW
it is said that you'd better use cpu speed 333/166 went play Gundam vs Gundam Next PLUS Multiplayer 4 palyers (connect 4 PSP with PSPtunnel)
I test this game with jpcsp, but multiplayer doesn't work
http://www.emunewz.net/forum/showthread....797&page=6

A bit off-topic, but I'm still looking into the issues with that game in particular. It appears to be a timing/synchronization issue, but it's quite difficult to reproduce, so I apologize for the delay on that.

As for the clock speed, most games handle this setting internally, so it wouldn't be really necessary to have an option for it. However, I'm interested in knowing what happens when changing the clock speed.
I believe PPSSPP allows you to manually change clock speed, right? Have you noticed any important differences in games when changing this?
Yes, PPSSPP allows you to manually change clock speed. It is said that changing CPU clock speed may speed up but lower FPS, solver or cause crackle.

I guess something wrong with atrac3/atrac3plus lowlive audio
test Dragon Ball Z: Tenkaichi Tag Team with jpcsp 3103
black after game logo
Code:
08:47:20  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xe98b_size0x4A0 flags = 40000001 permissions = 00
08:47:21  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xe98b_size0x4A0 flags = 40000001 permissions = 00
08:47:22  INFO hle.sceUtility -  - IGNORING: sceUtilityLoadModule(module=0x0108) PSP_MODULE_NET_HTTPSTORAGE
08:47:22  INFO hle.sceUtility -  - sceUtilityUnloadModule(module=0x0108) PSP_MODULE_NET_HTTPSTORAGE unloaded
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xe9ef_size0xE1DC flags = 1 permissions = 00
08:47:22  INFO hle.UtilsForUser -  - sceKernelIcacheInvalidateRange addr=0x08A814A0, size=0x4000
08:47:22  INFO hle.UtilsForUser -  - sceKernelIcacheInvalidateRange addr=0x08A814A0, size=16384
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xea0c_size0x55FD4 flags = 1 permissions = 00
08:47:22  INFO hle.sceAtrac3plus -  - sceAtracLowLevelInitDecoder atID=0x0, paramsAddr=0x08C37CE0
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xeab8_size0x18A flags = 1 permissions = 00
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0x39d05_size0x13E790 flags = 1 permissions = 00
08:47:22 ERROR       me -  - MediaEngine: Invalid container format!
08:47:22 ERROR       me -  - MediaEngine: No audio streams found!
08:47:22 ERROR  runtime -  - Catched Throwable in RuntimeThread:
java.lang.NullPointerException
    at jpcsp.HLE.modules150.sceAtrac3plus$AtracID.addStreamData(sceAtrac3plus.java:551)
    at jpcsp.HLE.modules620.sceAtrac3plus.sceAtracLowLevelDecode(sceAtrac3plus.java:86)
    at _S1_2_8A666DC.s(_S1_2_8A666DC.java:4)
    at _S1_2_883B118.s(_S1_2_883B118.java:2756)
    at _S1_2_883B118.exec(_S1_2_883B118.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:157)
    at jpcsp.Allegrex.compiler.RuntimeContext.jump(RuntimeContext.java:189)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:670)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:709)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
Digimon Adventure also have AtracLowLevel problem, right?
Reply
#29
(04-27-2014, 12:51 AM)onelight Wrote:
(04-26-2014, 04:32 PM)Hykem Wrote:
(04-25-2014, 10:59 AM)onelight Wrote:
(04-24-2014, 03:48 PM)gid15 Wrote:
(04-22-2014, 12:13 PM)onelight Wrote: special test AdHoc Multiplayer,it is work but need change the Clock Frequency to 222 MHZ (this game ask you to do this)
From the screenshot, the game is asking you if it should change the frequency to 222 MHz for you (it is not asking you to change it). Does it ask the same question on a real PSP?

SCREENSHOT from PSP, same as jpcsp

BTW
it is said that you'd better use cpu speed 333/166 went play Gundam vs Gundam Next PLUS Multiplayer 4 palyers (connect 4 PSP with PSPtunnel)
I test this game with jpcsp, but multiplayer doesn't work
http://www.emunewz.net/forum/showthread....797&page=6

A bit off-topic, but I'm still looking into the issues with that game in particular. It appears to be a timing/synchronization issue, but it's quite difficult to reproduce, so I apologize for the delay on that.

As for the clock speed, most games handle this setting internally, so it wouldn't be really necessary to have an option for it. However, I'm interested in knowing what happens when changing the clock speed.
I believe PPSSPP allows you to manually change clock speed, right? Have you noticed any important differences in games when changing this?
Yes, PPSSPP allows you to manually change clock speed. It is said that changing CPU clock speed may speed up but lower FPS, solver or cause crackle.

I guess something wrong with atrac3/atrac3plus lowlive audio
test Dragon Ball Z: Tenkaichi Tag Team with jpcsp 3103
black after game logo
Code:
08:47:20  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xe98b_size0x4A0 flags = 40000001 permissions = 00
08:47:21  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xe98b_size0x4A0 flags = 40000001 permissions = 00
08:47:22  INFO hle.sceUtility -  - IGNORING: sceUtilityLoadModule(module=0x0108) PSP_MODULE_NET_HTTPSTORAGE
08:47:22  INFO hle.sceUtility -  - sceUtilityUnloadModule(module=0x0108) PSP_MODULE_NET_HTTPSTORAGE unloaded
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xe9ef_size0xE1DC flags = 1 permissions = 00
08:47:22  INFO hle.UtilsForUser -  - sceKernelIcacheInvalidateRange addr=0x08A814A0, size=0x4000
08:47:22  INFO hle.UtilsForUser -  - sceKernelIcacheInvalidateRange addr=0x08A814A0, size=16384
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xea0c_size0x55FD4 flags = 1 permissions = 00
08:47:22  INFO hle.sceAtrac3plus -  - sceAtracLowLevelInitDecoder atID=0x0, paramsAddr=0x08C37CE0
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0xeab8_size0x18A flags = 1 permissions = 00
08:47:22  INFO hle.IoFileMgrForUser -  - hleIoOpen filename = disc0:/sce_lbn0x39d05_size0x13E790 flags = 1 permissions = 00
08:47:22 ERROR       me -  - MediaEngine: Invalid container format!
08:47:22 ERROR       me -  - MediaEngine: No audio streams found!
08:47:22 ERROR  runtime -  - Catched Throwable in RuntimeThread:
java.lang.NullPointerException
    at jpcsp.HLE.modules150.sceAtrac3plus$AtracID.addStreamData(sceAtrac3plus.java:551)
    at jpcsp.HLE.modules620.sceAtrac3plus.sceAtracLowLevelDecode(sceAtrac3plus.java:86)
    at _S1_2_8A666DC.s(_S1_2_8A666DC.java:4)
    at _S1_2_883B118.s(_S1_2_883B118.java:2756)
    at _S1_2_883B118.exec(_S1_2_883B118.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:157)
    at jpcsp.Allegrex.compiler.RuntimeContext.jump(RuntimeContext.java:189)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:670)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:709)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
Digimon Adventure also have AtracLowLevel problem, right?

Interesting...
Yes, both games seem to have a very similar issue. It looks like there's a sync issue with the low level decoding routines.
This may also explain the "ERROR hle.sceAtrac3plus - Not a RIFF/WAVE format!" messages, since the game appears to be reading data from where it shouldn't.
Thanks for the reports, I'm going to see if I can reproduce this issue and improve the decoding stability.
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