10-21-2017, 02:45 PM
(This post was last modified: 10-21-2017, 02:50 PM by DragonNeos.)
This game was tested with revision 8f3d95c. I seem to have encountered another rare crash with the profiler as I attempt to close the emulator:
As mentioned in the Dissidia: Final Fantasy Playable Demo thread, there are various issues with how the graphics are displayed and frequent NOP issues that can force the user to have to restart the emulator.
I'm not sure why using the file libatrac3plus.prx causes character voices to not play before a battle begins and after a battle ends so I provided a DEBUG log of hle.sceAtrac3plus.
Another issue is how the game is not able to autosave after a battle. The game encounters a problem and brings the save prompt in order to allow the user to be able to save progress. If internal PSP files are stored in the flash0 directory, there aren't any save issues. I provided a DEBUG log of hle.sceUtility for both situations (internal PSP files test is contained within the hle.sceAtrac3plus log file). The selection box as shown in the screenshots seem to be a little too large in terms of width in comparison to the PSP implementation.
As mentioned in a previous post, the game is not able to continue after the first cutscene. The emulator crashes during the white screen transition (requiring Task Manager to close the emulator) as the game is supposed to go into the second cutscene. Many warnings and error messages appear in the log:
Code:
Exception in thread "GUI" java.lang.ArrayIndexOutOfBoundsException: 65
at jpcsp.Allegrex.Common.disasmVDMVSMVTM(Common.java:911)
at jpcsp.Allegrex.Instructions$237.disasm(Instructions.java:9537)
at jpcsp.Allegrex.Common.disasmJUMP(Common.java:732)
at jpcsp.Allegrex.Instructions$92.disasm(Instructions.java:3572)
at jpcsp.Allegrex.compiler.CodeInstruction.disasm(CodeInstruction.java:724)
at jpcsp.Allegrex.compiler.Profiler.logCode(Profiler.java:183)
at jpcsp.Allegrex.compiler.Profiler.logCode(Profiler.java:195)
at jpcsp.Allegrex.compiler.Profiler.logCode(Profiler.java:161)
at jpcsp.Allegrex.compiler.Profiler.logCodeBlock(Profiler.java:140)
at jpcsp.Allegrex.compiler.Profiler.exit(Profiler.java:119)
at jpcsp.Emulator.exit(Emulator.java:107)
at jpcsp.MainGUI.exitEmu(MainGUI.java:2795)
at jpcsp.MainGUI.formWindowClosing(MainGUI.java:1760)
at jpcsp.MainGUI.access$000(MainGUI.java:102)
at jpcsp.MainGUI$2.windowClosing(MainGUI.java:387)
at java.awt.AWTEventMulticaster.windowClosing(Unknown Source)
at java.awt.AWTEventMulticaster.windowClosing(Unknown Source)
at java.awt.Window.processWindowEvent(Unknown Source)
at javax.swing.JFrame.processWindowEvent(Unknown Source)
at java.awt.Window.processEvent(Unknown Source)
at java.awt.Component.dispatchEventImpl(Unknown Source)
at java.awt.Container.dispatchEventImpl(Unknown Source)
at java.awt.Window.dispatchEventImpl(Unknown Source)
at java.awt.Component.dispatchEvent(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$300(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.awt.EventQueue$4.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
As mentioned in the Dissidia: Final Fantasy Playable Demo thread, there are various issues with how the graphics are displayed and frequent NOP issues that can force the user to have to restart the emulator.
I'm not sure why using the file libatrac3plus.prx causes character voices to not play before a battle begins and after a battle ends so I provided a DEBUG log of hle.sceAtrac3plus.
Another issue is how the game is not able to autosave after a battle. The game encounters a problem and brings the save prompt in order to allow the user to be able to save progress. If internal PSP files are stored in the flash0 directory, there aren't any save issues. I provided a DEBUG log of hle.sceUtility for both situations (internal PSP files test is contained within the hle.sceAtrac3plus log file). The selection box as shown in the screenshots seem to be a little too large in terms of width in comparison to the PSP implementation.
As mentioned in a previous post, the game is not able to continue after the first cutscene. The emulator crashes during the white screen transition (requiring Task Manager to close the emulator) as the game is supposed to go into the second cutscene. Many warnings and error messages appear in the log:
Code:
09:44:47 WARN ge - GUI - Texture in swizzled VRAM not supported 0x04288000 (appears as soon as first cutscene begins)
...
09:46:27 WARN ge - GUI - Unknown/unimplemented video command [unk 0xef](hex=00FEDCBC,int=16702652,float=-146703155441043020000000000000000000000.000000) at 0x04134780 (this message and the following appear during the white screen transition)
...
09:46:27 WARN ge - GUI - sceGuLightSpot(0,X,X,-1.07409408E8) invalid argument value
...
09:46:27 WARN ge - GUI - Unknown ztst function 186
...
09:46:27 WARN ge - GUI - Invalid texture address 0x220CC000 for texture level 0
09:46:27 ERROR memory - GUI - read32 - Invalid memory address: 0x1523B7E0 PC=0x88000000
...
09:46:27 ERROR ge - GUI - Unknown color type 1
...