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Kingdom Hearts Birth by Sleep Final Mix - ULJM05775
(10-16-2013, 12:01 AM)DragonNeos Wrote: I am aware of the program MagicSave. However, we as users should not need to use external programs in order to load a SAVEDATA on a real PSP. There is some support from PPSSPP that allows seamless transfer of SAVEDATA from the emulator to a real PSP. Some exceptions for SAVEDATA that do not work from PPSSPP to a real PSP include Kingdom Hearts Birth by Sleep Final Mix (can see the save, but can not load the save).

The same support is implemented in JPCSP. Right now SAVEDATA transfer is not working due to research being done for recent games.
Some new findings have been implemented in r3406, but this still needs more testing.
Reply
This game was tested with r3406. JPCSP seems to generate SAVEDATA (using Crypto) correctly with a correct file size for PARAM.SFO (4.79 KB). SAVEDATA created by JPCSP (using Crypto) can actually be loaded by the emulator without any problems. Other problems listed in other posts still exist on this revision.

EDIT: When it comes to loading the SAVEDATA on a PSP, it appears as Corrupted Data. In order to get the SAVEDATA to actually be recognized and loadable on a PSP, I need to move the JPCSP (using Crypto) SAVEDATA into PPSSPP and save once using that emulator. Then I can move the SAVEDATA onto the PSP and load it.


Attached Files
.zip   Log_r3406(64bit)_INFO.zip (Size: 236.98 KB / Downloads: 141)
.7z   ULJM05775 (JPCSP).7z (Size: 255.2 KB / Downloads: 153)
Reply
Ad-Hoc Multiplayer working now, required prx files from a PSARDUMP on real PSP.
Reply
This game was tested with revision 9de5f87. There are many issues with this game in terms of graphics, gameplay, and video.

32-bit only:

1) Graphics displayed in either OpenGL or the External Software Renderer are not accurate in terms of colors (see attached Screenshots.7z).

2) External Software Renderer will crash as soon as the user enters the game from the Title Screen.

Both 32-bit and 64-bit:

1) Although the game goes to the Title Screen after the opening video, the game takes a long time to recognize that the video has ended. Using mpeg.prx allows the game to immediately get to the Title Screen after the video has ended. As you can see in the log, it takes an extra two minutes to recognize that the video has ended (video is only two minutes long):
Code:
07:43:26  INFO hle.sceUtility - user_main - Loading: sceUtilityLoadModule(module=0x0303) flash0:/kd/mpeg.prx
07:43:26  INFO hle.ModuleMgrForUser - user_main - hleKernelLoadModule(path='flash0:/kd/mpeg.prx') HLE module mpeg loaded
07:43:26  INFO hle.ModuleMgrForUser - user_main - IGNORING:sceKernelStartModule HLE module 'mpeg'
07:43:26  INFO hle.sceUtility - user_main - sceUtilityLoadModule(module=0x0303) flash0:/kd/mpeg.prx loaded
07:43:26  INFO hle.sceMpeg - user_main - sceMpegInit
07:43:26  INFO hle.sceMpeg - user_main - sceMpegInit returning 0x0
07:43:26  INFO hle.IoFileMgrForUser - user_main - hleIoOpen filename = umd1: flags = 1 permissions = 00
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG video stream data: streamID=0xE0, privateStreamID=0x0, unk1=0x20, unk2=0xFB, EPMapOffset=0xa2, EPMapNumEntries=99, frameWidth=480, frameHeight=272
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG audio stream data: streamID=0xBD, privateStreamID=0x0, unk1=0x20, unk2=0x4, audioChannelConfig=2, audioSampleFrequency=2
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG video stream data: streamID=0xE0, privateStreamID=0x0, unk1=0x20, unk2=0xFB, EPMapOffset=0xa2, EPMapNumEntries=99, frameWidth=480, frameHeight=272
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG audio stream data: streamID=0xBD, privateStreamID=0x0, unk1=0x20, unk2=0x4, audioChannelConfig=2, audioSampleFrequency=2
...
07:47:22  INFO hle.sceMpeg - user_main - sceMpegFinish
07:47:22  INFO hle.sceMpeg - user_main - sceMpegFinish returning 0x0
07:47:22  INFO hle.sceUtility - user_main - sceUtilityUnloadModule(module=0x0303) flash0:/kd/mpeg.prx unloaded

2) The game doesn't display the correct ICON0.PNG (using a generic image) when loading SAVEDATA (2nd Screenshot).

3) The option "Use shaders" doesn't work well with this game. Using this option makes the characters have incorrect shadows and randomly displays garbage textures as mentioned in previous posts. The option "Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)" also doesn't work well with this game as characters will be covered in black shadow.

3rd Screenshot - OpenGL with Settings (incorrect shadow, renders better environment lighting, Focus Gauge and lightbulbs not glowing)

4th Screenshot - OpenGL without any Settings (garbage textures appear in loading screens, Focus Gauge and lightbulbs not glowing, cutscenes appear blurry at certain times)

5th Screenshot - External Software Renderer (floor textures and HP bar look slightly stretched in comparison to OpenGL, Focus Gauge not glowing, lightbulbs glowing texture is slightly off)

6th Screenshot - PPSSPP OpenGL
Code:
[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory

4) Hit detection: The character Terra has problems connecting consecutive attacks for combos (being able to hit the first and second attack, but completely missing the third attack despite being close to the opponent). Other characters may have hit detection issues in different situations. How would one test for this function anyway?

5) There is a particular cutscene in the Last Episode that can stop the game from continuing. After going through two battles, videos and cutscenes take users through the rest of the game. The first cutscene will play without any issue, but the second (and possibly subsequent cutscenes) will Pause the game with invalid memory address errors. Users can keep clicking on Run until the game continues with the cutscene. Using mpeg.prx allows the user to view all videos and cutscenes without any problems.
Code:
13:58:05 ERROR   memory - user_main - read32 - Invalid memory address: 0x0A000000 PC=0x08000020

6) At the SAVEDATA screen, if the user chooses to exit without saving, the following appears in the log and an error will display onscreen (8th Screenshot):
Code:
19:02:52  INFO hle.sceUtility - user_main - sceUtilityMsgDialogInitStart 0x0962FFF4-0x096302B8: result 0x00000000
mode PSP_UTILITY_MSGDIALOG_MODE_ERROR
errorValue 0x80110388
message ''
options 0x00000000
buttonPressed 0x00000000'
enterButtonString ''
backButtonString ''

General (can affect other games):

1) External Software Renderer should not be affected by OpenGL settings, but when the option "Only GE graphics (not recommended for homebrew)" is enabled, the screen is black.


Attached Files Thumbnail(s)
                               

.zip   Log_r9de5f87(32bit)_INFO (External Software Renderer).zip (Size: 12.62 KB / Downloads: 134)
.zip   Log_r9de5f87(32bit)_INFO (OpenGL).zip (Size: 85.19 KB / Downloads: 156)
.zip   Log_r9de5f87(64bit)_INFO (without mpeg.prx).zip (Size: 353.99 KB / Downloads: 145)
.zip   Log_r9de5f87(64bit)_INFO (with mpeg.prx).zip (Size: 231.88 KB / Downloads: 135)
.7z   Screenshots.7z (Size: 625.71 KB / Downloads: 136)
Reply
Audio error (miss some voice) when using libatrac3plus.prx
Code:
0x09F46220 00 00 00 00 00 00 00 00 00 00 00 00              >............<
19:41:48 DEBUG hle.sceAudiocodec - AUDIO MIXER THREAD - sceAudiocodecDecode workArea=0x09F462C0, codecType=0x1001
19:41:48 DEBUG hle.sceAudiocodec - AUDIO MIXER THREAD - workArea[inout]:
0x09F462C0 00 00 00 00 00 00 00 00 00 00 00 00 80 F0 01 08  >................<
0x09F462D0 00 00 00 00 01 00 00 00 20 C3 03 09 80 01 00 00  >........ .......<
0x09F462E0 BC 67 ED 09 00 10 00 00 0F 00 00 00 00 00 00 00  >.g..............<
0x09F462F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46300 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46310 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46320 00 00 00 00 00 00 00 00 00 00 00 00              >............<
19:41:48 DEBUG hle.sceAudiocodec - AUDIO MIXER THREAD - sceAudiocodecDecode inputBuffer=0x0903C320, outputBuffer=0x09ED67BC, inputBufferSize=0x180, outputBufferSize=0x1000
19:41:48 DEBUG hle.sceAudiocodec - AUDIO MIXER THREAD - sceAudiocodecDecode unknown1=0x0000000F
19:41:48 ERROR   atrac3 - AUDIO MIXER THREAD - Sound Unit id != 0x28
19:41:48 DEBUG hle.sceAudiocodec - AUDIO MIXER THREAD - codec.decode returned error 0xFFFFFFFE, data:
0x0903C320 A0 00 A3 FD FF FB 56 55 6C 92 4B 2E 24 C3 0B AA  >......VUl.K.$...<
0x0903C330 A2 46 96 20 C6 96 60 E2 86 20 AA 02 23 DB E7 75  >.F. ..`.. ..#..u<
0x0903C340 BF BD 2B 45 28 4F 5C F2 EF 7F 77 A5 58 47 DF 77  >..+E(O\...w.XG.w<
0x0903C350 67 1E EE 7E F8 F5 F0 F4 A3 D2 8F 5D 4C 9C 3B 7D  >g..~.......]L.;}<
0x0903C360 1D D5 FE A1 16 E7 E1 13 A1 AE 35 5C 8B E9 F3 92  >..........5\....<
0x0903C370 21 E3 6B 92 DF F1 D3 71 E3 6D F3 97 F3 24 D3 7B  >!.k....q.m...$.{<
0x0903C380 54 DB C3 AE 25 B2 7F 1E DF 24 A8 73 DE FD ED 2E  >T...%....$.s....<
0x0903C390 5F 7F E6 7B BB 3D 92 4C D9 9E 31 54 A9 18 00 D9  >_..{.=.L..1T....<
0x0903C3A0 AD CE 3B 3B CF A2 EF 3E 6A 5D 99 F9 33 6E 45 94  >..;;...>j]..3nE.<
0x0903C3B0 C6 31 1B 86 E6 37 00 C0 A0 01 2D B7 85 F4 40 5F  >.1...7....-...@_<
0x0903C3C0 05 56 E8 D0 05 15 BF FF DA 32 DC 68 92 55 5C C5  >.V.......2.h.U\.<
0x0903C3D0 97 61 44 51 34 90 C9 2C D2 88 14 31 04 43 F3 7D  >.aDQ4..,...1.C.}<
0x0903C3E0 F4 74 74 5C EB 8F 7B 53 6F BA 53 16 7A 59 F5 FD  >.tt\..{So.S.zY..<
0x0903C3F0 11 AB D0 9B 70 D0 CE 69 96 AD 30 83 8F 38 C5 57  >....p..i..0..8.W<
0x0903C400 7D 49 2F BC ED 43 E7 D5 CF C5 B7 E7 6F B2 F2 DF  >}I/..C......o...<
0x0903C410 5D 9A 97 79 17 73 76 5D 77 C6 CD 9D BF E6 8A 08  >]..y.sv]w.......<
0x0903C420 58 BC 4C FF 4D 76 EB B2 A3 66 D9 6F AE DB B9 3F  >X.L.Mv...f.o...?<
0x0903C430 4C 45 A5 74 94 82 29 64 5B 2A 96 54 CD E2 6D 6E  >LE.t..)d[*.T..mn<
0x0903C440 3C 6E F7 29 C6 B6 EF 70 AD 16 0D 87 1A 44 09 60  ><n.)...p.....D.`<
0x0903C450 A0 01 6D A7 84 46 F8 4A BC 80 05 12 6F FF DA B2  >..m..F.J....o...<
0x0903C460 DD 44 92 95 5D 76 1B 5D 54 91 40 91 09 30 D2 06  >.D..]v.]T.@..0..<
0x0903C470 10 30 C5 83 17 D5 C9 E2 F0 86 4A 31 0C C5 36 9B  >.0........J1..6.<
0x0903C480 76 B2 7F 4D 58 D1 46 98 97 48 65 C7 1A F0 D3 54  >v..MX.F..He....T<
0x0903C490 B9 EA 77 D4 7E F0 D5 B2 1A 69 FF 3A 53 C6 5B DD  >..w.~....i.:S.[.<
19:41:48 DEBUG hle.sceAudiocodec - AUDIO MIXER THREAD - sceAudiocodecDecode returning 0x0
19:41:48 DEBUG hle.sceAudiocodec - AUDIO MIXER THREAD - workArea[inout]:
0x09F462C0 00 00 00 00 00 00 00 00 00 00 00 00 80 F0 01 08  >................<
0x09F462D0 00 00 00 00 01 00 00 00 20 C3 03 09 80 01 00 00  >........ .......<
0x09F462E0 BC 67 ED 09 00 10 00 00 0F 00 00 00 00 00 00 00  >.g..............<
0x09F462F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46300 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46310 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46320 00 00 00 00 00 00 00 00 00 00 00 00              >............<


Using mpeg.prx, the logo op video will skip not play.
Code:
19:39:50 DEBUG hle.sceVideocodec - user_main - sceVideocodecSetMemory unknown1=0x000001E0, unknown2=0x00000110, unknown3=0x00000002, unknown4=0x00000000
19:39:50  WARN hle.sceVideocodec - user_main - Unimplemented sceVideocodecSetMemory returning 0x0
19:39:50  WARN hle.sceVideocodec - user_main - buffer[inout]:
0x0946F0C0 01 06 10 05 78 00 00 00 01 00 00 00 08 4B 02 00  >....x........K..<
0x0946F0D0 40 F1 46 09 00 4B 02 00 2C 3C 00 00 00 00 00 09  >@.F..K..,<......<
0x0946F0E0 00 5C 01 00 00 00 00 00 00 00 00 00 80 F1 46 09  >.\............F.<
0x0946F0F0 40 F2 46 09 00 00 00 00 00 00 00 00 04 00 00 00  >@.F.............<
0x0946F100 E0 01 00 00 10 01 00 00 02 00 00 00 00 00 00 00  >................<
0x0946F110 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
19:39:50  WARN hle.sceMpegbase - user_main - Unimplemented sceMpegBaseCscInit unknown=0x200
19:39:50  WARN hle.sceMpegbase - user_main - Unimplemented sceMpegBaseCscInit returning 0x0
19:39:50  WARN hle.sceAudiocodec - user_main - Unimplemented sceAudiocodecCheckNeedMem workArea=0x09F86180, codecType=0x1000
19:39:50  WARN hle.sceAudiocodec - user_main - Unimplemented sceAudiocodecCheckNeedMem returning 0x0
19:39:50  WARN hle.sceMpegbase - user_main - Unimplemented sceMpegbase_0530BE4E unknown=0x0
19:39:50  WARN hle.sceMpegbase - user_main - Unimplemented sceMpegbase_0530BE4E returning 0x0
19:39:50  INFO hle.IoFileMgrForUser - user_main - hleIoOpen filename = umd1: flags = 1 permissions = 00
19:39:50  INFO hle.sceDisplay - user_main - setFramePerSecFactor 1
19:39:51  WARN hle.sceAudiocodec - user_main - Unimplemented sceAudiocodecCheckNeedMem workArea=0x0946F2C0, codecType=0x1000
19:39:51  WARN hle.sceAudiocodec - user_main - Unimplemented sceAudiocodecCheckNeedMem returning 0x0
19:39:51  INFO hle.sceAudiocodec - user_main - sceAudiocodecInit workArea=0x0946F2C0, codecType=0x1000
19:39:51  INFO hle.sceAudiocodec - user_main - workArea[inout]:
0x0946F2C0 01 06 10 05 00 00 00 00 00 00 00 00 00 8B 02 08  >................<
0x0946F2D0 C0 7B 00 00 01 00 00 00 00 00 00 00 00 00 00 00  >.{..............<
0x0946F2E0 00 00 00 00 00 00 00 00 28 45 00 00 00 00 00 00  >........(E......<
0x0946F2F0 01 00 00 00 44 AC 00 00 00 00 00 00 02 00 00 00  >....D...........<
0x0946F300 E8 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x0946F310 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x0946F320 00 00 00 00 00 00 00 00 00 00 00 00              >............<

About incorrect shadow, I found that clear texture can reflesh shadow, but shadow still upside down, and it will be incorrect again soon.
   
   

   


Attached Files
.7z   audio-video-log.7z (Size: 451.78 KB / Downloads: 156)
Reply
(05-21-2017, 03:30 AM)DragonNeos Wrote: 5) There is a particular cutscene in the Last Episode that can stop the game from continuing. After going through two battles, videos and cutscenes take users through the rest of the game. The first cutscene will play without any issue, but the second (and possibly subsequent cutscenes) will Pause the game with invalid memory address errors. Users can keep clicking on Run until the game continues with the cutscene. Using mpeg.prx allows the user to view all videos and cutscenes without any problems.
Code:
13:58:05 ERROR   memory - user_main - read32 - Invalid memory address: 0x0A000000 PC=0x08000020
This should now be fixed in 44e561e: the video was containing a large EPMap causing the invalid memory access.

(05-21-2017, 01:17 PM)onelight Wrote: Audio error (miss some voice) when using libatrac3plus.prx

It seems the game is playing Mono AT3 audio at some places:
Code:
19:41:09  INFO hle.sceAudiocodec - user_main - sceAudiocodecInit workArea=0x09F461C0, codecType=0x1001
19:41:09  INFO hle.sceAudiocodec - user_main - workArea[inout]:
0x09F461C0 00 00 00 00 00 00 00 00 00 00 00 00 80 B2 01 08  >................<
0x09F461D0 00 00 00 00 01 00 00 00 70 08 E7 08 80 01 00 00  >........p.......<
0x09F461E0 C0 9D FB 09 00 10 00 00 0F 00 00 00 00 00 00 00  >................<
0x09F461F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46200 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46210 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00  >................<
0x09F46220 00 00 00 00 00 00 00 00 00 00 00 00              >............<
19:41:09  INFO hle.sceAudiocodec - user_main - sceAudiocodecInit returning 0x0
This should now be improved in 12825a8.

(05-21-2017, 03:30 AM)DragonNeos Wrote: 1) External Software Renderer should not be affected by OpenGL settings, but when the option "Only GE graphics (not recommended for homebrew)" is enabled, the screen is black.
Fixed in 69298aa.

Thank you for reporting!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
(05-21-2017, 01:17 PM)onelight Wrote: Using mpeg.prx, the logo op video will skip not play.
Could you please provide an INFO log with the following lines added to LogSettings.xml:
Code:
<logger name='hle.sceMpeg'> <level value='debug' /> </logger>
<logger name='hle.sceVideocodec'> <level value='debug' /> </logger>
<logger name='hle.sceMpegbase'> <level value='debug' /> </logger>
<logger name='hle.sceAudiocodec'> <level value='debug' /> </logger>
Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
(05-24-2017, 11:37 AM)gid15 Wrote:
(05-21-2017, 01:17 PM)onelight Wrote: Using mpeg.prx, the logo op video will skip not play.
Could you please provide an INFO log with the following lines added to LogSettings.xml:
Code:
<logger name='hle.sceMpeg'> <level value='debug' /> </logger>
<logger name='hle.sceVideocodec'> <level value='debug' /> </logger>
<logger name='hle.sceMpegbase'> <level value='debug' /> </logger>
<logger name='hle.sceAudiocodec'> <level value='debug' /> </logger>
Thank you!
audio Fixed, Thanks.

.7z   log.7z (Size: 58.58 KB / Downloads: 140)
Waiting for video fixed.
BTW, Ad-Hoc Multiplayer going not working, log is here:
http://www.emunewz.net/forum/showthread....#pid261420
Reply
The option "Use debugger memory (slower, enables memory breakpoints)" seems to be buggy as it causes videos to have either a green screen or have corrupted visuals. Other issues from previous posts still remain in the game.


Attached Files Thumbnail(s)
           
Reply
(05-25-2017, 09:20 AM)DragonNeos Wrote: The option "Use debugger memory (slower, enables memory breakpoints)" seems to be buggy as it causes videos to have either a green screen or have corrupted visuals. Other issues from previous posts still remain in the game.
Is this issue with the debugger memory now fixed in 4675f4c?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply


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