12-21-2017, 09:30 AM
Starting with revision acf2887, the game can't go past the title screen. After pressing Start, the game will display a black screen. The game works fine on the build before this one, with revision 73535cf.
God Eater 2 - NPJH50832
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12-21-2017, 09:30 AM
Starting with revision acf2887, the game can't go past the title screen. After pressing Start, the game will display a black screen. The game works fine on the build before this one, with revision 73535cf.
(12-21-2017, 09:30 AM)DragonNeos Wrote: Starting with revision acf2887, the game can't go past the title screen. After pressing Start, the game will display a black screen. The game works fine on the build before this one, with revision 73535cf.Good catch! I have tried to improve the compatibility again in 6f638cf... getting closer and closer to what a real PSP is doing. I hope to not have broken other applications as this is a change affecting all savedata dialogs. It would be good if you could regression test a few other applications as well . Thank you!
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05-02-2022, 11:30 PM
This game was tested with commit c7773e82 but the game still requires the option "Disable DLC Decryption" in order to load properly.
Code: 16:09:29 WARN emu - MovieAudio - CTC1 unsupported rounding mode 'Round toward zero' (rm=1) The game still has issues with the subtitles occasionally displaying an equal sign to the right side when there's more than one line on screen. The lighting is too excessive in many areas as shown in the first attached record.bin. When the game is on 2x Resolution or more, there are lines that appear on the screen which seems to be a scaling issue. If the option "Enable saving GE screen to textures instead of memory" isn't used, the lines don't appear. On OpenGL, when creating or loading SAVEDATA, the screen should make a slight blur, not flicker a few times as shown in the first attached recording. If the option "Enable saving GE screen to textures instead of memory" isn't used, the SAVEDATA screen is more accurately displayed as shown in the second record.bin attachment.
05-22-2022, 07:17 PM
(05-02-2022, 11:30 PM)DragonNeos Wrote: This game was tested with commit c7773e82 but the game still requires the option "Disable DLC Decryption" in order to load properly.I've improved the DLC support in 87f3d00. Does it help?
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05-23-2022, 06:55 AM
(05-22-2022, 07:17 PM)gid15 Wrote:(05-02-2022, 11:30 PM)DragonNeos Wrote: This game was tested with commit c7773e82 but the game still requires the option "Disable DLC Decryption" in order to load properly.I've improved the DLC support in 87f3d00. Does it help? It still doesn't work when I tried on commit fb0990a9. Code: 02:44:13 INFO stdout - Main - !!! Error !!! : src/app/patchpkg_notifier.c 50 : start_notification : patchpkg error notify: アップデートデータが正常にインストール When I enable Disable DLC Decryption, the DLC can load but the following error appears: Code: 02:40:24 DEBUG hle.scePspNpDrm_user - Back - sceNpDrmSetLicenseeKey npDrmKeyAddr=0x08AF8B18
05-23-2022, 05:06 PM
That was probably because you were trying to use decrypted DRM files. This should now better be supported in 86c1092: both encrypted and decrypted DRM files should be supported.
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05-24-2022, 08:48 AM
(This post was last modified: 05-24-2022, 09:30 AM by DragonNeos.)
I can confirm that it can load both encrypted and decrypted DLC on commit 86c10922. Not sure if this means anything but this message appears while loading encrypted DLC:
Code: 03:58:29 ERROR vfs - Main - Unimplemented PGD version=2 Are the graphics issues mentioned in previous posts fixable? Can the in-game performance be improved for legacy GPUs? Certain objects require the option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" to be enabled which drops the performance down to 5 FPS. OpenGL (without "Enable the shader implementation for the "Stencil Test" (more accurate but slower)") External Software Renderer
05-24-2022, 07:42 PM
Do you have a recording for the graphics issues (requiring the option Enable the shader implementation for the "Stencil Test") that you report in the your last post?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
05-25-2022, 12:04 PM
The option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" needs to enabled everywhere for more accurate rendering. Here are recordings of two instances where Stencil Test is required.
I'm not sure if this is a vertex cache issue but the character's face looks corrupted (it fixes itself later in the scene). |
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