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Tokimeki Memorial 4 - JAP - NPJH50127 - Printable Version

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+----- Thread: Tokimeki Memorial 4 - JAP - NPJH50127 (/showthread.php?tid=1322)



Tokimeki Memorial 4 - JAP - NPJH50127 - Darth1701 - 06-23-2010

History:
http://jpcsp.org/forum/viewtopic.php?f=29&t=7349

r1605

Compatibility:
Misc: Ignore Unmapped Imports
Video: Use Viewport

Looks better now, hangs after the scene at the door (last picture)


RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted] - sc2000 - 12-23-2010

r1923

playable

I've finished the game

Still have some problems:
No voice and the bottom of the figure is cut off (2nd picture)


RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted] - Darth1701 - 12-30-2010

r1945

Settings: Use Media Engine + Decode with SonicStage

I can confirm what sc2000 posted (thanks!), I only would suggest to use r1933+ because HiMDRenderer crashed before at every voice (and this was really annoying), Voice is not played, Movie plays well, Music is OK but does not loop


RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted] - minipig2 - 04-22-2011

2097 test
don'k work

.rar   log.rar (Size: 6.63 KB / Downloads: 156)

2096 can run game
but Anime Character have some problems
   

btw game voice is mono at3 format, so no voice


RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted] - sc2000 - 05-28-2011

r2156

BGM looping only once
It`s still not fixed


RE: Tokimeki Memorial 4 - JAP - NPJH50127 - onelight - 08-29-2015

Tested with r21e6501
game cant loading in

.zip   INFO-log.zip (Size: 6.9 KB / Downloads: 151)



game can loading in after add <logger name='hle.sceUtility'> <level value='debug' /> </logger> to LogSettings.xml


.zip   sceUtility-DEBUG-log.zip (Size: 13.79 KB / Downloads: 148)


RE: Tokimeki Memorial 4 - JAP - NPJH50127 - gid15 - 09-04-2015

Code:
09:57:47 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataShutdownStart
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=0
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus status 4
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=1
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataInitStart paramsAddr=0x09FAA450
This code sequence (calling InitStart without waiting for the status being 0) should now be improved in ea6838e. Is it really fixed for this game?


RE: Tokimeki Memorial 4 - JAP - NPJH50127 - onelight - 09-04-2015

(09-04-2015, 04:49 AM)gid15 Wrote:
Code:
09:57:47 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataShutdownStart
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=0
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus status 4
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=1
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataInitStart paramsAddr=0x09FAA450
This code sequence (calling InitStart without waiting for the status being 0) should now be improved in ea6838e. Is it really fixed for this game?

Think you, now it load in.