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EmuNewz Network
Heroes' VS NPJH50660 - Printable Version

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+----- Thread: Heroes' VS NPJH50660 (/showthread.php?tid=143796)



Heroes' VS NPJH50660 - sum2012 - 05-05-2013

r3138 When I input "aaa",screen display "aa"
r3137 don't have this probrem.
Attach sceUtility debug log


RE: Heroes' VS NPJH50660 - gid15 - 05-05-2013

(05-05-2013, 12:33 AM)sum2012 Wrote: r3138 When I input "aaa",screen display "aa"
r3137 don't have this probrem.
Attach sceUtility debug log
Sorry, I had a type in r3138. Should now be fixed in r3139...


RE: Heroes' VS NPJH50660 - sum2012 - 05-05-2013

Yes fixed .log2 is play to hit a enemy
(Log1 is sceUtility debug log)
(05-05-2013, 07:42 AM)gid15 Wrote:
(05-05-2013, 12:33 AM)sum2012 Wrote: r3138 When I input "aaa",screen display "aa"
r3137 don't have this probrem.
Attach sceUtility debug log
Sorry, I had a type in r3138. Should now be fixed in r3139...



RE: Heroes' VS NPJH50660 - Ansatsuken - 01-24-2014

I tried to play this game, but after the opening sequence it hangs completely, giving me the following lines:

20:43:29 ERROR hle.sceAtrac3plus - catSound - Not a RIFF/WAVE format! 9F4E02A0 94244992
20:43:29 ERROR me - catSound - MediaEngine: Invalid container format!
20:43:29 ERROR me - catSound - MediaEngine: No audio streams found!

What could I be doing wrong?


RE: Heroes' VS NPJH50660 - DragonNeos - 03-03-2014

This game was tested with r3458. As Ansatsuken has stated, the game usually freezes after the opening video or after creating or loading SAVEDATA. Enabling the option "Disable audio threads" allows the emulator to get to the menu. However, there is not much one can do afterwards since the game freezes after a character is selected or when the character encounters an enemy, etc. It seems like the game wants a sound to play after any of the situations listed before in order to proceed. I tried making a log, but didn't know what to add to the Log Settings. I added the following:
Code:
<logger name='hle.sceMpeg'> <level value='debug' /> </logger>
<logger name='hle.scePsmfPlayer'> <level value='debug' /> </logger>
<logger name='hle.scePsmf'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='trace' /> </logger>
<logger name='hle.sceAudio'> <level value='debug' /> </logger>
<logger name='hle.sceMp3'> <level value='debug' /> </logger>
<logger name='hle.sceSasCore'> <level value='debug' /> </logger>
During the logging, the video and audio seemed to desync as the opening video ended before the audio was able to finish. The background in the game seems to be darker on JPCSP than on PPSSPP and PSP. On PPSSPP, there aren't any audio problems that I am aware of.


RE: Heroes' VS NPJH50660 - gid15 - 03-05-2014

Code:
20:45:22 DEBUG hle.sceAtrac3plus - catSound - sceAtracLowLevelDecode atID=0x0, sourceAddr=0x09FC9FE0, sourceBytesConsumedAddr=0x09FCA240, samplesAddr=0x09FCCA40, sampleBytesAddr=0x09FCA244
20:45:22 ERROR hle.sceAtrac3plus - catSound - Not a RIFF/WAVE format! 9F4E02A0 94244992
I found a bug for the handling of this error. Does r3460 help? This will not enable the atrac3 audio, but it will avoid Jpcsp to freeze in some cases.


RE: Heroes' VS NPJH50660 - DragonNeos - 03-09-2014

Starting with r3460, the game can be playable although the audio doesn't play (only certain sounds like a character's roar may be heard occasionally). There are lots of graphical problems, such as:

1) The game complains about Unimplemented Color Mask, but when the option is enabled, it appears to be badly implemented. (1st Screenshot)
2) The "Use Internal Software Rendering" option renders the background better, but when the character enters a battle it seems to show images from memory. (2nd Screenshot)
3) When a character uses their Finish Mode Special Attack, multiple copies of things are shown on the screen. (4th - 6th Screenshot)