Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - BlackDaemon - 02-16-2011
r1986
Code: 3052 [GUI] INFO emu - Java version: 1.6.0_23 (1.6.0_23-b05)
3053 [GUI] INFO emu - Jpcsp v0.6
3055 [GUI] INFO emu - UMD param.sfo :
BOOTABLE = 1
CATEGORY = UG
DISC_ID = ULUS10349
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.00
PARENTAL_LEVEL = 5
PSP_SYSTEM_VER = 3.93
REGION = 32768
TITLE = NARUTO: Ultimate Ninja Heroes 2
probably homebrew? false
3060 [GUI] DEBUG hle - Loading HLE firmware up to version 393
3065 [GUI] INFO emu - Loading global compatibility settings
3066 [GUI] INFO ge - Only GE Graphics: false
3095 [GUI] INFO hle.sceAudio - Audio ChReserve disabled: false
3095 [GUI] INFO hle.sceAudio - Audio Blocking disabled: false
3095 [GUI] INFO hle.ThreadManForUser - Audio threads disabled: false
3096 [GUI] INFO memory - Ignore invalid memory access: false
3097 [GUI] DEBUG emu - No patch file found for this game
3214 [GUI] DEBUG hle - Loading HLE firmware up to version 393
3269 [GUI] DEBUG emu - Loader: Relocation required (PRX)
3269 [GUI] DEBUG memory - PH#0: loading program 08804000 - 08C2F270 - 08C6CE80
3299 [GUI] DEBUG memory - PH alloc consumption 00468E80 (mem 0003DC10)
3299 [GUI] DEBUG memory - .bss: ignoring zero-length type 8 section 08C2F270
3300 [GUI] DEBUG memory - .rel.text: relocating 113174 entries
3340 [GUI] DEBUG memory - .rel.sceStub.text: relocating 0 entries
3340 [GUI] DEBUG memory - .rel.lib.ent: relocating 1 entries
3340 [GUI] DEBUG memory - .rel.lib.stub: relocating 84 entries
3341 [GUI] DEBUG memory - .rel.rodata.sceModuleInfo: relocating 5 entries
3341 [GUI] DEBUG memory - .rel.rodata.sceResident: relocating 6 entries
3341 [GUI] DEBUG memory - .rel.data: relocating 56311 entries
3354 [GUI] INFO emu - Found ModuleInfo name:'naruto' version:0101 attr:00000000 gp:08c37260
3354 [GUI] DEBUG memory - Reserving 0x468E80 bytes at 0x08804000 for module 'disc0:/PSP_GAME/SYSDIR/BOOT.BIN'
3355 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x468E80, addr=0x08804000: returns 0x08804000
3357 [GUI] INFO emu - Found 254 imports from 28 modules
3358 [GUI] DEBUG emu - module_start found: nid=0xD632ACDB, function=0x08A58FD4
3358 [GUI] DEBUG emu - module_stop found: nid=0xCEE8593C, function=0x08A593AC
3358 [GUI] DEBUG emu - module_info found: nid=0xF01D73A7, addr=0x08AF0F7C
3358 [GUI] WARN emu - module_sdk_version found: nid=0x11B97506, sdk_version=0x03080010
3359 [GUI] DEBUG emu - module_start_thread_parameter found: nid=0x0F7C276C, priority=32, stacksize=1024, attr=0x80000000
3359 [GUI] DEBUG emu - module_stop_thread_parameter found: nid=0xCF0CC697, priority=32, stacksize=1024, attr=0x80000000
3359 [GUI] INFO emu - 254 NIDS mapped
3361 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
3362 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
3363 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[uid=5, partition=2, name='ThreadMan-Stack', type=PSP_SMEM_High, size=0x200 (allocated=0x200), addr=0x09FFFE00-0x0A000000]
3363 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
3364 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[uid=7, partition=2, name='ThreadMan-Stack', type=PSP_SMEM_High, size=0x200 (allocated=0x200), addr=0x09FFFE00-0x0A000000]
3568 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x400, addr=0x00000000: returns 0x09FFFC00
3570 [GUI] INFO hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
3600 [GUI] INFO ge - Using RenderingEngineLwjgl31
3600 [GUI] INFO ge - OpenGL version: 4.1.0
3600 [GUI] INFO ge - Shading Language version: 4.10 NVIDIA via Cg compiler
3600 [GUI] INFO ge - GL_CONTEXT_FLAGS; 0x0
3601 [GUI] INFO ge - GL_CONTEXT_PROFILE_MASK: 0x0
3606 [GUI] INFO ge - Using VBO
3644 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3644 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3646 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
3673 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3673 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3674 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
Running with dynarec compiler (log level set to INFO)
Compability options used: None
Code: ...
238423 [NO NAME] WARN hle.ThreadManForUser - sceKernelChangeCurrentThreadAttr removeAttr:0x4000 non-zero
238542 [NO NAME] WARN hle.ThreadManForUser - sceKernelChangeCurrentThreadAttr removeAttr:0x4000 non-zero
238820 [NO NAME] WARN hle.ThreadManForUser - sceKernelChangeCurrentThreadAttr removeAttr:0x4000 non-zero
238920 [NO NAME] WARN hle.ThreadManForUser - sceKernelChangeCurrentThreadAttr removeAttr:0x4000 non-zero
242250 [NO NAME] INFO hle.IoFileMgrForUser - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/sound/bgm/stage09.at3 flags = 1 permissions = 00
242298 [NO NAME] INFO hle.sceAtrac3plus - hleAtracSetData atracID=209, bufferSize=0x43000, fileSize=0x85c9c
242298 [NO NAME] INFO hle - Undecodable AT3+ data detected.
242634 [GUI] WARN ge - BoundingBox Query result not available in due time
242764 [GUI] WARN ge - BoundingBox Query result not available in due time
242895 [GUI] WARN ge - BoundingBox Query result not available in due time
243021 [GUI] WARN ge - BoundingBox Query result not available in due time
245230 [NO NAME] ERROR memory - read32 - Invalid memory address : 0xACF3588 PC=0880EC84
245243 [GUI] INFO ge - Emulator paused - cancelling current list id=24
Code: ------------------------------------------------------------
Thread ID - 0x00000016
Th Name - NO NAME
zr:0x00000000 at:0x00000000 v0:0x0A000000 v1:0x00000001
a0:0x0C000000 a1:0x0C003740 a2:0x0ACF3580 a3:0x00CF3740
t0:0x10080000 t1:0x08C320B0 t2:0x0E1108CF t3:0x0ACF2800
t4:0x001108CF t5:0x000008CF t6:0x9D000000 t7:0x00000200
s0:0x08D916D0 s1:0x08D8D160 s2:0x09FFFAE0 s3:0x00000020
s4:0x00000001 s5:0x00000000 s6:0x00000000 s7:0x00000000
t8:0x00000000 t9:0x48C320F8 k0:0x09FBFB00 k1:0x00000000
gp:0x08C37260 sp:0x09FBF9B0 fp:0x00000000 ra:0x0880A8E4
0x0880EC84: 0x8CC30008 - lw $v1, 8($a2)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'NO NAME' ID: 0x0021 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x11 Initial Priority: 0x11
Thread Entry: 0x08840AF4 Stack: 0x09FAB400 - 0x09FB3400 Stack Size: 0x00008000
Thread Run Clocks: 578831461 Exit Code: 0x800201A4
Thread Wait Type: Blocked Us: 2035 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x03CF Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x11 Initial Priority: 0x11
Thread Entry: 0x08000040 Stack: 0x09FA9400 - 0x09FAB400 Stack Size: 0x00002000
Thread Run Clocks: 10 Exit Code: 0x800201A2
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle0' ID: 0x0004 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08800000 - 0x08802000 Stack Size: 0x00002000
Thread Run Clocks: 172436 Exit Code: 0x800201A4
Thread Wait Type: None Us: 0 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle1' ID: 0x0006 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08802000 - 0x08804000 Stack Size: 0x00002000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 0 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'NO NAME' ID: 0x0016 Module ID: 0x0001
Thread Status: 0x00000001 PSP_THREAD_RUNNING
Thread Attr: 0x80004000 Current Priority: 0x23 Initial Priority: 0x23
Thread Entry: 0x08840AF4 Stack: 0x09FBCC00 - 0x09FBFC00 Stack Size: 0x00003000
Thread Run Clocks: 152418789 Exit Code: 0x800201A4
Thread Wait Type: None Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'NO NAME' ID: 0x0018 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x3D Initial Priority: 0x3D
Thread Entry: 0x08840AF4 Stack: 0x09FBA400 - 0x09FBCC00 Stack Size: 0x00002800
Thread Run Clocks: 875562 Exit Code: 0x800201A4
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'user_main' ID: 0x000A Module ID: 0x0001
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x80004000 Current Priority: 0x65 Initial Priority: 0x64
Thread Entry: 0x08A590E8 Stack: 0x09FBFC00 - 0x09FFFC00 Stack Size: 0x00040000
Thread Run Clocks: 2447272 Exit Code: 0x800201A4
Thread Wait Type: None Us: 200 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'NO NAME' ID: 0x001A Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x3E Initial Priority: 0x3E
Thread Entry: 0x08840AF4 Stack: 0x09FB6400 - 0x09FBA400 Stack Size: 0x00004000
Thread Run Clocks: 376716457 Exit Code: 0x800201A4
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'NO NAME' ID: 0x001D Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x5D Initial Priority: 0x5D
Thread Entry: 0x08840AF4 Stack: 0x09FB3400 - 0x09FB6400 Stack Size: 0x00003000
Thread Run Clocks: 1048349 Exit Code: 0x800201A4
Thread Wait Type: None (sleeping) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Allocated memory: 01C17E80 29458048 bytes
[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX]
Fragmented memory: 0013C900 1296640 bytes
[ X XXXXX]
------------------------------------------------------------
RE: Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - zubair naruto - 02-17-2011
i have got the problme but on naruto u n 1 player's are vaneshed
RE: Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - raziel1000 - 08-03-2012
r2665:
I can't get ingame
Code: java.lang.OutOfMemoryError: unable to create new native thread
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at jpcsp.Allegrex.compiler.RuntimeContext.switchRealThread(RuntimeContext.java:394)
at jpcsp.Allegrex.compiler.RuntimeContext.switchThread(RuntimeContext.java:428)
at jpcsp.Allegrex.compiler.RuntimeContext.update(RuntimeContext.java:384)
at jpcsp.HLE.modules150.ThreadManForUser.internalContextSwitch(ThreadManForUser.java:555)
at jpcsp.HLE.modules150.ThreadManForUser.contextSwitch(ThreadManForUser.java:581)
at jpcsp.HLE.modules150.ThreadManForUser.hleRescheduleCurrentThread(ThreadManForUser.java:642)
at jpcsp.HLE.modules150.ThreadManForUser.hleRescheduleCurrentThread(ThreadManForUser.java:664)
at jpcsp.HLE.modules150.ThreadManForUser.hleKernelThreadEnterWaitState(ThreadManForUser.java:786)
at jpcsp.HLE.modules150.ThreadManForUser.hleKernelThreadEnterWaitState(ThreadManForUser.java:756)
at jpcsp.HLE.modules150.ThreadManForUser.hleKernelSleepThread(ThreadManForUser.java:1608)
at jpcsp.HLE.modules150.ThreadManForUser.sceKernelSleepThread(ThreadManForUser.java:2253)
at _S1_2_8AF0ED8.s(_S1_2_8AF0ED8.java:4)
at _S1_2_88409A8.s(_S1_2_88409A8.java:148)
at _S1_2_8A3FBBC.s(_S1_2_8A3FBBC.java:104)
at _S1_2_8A3FBBC.exec(_S1_2_8A3FBBC.java)
at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:147)
at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:197)
at _S1_2_8840AF4.s(_S1_2_8840AF4.java:48)
at _S1_2_8840AF4.exec(_S1_2_8840AF4.java)
at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:653)
at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:689)
at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
or
Code: java.lang.OutOfMemoryError: unable to create new native thread
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at jpcsp.Allegrex.compiler.RuntimeContext.switchRealThread(RuntimeContext.java:394)
at jpcsp.Allegrex.compiler.RuntimeContext.switchThread(RuntimeContext.java:428)
at jpcsp.Allegrex.compiler.RuntimeContext.update(RuntimeContext.java:384)
at jpcsp.HLE.modules150.ThreadManForUser.internalContextSwitch(ThreadManForUser.java:555)
at jpcsp.HLE.modules150.ThreadManForUser.contextSwitch(ThreadManForUser.java:581)
at jpcsp.HLE.modules150.ThreadManForUser.hleRescheduleCurrentThread(ThreadManForUser.java:642)
at jpcsp.HLE.modules150.ThreadManForUser.hleRescheduleCurrentThread(ThreadManForUser.java:664)
at jpcsp.HLE.modules150.ThreadManForUser.hleBlockCurrentThread(ThreadManForUser.java:806)
at jpcsp.HLE.modules150.ThreadManForUser.hleBlockCurrentThreadCB(ThreadManForUser.java:818)
at jpcsp.HLE.modules150.sceDisplay.blockCurrentThreadOnVblank(sceDisplay.java:1593)
at jpcsp.HLE.modules150.sceDisplay.sceDisplayWaitVblankStartCB(sceDisplay.java:2004)
at _S1_2_8AF0FF8.s(_S1_2_8AF0FF8.java:4)
at _S1_2_880A414.s(_S1_2_880A414.java:20)
at _S1_2_8804000.s880422c(_S1_2_8804000.java:564)
at _S1_2_8804000.s(_S1_2_8804000.java:556)
at _S1_2_8A59420.s8a59528(_S1_2_8A59420.java:268)
at _S1_2_8A59420.s(_S1_2_8A59420.java:264)
at _S1_2_8A59420.exec(_S1_2_8A59420.java)
at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:653)
at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:689)
at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
ah it seems that -Xss2m is the problem with -Xss1m it works okay
RE: Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - gid15 - 08-03-2012
(08-03-2012, 12:29 PM)raziel1000 Wrote: ah it seems that -Xss2m is the problem with -Xss1m it works okay Maybe a log of the ThreadMan would be interesting to see how many threads this game is starting in parallel...
Code: <logger name='hle.ThreadManForUser'> <level value='debug' /> </logger>
RE: Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - raziel1000 - 08-03-2012
it's really big i'll try to upload another one, i can't even get to the first logo
RE: Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - nash67 - 06-16-2013
using r 3237
still goes ingame
no problems so far
here is an info log
RE: Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - chico - 07-22-2013
(06-16-2013, 08:24 AM)nash67 Wrote: using r 3237
still goes ingame
no problems so far
here is an info log
______________________________________________________________
i am a bit new to this so what do i do with the log file
RE: Naruto: Ultimate Ninja Heroes 2: The Phantom Fortress - USA - ULUS10349 - Zekro - 07-22-2013
Nothing,it serves only for the developers
|