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EmuNewz Network
The Godfather: Mob Wars - USA - ULUS10098 - Printable Version

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+----- Forum: JPCSP - Half playable Games (https://www.emunewz.net/forum/forumdisplay.php?fid=66)
+----- Thread: The Godfather: Mob Wars - USA - ULUS10098 (/showthread.php?tid=5877)



The Godfather: Mob Wars - USA - ULUS10098 - BlackDaemon - 07-24-2011

r2227
Code:
2398 [GUI] INFO  emu - Java version: 1.6.0_26 (1.6.0_26-b03)
2399 [GUI] INFO  emu - Jpcsp v0.6
2401 [GUI] INFO  emu - UMD param.sfo :
BOOTABLE = 1
CATEGORY = UG
DISC_ID = ULUS10098
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.00
PARENTAL_LEVEL = 9
PSP_SYSTEM_VER = 2.71
REGION = 32768
TITLE = The Godfatherâ„¢ Mob Wars
probably homebrew? false
2406 [GUI] DEBUG hle - Loading HLE firmware up to version 271
2412 [GUI] INFO  emu - Loading global compatibility settings:
2412 [GUI] INFO  emu - Configuration / Region
2414 [GUI] INFO  emu -     Language                                 [English]
2415 [GUI] INFO  emu -     Button preference:                       ["O" for "Enter"]
2415 [GUI] INFO  emu -     Daylight savings:                        [Off]
2415 [GUI] INFO  emu -     Time zone offset in minutes (GMT+/-):    [0]
2416 [GUI] INFO  emu -     Time format:                             [24H]
2416 [GUI] INFO  emu -     Date format:                             [YYYY-MM-DD]
2416 [GUI] INFO  emu -     WLAN power saving mode:                  [Off]
2417 [GUI] INFO  emu -     Ad hoc channel:                          [Auto]
2417 [GUI] INFO  emu -     Nickname:                                [BlackDaemon]
2417 [GUI] INFO  emu - Configuration / Video
2417 [GUI] INFO  emu -     [ ] Disable VBO (automatically disabled if not supported)
2418 [GUI] INFO  emu -     [ ] Only GE graphics (not recommended for homebrew)
2418 [GUI] INFO  emu -     [X] Use vertex cache
2418 [GUI] INFO  emu -     [X] Use shaders (experimental)
2419 [GUI] INFO  emu -     [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
2419 [GUI] INFO  emu -     [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
2419 [GUI] INFO  emu -     [X] Enable VAO (only relevant when using shaders and vertex cache)
2420 [GUI] INFO  emu -     [X] Enable saving GE screen to Textures instead of Memory
2420 [GUI] INFO  emu -     [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
2420 [GUI] INFO  emu -     [ ] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
2421 [GUI] INFO  emu -     [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
2421 [GUI] INFO  emu -     [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
2421 [GUI] INFO  emu - Configuration / Audio
2421 [GUI] INFO  emu -     [ ] Disable audio threads
2422 [GUI] INFO  emu -     [ ] Disable audio channels (not recommended)
2422 [GUI] INFO  emu -     [ ] Disable audio blocking
2422 [GUI] INFO  emu - Configuration / Memory
2423 [GUI] INFO  emu -     [ ] Ignore invalid memory access (not recommended for test reports, but improves performance)
2423 [GUI] INFO  emu -     [ ] Ignore unmapped imports (not recommended)
2423 [GUI] INFO  emu - Configuration / Media
2423 [GUI] INFO  emu -     [X] Use Media Engine
2424 [GUI] INFO  emu -     [ ] Extract media files to tmp folder
2424 [GUI] INFO  emu -     [X] Decode audio files with SonicStage (must be installed separately and requires Media Engine)
2424 [GUI] INFO  emu -     [ ] Use non-native fonts from flash0 folder
2425 [GUI] INFO  emu - Configuration / Compiler
2425 [GUI] INFO  emu -     [X] Use compiler (dynarec)
2425 [GUI] INFO  emu -     [ ] Output profiler info to profiler.txt (only for compiler)
2425 [GUI] INFO  emu -     [3000] Maximum method size
2426 [GUI] INFO  emu - Configuration / Crypto
2426 [GUI] INFO  emu -     [ ] Extract decrypted EBOOT.BIN files to the TMP folder
2426 [GUI] INFO  emu -     [ ] Handle SAVEDATA in crypto mode
2426 [GUI] INFO  emu -     [ ] Extract original PGD files to the TMP folder
2427 [GUI] INFO  emu - Configuration / Display
2427 [GUI] INFO  emu -     Anti-aliasing:                           [OFF]
2427 [GUI] INFO  emu -     Resolution:                              [Native]
2428 [GUI] INFO  emu -     [ ] Start JPCSP in Full-Screen Exclusive Mode in the following runs
2428 [GUI] INFO  ge - Only GE Graphics: false
2428 [GUI] INFO  hle.sceMpeg - Media Engine enabled
2451 [GUI] INFO  ge - Using Async Vertex Cache
2452 [GUI] INFO  hle.sceAudio - Audio ChReserve disabled: false
2452 [GUI] INFO  hle.sceAudio - Audio Blocking disabled: false
2453 [GUI] INFO  hle.ThreadManForUser - Audio threads disabled: false
2453 [GUI] INFO  memory - Ignore invalid memory access: false
2456 [GUI] DEBUG emu - No patch file found for this game
2638 [GUI] DEBUG hle - Loading HLE firmware up to version 271
2745 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x4E6DF0, addr=0x08804000: returns 0x08804000
2749 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
2750 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
2751 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[uid=5, partition=2, name='ThreadMan-Stack', type=PSP_SMEM_High, size=0x200 (allocated=0x200), addr=0x09FFFE00-0x0A000000]
2751 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
2752 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[uid=7, partition=2, name='ThreadMan-Stack', type=PSP_SMEM_High, size=0x200 (allocated=0x200), addr=0x09FFFE00-0x0A000000]
2845 [GUI] DEBUG hle.sceDisplay - Available Display Mode #0 = 800 x 600 x 32 @75Hz
2846 [GUI] DEBUG hle.sceDisplay - Available Display Mode #1 = 1280 x 768 x 32 @75Hz
2846 [GUI] DEBUG hle.sceDisplay - Available Display Mode #2 = 1280 x 768 x 32 @72Hz
2846 [GUI] DEBUG hle.sceDisplay - Available Display Mode #3 = 640 x 480 x 16 @70Hz
2847 [GUI] DEBUG hle.sceDisplay - Available Display Mode #4 = 800 x 600 x 32 @72Hz
2847 [GUI] DEBUG hle.sceDisplay - Available Display Mode #5 = 1280 x 720 x 16 @60Hz
2847 [GUI] DEBUG hle.sceDisplay - Available Display Mode #6 = 640 x 480 x 16 @73Hz
2847 [GUI] DEBUG hle.sceDisplay - Available Display Mode #7 = 1280 x 768 x 32 @70Hz
2848 [GUI] DEBUG hle.sceDisplay - Available Display Mode #8 = 1152 x 864 x 32 @60Hz
2848 [GUI] DEBUG hle.sceDisplay - Available Display Mode #9 = 1024 x 768 x 32 @85Hz
2848 [GUI] DEBUG hle.sceDisplay - Available Display Mode #10 = 800 x 600 x 32 @70Hz
2848 [GUI] DEBUG hle.sceDisplay - Available Display Mode #11 = 640 x 480 x 32 @120Hz
2849 [GUI] DEBUG hle.sceDisplay - Available Display Mode #12 = 640 x 480 x 16 @75Hz
2849 [GUI] DEBUG hle.sceDisplay - Available Display Mode #13 = 1280 x 960 x 16 @60Hz
2849 [GUI] DEBUG hle.sceDisplay - Available Display Mode #14 = 1280 x 800 x 16 @85Hz
2849 [GUI] DEBUG hle.sceDisplay - Available Display Mode #15 = 1280 x 1024 x 32 @60Hz
2849 [GUI] DEBUG hle.sceDisplay - Available Display Mode #16 = 1280 x 800 x 16 @75Hz
2850 [GUI] DEBUG hle.sceDisplay - Available Display Mode #17 = 1024 x 768 x 32 @72Hz
2850 [GUI] DEBUG hle.sceDisplay - Available Display Mode #18 = 640 x 480 x 32 @100Hz
2850 [GUI] DEBUG hle.sceDisplay - Available Display Mode #19 = 640 x 480 x 16 @85Hz
2850 [GUI] DEBUG hle.sceDisplay - Available Display Mode #20 = 1280 x 800 x 16 @72Hz
2851 [GUI] DEBUG hle.sceDisplay - Available Display Mode #21 = 1024 x 768 x 32 @75Hz
2851 [GUI] DEBUG hle.sceDisplay - Available Display Mode #22 = 720 x 480 x 32 @60Hz
2851 [GUI] DEBUG hle.sceDisplay - Available Display Mode #23 = 1280 x 800 x 16 @70Hz
2851 [GUI] DEBUG hle.sceDisplay - Available Display Mode #24 = 800 x 600 x 16 @100Hz
2851 [GUI] DEBUG hle.sceDisplay - Available Display Mode #25 = 1280 x 768 x 32 @85Hz
2852 [GUI] DEBUG hle.sceDisplay - Available Display Mode #26 = 1024 x 768 x 32 @70Hz
2852 [GUI] DEBUG hle.sceDisplay - Available Display Mode #27 = 800 x 600 x 32 @85Hz
2852 [GUI] DEBUG hle.sceDisplay - Available Display Mode #28 = 1024 x 768 x 16 @75Hz
2852 [GUI] DEBUG hle.sceDisplay - Available Display Mode #29 = 1280 x 800 x 32 @72Hz
2853 [GUI] DEBUG hle.sceDisplay - Available Display Mode #30 = 640 x 480 x 32 @85Hz
2853 [GUI] DEBUG hle.sceDisplay - Available Display Mode #31 = 1024 x 768 x 16 @72Hz
2853 [GUI] DEBUG hle.sceDisplay - Available Display Mode #32 = 640 x 480 x 16 @100Hz
2853 [GUI] DEBUG hle.sceDisplay - Available Display Mode #33 = 1280 x 800 x 32 @75Hz
2854 [GUI] DEBUG hle.sceDisplay - Available Display Mode #34 = 720 x 480 x 16 @60Hz
2854 [GUI] DEBUG hle.sceDisplay - Available Display Mode #35 = 800 x 600 x 16 @85Hz
2854 [GUI] DEBUG hle.sceDisplay - Available Display Mode #36 = 1280 x 768 x 16 @85Hz
2854 [GUI] DEBUG hle.sceDisplay - Available Display Mode #37 = 1024 x 768 x 16 @70Hz
2855 [GUI] DEBUG hle.sceDisplay - Available Display Mode #38 = 800 x 600 x 32 @100Hz
2855 [GUI] DEBUG hle.sceDisplay - Available Display Mode #39 = 1280 x 800 x 32 @70Hz
2855 [GUI] DEBUG hle.sceDisplay - Available Display Mode #40 = 800 x 600 x 16 @72Hz
2855 [GUI] DEBUG hle.sceDisplay - Available Display Mode #41 = 640 x 480 x 32 @70Hz
2855 [GUI] DEBUG hle.sceDisplay - Available Display Mode #42 = 1280 x 768 x 16 @72Hz
2856 [GUI] DEBUG hle.sceDisplay - Available Display Mode #43 = 1280 x 768 x 16 @75Hz
2856 [GUI] DEBUG hle.sceDisplay - Available Display Mode #44 = 800 x 600 x 16 @75Hz
2856 [GUI] DEBUG hle.sceDisplay - Available Display Mode #45 = 1280 x 1024 x 16 @60Hz
2856 [GUI] DEBUG hle.sceDisplay - Available Display Mode #46 = 1280 x 960 x 32 @60Hz
2857 [GUI] DEBUG hle.sceDisplay - Available Display Mode #47 = 1280 x 800 x 32 @85Hz
2857 [GUI] DEBUG hle.sceDisplay - Available Display Mode #48 = 640 x 480 x 32 @75Hz
2857 [GUI] DEBUG hle.sceDisplay - Available Display Mode #49 = 800 x 600 x 16 @70Hz
2857 [GUI] DEBUG hle.sceDisplay - Available Display Mode #50 = 640 x 480 x 16 @120Hz
2857 [GUI] DEBUG hle.sceDisplay - Available Display Mode #51 = 1280 x 768 x 16 @70Hz
2858 [GUI] DEBUG hle.sceDisplay - Available Display Mode #52 = 1152 x 864 x 16 @60Hz
2858 [GUI] DEBUG hle.sceDisplay - Available Display Mode #53 = 1024 x 768 x 16 @85Hz
2858 [GUI] DEBUG hle.sceDisplay - Available Display Mode #54 = 1280 x 720 x 32 @60Hz
2858 [GUI] DEBUG hle.sceDisplay - Available Display Mode #55 = 640 x 480 x 32 @73Hz
2859 [GUI] DEBUG hle.sceDisplay - Available Display Mode #56 = 1280 x 960 x 32 @70Hz
2859 [GUI] DEBUG hle.sceDisplay - Available Display Mode #57 = 1280 x 768 x 16 @60Hz
2859 [GUI] DEBUG hle.sceDisplay - Available Display Mode #58 = 1152 x 864 x 16 @70Hz
2859 [GUI] DEBUG hle.sceDisplay - Available Display Mode #59 = 800 x 600 x 16 @60Hz
2860 [GUI] DEBUG hle.sceDisplay - Available Display Mode #60 = 640 x 480 x 16 @140Hz
2860 [GUI] DEBUG hle.sceDisplay - Available Display Mode #61 = 640 x 480 x 32 @59Hz
2860 [GUI] DEBUG hle.sceDisplay - Available Display Mode #62 = 1152 x 864 x 16 @72Hz
2860 [GUI] DEBUG hle.sceDisplay - Available Display Mode #63 = 640 x 480 x 32 @60Hz
2860 [GUI] DEBUG hle.sceDisplay - Available Display Mode #64 = 1152 x 864 x 16 @75Hz
2861 [GUI] DEBUG hle.sceDisplay - Available Display Mode #65 = 1280 x 960 x 32 @72Hz
2861 [GUI] DEBUG hle.sceDisplay - Available Display Mode #66 = 1024 x 768 x 16 @60Hz
2861 [GUI] DEBUG hle.sceDisplay - Available Display Mode #67 = 1280 x 800 x 32 @60Hz
2861 [GUI] DEBUG hle.sceDisplay - Available Display Mode #68 = 640 x 480 x 16 @144Hz
2861 [GUI] DEBUG hle.sceDisplay - Available Display Mode #69 = 1280 x 800 x 16 @60Hz
2862 [GUI] DEBUG hle.sceDisplay - Available Display Mode #70 = 1024 x 768 x 32 @60Hz
2862 [GUI] DEBUG hle.sceDisplay - Available Display Mode #71 = 640 x 480 x 32 @144Hz
2862 [GUI] DEBUG hle.sceDisplay - Available Display Mode #72 = 800 x 600 x 32 @60Hz
2862 [GUI] DEBUG hle.sceDisplay - Available Display Mode #73 = 1280 x 768 x 32 @60Hz
2863 [GUI] DEBUG hle.sceDisplay - Available Display Mode #74 = 1152 x 864 x 32 @70Hz
2863 [GUI] DEBUG hle.sceDisplay - Available Display Mode #75 = 1280 x 960 x 16 @70Hz
2863 [GUI] DEBUG hle.sceDisplay - Available Display Mode #76 = 640 x 480 x 32 @140Hz
2863 [GUI] DEBUG hle.sceDisplay - Available Display Mode #77 = 640 x 480 x 16 @59Hz
2863 [GUI] DEBUG hle.sceDisplay - Available Display Mode #78 = 1280 x 960 x 16 @72Hz
2864 [GUI] DEBUG hle.sceDisplay - Available Display Mode #79 = 1152 x 864 x 32 @75Hz
2864 [GUI] DEBUG hle.sceDisplay - Available Display Mode #80 = 640 x 480 x 16 @60Hz
2864 [GUI] DEBUG hle.sceDisplay - Available Display Mode #81 = 1152 x 864 x 32 @72Hz
2864 [GUI] DEBUG hle.sceDisplay - Desktop Display Mode = 1024 x 768 x 32 @85Hz
2864 [GUI] DEBUG hle.sceDisplay - Current Display Mode = 1024 x 768 x 32 @85Hz
2865 [GUI] DEBUG hle.sceDisplay - initGL called = true, OpenGL Version = 4.1.0
2866 [GUI] INFO  hle.sceDisplay - Saving GE to Textures
2925 [GUI] INFO  hle - Using the external audio decoder (SonicStage)
3145 [GUI] INFO  hle.sceFont - Loading font file 'ltn0.pgf'. Font='Liberation Sans' Type='Regular'
3151 [GUI] INFO  hle.sceFont - Loading font file 'ltn1.pgf'. Font='Liberation Serif' Type='Regular'
3156 [GUI] INFO  hle.sceFont - Loading font file 'ltn2.pgf'. Font='Liberation Sans' Type='Italic'
3160 [GUI] INFO  hle.sceFont - Loading font file 'ltn3.pgf'. Font='Liberation Serif' Type='Italic'
3165 [GUI] INFO  hle.sceFont - Loading font file 'ltn4.pgf'. Font='Liberation Sans' Type='Bold'
3169 [GUI] INFO  hle.sceFont - Loading font file 'ltn5.pgf'. Font='Liberation Serif' Type='Bold'
3173 [GUI] INFO  hle.sceFont - Loading font file 'ltn6.pgf'. Font='Liberation Sans' Type='Bold Italic'
3177 [GUI] INFO  hle.sceFont - Loading font file 'ltn7.pgf'. Font='Liberation Serif' Type='Bold Italic'
3181 [GUI] INFO  hle.sceFont - Loading font file 'ltn8.pgf'. Font='Liberation Sans' Type='Regular'
3185 [GUI] INFO  hle.sceFont - Loading font file 'ltn9.pgf'. Font='Liberation Serif' Type='Regular'
3188 [GUI] INFO  hle.sceFont - Loading font file 'ltn10.pgf'. Font='Liberation Sans' Type='Italic'
3192 [GUI] INFO  hle.sceFont - Loading font file 'ltn11.pgf'. Font='Liberation Serif' Type='Italic'
3196 [GUI] INFO  hle.sceFont - Loading font file 'ltn12.pgf'. Font='Liberation Sans' Type='Bold'
3200 [GUI] INFO  hle.sceFont - Loading font file 'ltn13.pgf'. Font='Liberation Serif' Type='Bold'
3204 [GUI] INFO  hle.sceFont - Loading font file 'ltn14.pgf'. Font='Liberation Sans' Type='Bold Italic'
3208 [GUI] INFO  hle.sceFont - Loading font file 'ltn15.pgf'. Font='Liberation Serif' Type='Bold Italic'
3208 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x400, addr=0x00000000: returns 0x09FFFC00
3209 [GUI] INFO  hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
3272 [GUI] INFO  ge - Using RenderingEngineLwjgl31
3272 [GUI] INFO  ge - OpenGL version: 4.1.0
3272 [GUI] INFO  ge - Shading Language version: 4.10 NVIDIA via Cg compiler
3273 [GUI] INFO  ge - GL_CONTEXT_FLAGS; 0x0
3273 [GUI] INFO  ge - GL_CONTEXT_PROFILE_MASK: 0x0
3279 [GUI] INFO  ge - Using VBO
3281 [GUI] INFO  ge - Using VAO (Vertex Array Object)
3281 [GUI] INFO  ge - Using shaders with Skinning
3282 [GUI] INFO  ge - Using Uniform Buffer Object (UBO)
3545 [GUI] DEBUG ge - Program 3 attribute locations: weights1=4, weights2=5, position=0, normal=3, color=2, texture=1
3548 [GUI] DEBUG ge - UBO Structure size: 868 (including endOfUBO)
3576 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3577 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3577 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
3578 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
3891 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3892 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3892 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
3892 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
Code:
14900 [root] DEBUG hle.SysMemUserForUser - sceKernelSetCompiledSdkVersion: sdkVersion=2060010
14901 [root] DEBUG hle.SysMemUserForUser - sceKernelSetCompilerVersion: compVersion=30303
14902 [root] DEBUG hle.ThreadManForUser - sceKernelCreateThread redirecting to hleKernelCreateThread
14902 [root] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x4000, addr=0x00000000: returns 0x09FFBC00
14902 [root] DEBUG hle.ThreadManForUser - hleKernelCreateThread SceUID=a name:'user_main' PC=89f8468 attr:0x80004000 pri:0x20 stackSize:0x4000
14903 [root] DEBUG hle.ThreadManForUser - sceKernelStartThread redirecting to hleKernelStartThread
14903 [root] DEBUG hle.ThreadManForUser - hleKernelStartThread SceUID=a name:'user_main' dataLen=0x20 data=0x9fffe00 gp=0x0
14904 [root] DEBUG hle.ThreadManForUser - Thread exit detected SceUID=8 name='root' return:0x00000000
14904 [root] DEBUG hle.ThreadManForUser - sceKernelExitThread SceUID=8 name:'root' exitStatus:0x0
14904 [root] DEBUG hle.ThreadManForUser - Context switching to 'user_main(Status PSP_THREAD_READY, Wait None)' after reschedule
14905 [root] DEBUG hle.ThreadManForUser - ---------------------------------------- SceUID=a name:'user_main'
14910 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
14911 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
14911 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
14911 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
14912 [user_main] DEBUG hle.ThreadManForUser - really deleting thread:'root'
14913 [user_main] DEBUG hle.ThreadManForUser - thread:'root' freeing stack 0x09FFFC00
14913 [user_main] DEBUG hle.SysMemUserForUser - free SysMemInfo[uid=9, partition=2, name='ThreadMan-Stack', type=PSP_SMEM_High, size=0x400 (allocated=0x400), addr=0x09FFFC00-0x0A000000]
14930 [user_main] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
14930 [user_main] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
14930 [user_main] DEBUG hle.ThreadManForUser - End of Interrupt
14930 [user_main] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
14931 [user_main] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
14931 [user_main] DEBUG hle.ThreadManForUser - End of Interrupt
14946 [user_main] DEBUG hle.ThreadManForUser - sceKernelCreateVpl(name=PSPGlobalAllocatorPool,partition=2,attr=0x0,size=0x11c0000,opt=0x0)
14946 [user_main] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Low, size=0x11C0000, addr=0x00000000: returns 0x08CEAE00
14947 [user_main] DEBUG hle.ThreadManForUser - sceKernelCreateVpl 'PSPGlobalAllocatorPool' assigned uid c
14948 [user_main] DEBUG hle.ThreadManForUser - sceKernelReferVplStatus(uid=0xc,info=0x9fff4e0)
14949 [user_main] DEBUG hle.ThreadManForUser - sceKernelTryAllocateVpl redirecting to hleKernelAllocateVpl
14950 [user_main] DEBUG hle.ThreadManForUser - hleKernelAllocateVpl uid=0xc size=0x11bfff0 data_addr=0x9fff520 timeout_addr=0x0 callbacks=false
14950 [user_main] DEBUG hle.ThreadManForUser - hleKernelAllocateFpl - 'PSPGlobalAllocatorPool' fast check failed
14993 [user_main] INFO  stdout - PSP_Allocator::Allocate - sceKernelTryAllocateVpl( 12, 18612208 ) failed. Returned 0x800201a7.
15004 [user_main] ERROR memory - write32 - Invalid memory address : 0x0 PC=08AB2050
Code:
------------------------------------------------------------
Thread ID - 0x0000000A
Th Name   - user_main
zr:0x00000000 at:0x00000000 v0:0x00000000 v1:0x00000000
a0:0x00000000 a1:0x00000010 a2:0x00000000 a3:0x00000000
t0:0x00000010 t1:0x00000000 t2:0x00000000 t3:0x00000000
t4:0x00000400 t5:0x08CE4F38 t6:0x00000000 t7:0x08CE4ED0
s0:0x08CD9960 s1:0x00000400 s2:0x00000080 s3:0x00001234
s4:0x00000001 s5:0x00000000 s6:0x00000000 s7:0x00000000
t8:0x00000004 t9:0x08CE4EF0 k0:0x09FFFB00 k1:0x00000000
gp:0x00000000 sp:0x09FFF5E0 fp:0x00000000 ra:0x08AB2020
0x08AB2050: 0xACE80000 - sw         $t0, 0($a3)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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: 0 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: 'user_main' ID: 0x000A Module ID: 0x0001
Thread Status: 0x00000001 PSP_THREAD_RUNNING
Thread Attr: 0x80004000 Current Priority: 0x20 Initial Priority: 0x20
Thread Entry: 0x089F8468 Stack: 0x09FFBC00 - 0x09FFFC00 Stack Size: 0x00004000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 0 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Allocated memory:  016AF5F0 23786992 bytes
[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX  X]
Fragmented memory: 00151200 1380864 bytes
[                                                            XXXX]
------------------------------------------------------------



RE: The Godfather: Mob Wars - USA - ULUS10098 - gid15 - 07-24-2011

Code:
sceKernelCreateVpl(name=PSPGlobalAllocatorPool,partition=2,attr=0x0,size=0x11c0000,opt=0x0)
14950 [user_main] DEBUG hle.ThreadManForUser - hleKernelAllocateVpl uid=0xc size=0x11bfff0 data_addr=0x9fff520 timeout_addr=0x0 callbacks=false
14950 [user_main] DEBUG hle.ThreadManForUser - hleKernelAllocateFpl - 'PSPGlobalAllocatorPool' fast check failed
This problem should be fixed in r2228. Nice catch Smile


RE: The Godfather: Mob Wars - USA - ULUS10098 - BlackDaemon - 11-03-2011

It's working now, thanks for fixing! Smile Screen flickering while playing videos, ingame works good.

r2367
Running with dynarec compiler (log level set to INFO)
Compability options used: Use Media Engine, Decode audio files with SonicStage


RE: The Godfather: Mob Wars - USA - ULUS10098 - nash67 - 06-16-2013

using r 3237
still goes ingame
videos flicker really badly
during the gameplay the screen is to dark (cannot see the backgrounds)
here is an info log