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Ghost in the Shell - Stand Alone Complex -Europe -ULES00135
#8
Code:
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xa8-libatrac3plus.prx', type=PSP_SMEM_Low, size=0x5000, addr=0x00000000: returns 0x0881C800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libatrac3plus.prx'), flags=0x0, optionAddr=0x09FB88C0
...
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xd1-libfont.prx', type=PSP_SMEM_Low, size=0xA900, addr=0x00000000: returns 0x08821800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libfont.prx'), flags=0x0, optionAddr=0x09FB88C0
Interesting, this game seems to have a very strict memory management where it is often allocating the whole PSP memory.

Before loading the libatrac3plus.prx, it is reserving an Fpl block with the same name and then free it. This block has a size of 0x5000, maybe an indication that the game expects the libatrac3plus.prx to use 0x5000 bytes of memory...

The same happens for libfont.prx with a size of 0xA900.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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RE: Ghost in the Shell - Stand Alone Complex -Europe -ULES00135 - by gid15 - 03-13-2015, 08:29 AM

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