This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Thread Rating:
  • 5 Vote(s) - 4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
STAR OCEAN: First Departure - ULUS10374
#91
(08-16-2012, 06:19 AM)tyvar Wrote: I'm decided to try r2687 on a AMD FX-6200 with a Radeon HD7950, and when I try to use software rendering model I get a black screen after the video plays.

Do you want a log? if so how would I about getting one for you?


I can confirm this bug, I was slightly testing this game a bit more today and was able to also reproduce the black screen bug in software mode, on certain battle effects (like thunder cloud) the screen just turns black, though the game is still running you can still hear fighting and you can control the character, unfortunately the only way to get the screen back is restart the emulator, sometimes it also happens after the intro video but that seems random?

(thunder cloud)
    ->    
Code:
197830 [ps_main] WARN  hle.sceGe_user - sceGeListEnQueue can't enqueue duplicate list address


Attached Files
.zip   Log_r2687(64bit)_INFO.zip (Size: 19.66 KB / Downloads: 143)
Reply
#92
For me it happens any time I start the game, however, I find the game to be mostly playable (if slow) with shaders on, just a weird black box behind the character when I'm wandering the world map. I wonder how much of this is ATI's iffy drivers?
Reply
#93
(08-14-2012, 02:01 PM)gid15 Wrote:
(08-13-2012, 08:43 PM)hyakki Wrote: r2686,
Software render with color mask unfortunately no change in the towns, characters are invisible (or partly invisible depending on the location)
After further testing with 3DStudio, I've fixed an issue with the stencil test in r2687. Could you check with the software rendering if this game is improved by the fix?

Thank you!

Already finished the game a while back with some problems, but it is nice to see some progress. Great game and thanks for the work.
Intel Core i5 - Geforce 560ti 1GB RAM - 8GB RAM - Windows 7 64bits
Reply
#94
o.o

So I have been testing with this emulator after my PSP died and I could get this game to work... that is until my characters jumped out of the map or something of the sorts right at the start in the first town....

I don't mind the sprites being on top of everything (is emulation), but getting desynched (sp) every time I try to pick that silly Talisman isn't fun.

Sorry for terribad english.


This is the last few lines of the log

Quote:140875 [ps_main] INFO compiler - Replacing CodeSequence at 0x0883F3A8-0x0883F3C4 by Native Code 'memcpySequence'
144093 [ps_main] WARN hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x0, bufferwidth=0, pixelformat=3, syncType=1) (blocking display output)
144312 [ps_main] INFO hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=1 ok
161781 [ps_main] WARN hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x0, bufferwidth=0, pixelformat=3, syncType=1) (blocking display output)
161890 [ps_main] INFO hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=1 ok
169218 [ps_main] INFO compiler - Replacing CodeBlock at 0x089C85EC by Native Code 'nop'
172203 [ps_main] WARN hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x0, bufferwidth=0, pixelformat=3, syncType=1) (blocking display output)
172406 [ps_main] INFO hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x04088000, bufferwidth=512, pixelformat=3, syncType=1 ok
177093 [ps_main] WARN hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x0, bufferwidth=0, pixelformat=3, syncType=1) (blocking display output)
177312 [ps_main] INFO hle.sceDisplay - sceDisplaySetFrameBuf(topaddr=0x04000000, bufferwidth=512, pixelformat=3, syncType=1 ok
198281 [pspAt3Player] INFO hle.sceAtrac3plus - Replaying atrac loop atracID=0, loopStart=90442, loopEnd=3282896


and the only 2 fatal errors (red text)

Quote:31531 [DecodeThread] ERROR hle - MediaEngine: Invalid container format!
31531 [DecodeThread] ERROR hle - MediaEngine: No video streams found!


so what is wrong?

I am using the same configuration suggested in the first post, even though I am using v0.6 2718

Reply
#95
Are you using the 64bit version of jpcsp?, since this game wont work correctly in the 32bit one.
Reply
#96
aw shit... so I need a 64 bit operative system or bust

is a shame Sad
Reply
#97
some kind of regression r2725 ~ r2731

Log just loops Using Compiler over and over Smile

Code:
java.lang.ArrayIndexOutOfBoundsException: 128667600
    at jpcsp.memory.MemoryReader$MemoryReaderIntArray32.readNext(MemoryReader.java:291)
    at jpcsp.Allegrex.compiler.nativeCode.AbstractNativeCodeSequence.getStrlen(AbstractNativeCodeSequence.java:184)
    at jpcsp.Allegrex.compiler.nativeCode.Strlen.call(Strlen.java:29)
    at _S1_2_88198C8.s(_S1_2_88198C8.java:0)
    at _S1_2_8979CFC.s(_S1_2_8979CFC.java:32)
    at _S1_2_89799D0.s(_S1_2_89799D0.java:172)
    at _S1_2_8979834.s(_S1_2_8979834.java:16)
    at _S1_2_8A1AAD0.s(_S1_2_8A1AAD0.java:16)
    at _S1_2_8A1AAD0.exec(_S1_2_8A1AAD0.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:147)
    at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:197)
    at _S1_2_8807188.s(_S1_2_8807188.java:56)
    at _S1_2_8804CCC.s8804d54(_S1_2_8804CCC.java:140)
    at _S1_2_8804CCC.s(_S1_2_8804CCC.java:136)
    at _S1_2_89D39A0.s(_S1_2_89D39A0.java:240)
    at _S1_2_89D39A0.exec(_S1_2_89D39A0.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)


Attached Files
.zip   Log_r2731(64bit)_INFO.zip (Size: 26.82 KB / Downloads: 145)
Reply
#98
(09-22-2012, 12:03 AM)hyakki Wrote: some kind of regression r2725 ~ r2731
I just found an issue introduced by r2727. Sorry.
Could you recheck with r2732?

Thanks for regression testing Smile
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#99
works in r2732 again, thanks for fixing!
Reply
Hi, I was reading through the forums and searching everywhere for the latest configuration setup for r2718. Anyone have any ideas? Angel
(10-01-2012, 02:00 AM)Tweet Tweet info finder Wrote: Hi, I was reading through the forums and searching everywhere for the latest configuration setup for r2718. Anyone have any ideas? Angel

Oh yeah, Hyakki, if you respond I have the set up you used during your regression testing.
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)