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Sol Trigger - NPJH50619
#1
r2758(64bit)
appears to work and play very good, still needs more testing before moving to playable.

So far:
Good:
Movies play perfect, dialog voice audio works, Save/Load working.
Bad:
Rendered cutscenes have zero audio (voice or sound effects), I don't think its mono at3 related. (Fixed in r2764)

                                           


Attached Files
.zip   Log_r2758(64bit)_INFO.zip (Size: 116.95 KB / Downloads: 212)
.zip   Log_r2758(64bit)_INFO_2.zip (Size: 447.2 KB / Downloads: 179)
.zip   Log_r2758(64bit)_Debug_hle.sceAtrac3plus.zip (Size: 187.76 KB / Downloads: 202)
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#2
I think that gid15 will need you give hle.sceP3da debug log
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#3
im having a problem when in the first battle the game freeze ? Huh
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#4
Code:
913531     sound wave thread     WARN     hle.sceP3da     PARTIAL: sceP3daBridgeCore p3daCore=0x09FE6240, channelsNum=4, samplesNum=2048, inputAddr=0x08A45418, outputAddr=0x08A41280
It is always using the same "inputAddr=0x08A45418". When running, could you open the "Memory Viewer" (under Debug/Tools menu), enter the address 0x08A45418 and copy paste the information displayed? It is maybe some sound data...

Rem.: small fix in r2759 from profiler info
Code:
_S1_2_89819DC 228,567,713 instructions (12.643%), 1,479,845 calls (089819DC - 08981D24, length 211)
This method should now be recognized as a native memcpy operation.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#5
r2759
btw I looked in various places in the game and the 0x08a45418 line doesn't change.
Code:
08a45418 : 40 54 a4 08 80 64 a4 08 c0 74 a4 08 00 85 a4 08 @ T . . . d . . . t . . . . . .
08a45428 : 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 . . . . . . . . . . . . . . . .
08a45438 : 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 . . . . . . . . . . . . . . . .
08a45448 : 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 . . . . . . . . . . . . . . . .
08a45458 : 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 . . . . . . . . . . . . . . . .
08a45468 : 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 . . . . . . . . . . . . . . . .


Attached Files Thumbnail(s)
       

.zip   Log_r2759(64bit)_INFO.zip (Size: 157.4 KB / Downloads: 162)
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#6
here is my problem in the game this is the first battle in game where i dont see any "attack , skill etc. " how do i fix it?? i will post some log

(10-08-2012, 03:14 AM)uruhara12 Wrote: here is my problem in the game this is the first battle in game where i dont see any "attack , skill etc. " how do i fix it?? i will post some log

ooohh now i get it if i skip the cutscene it will crash and if im not skipping the cutscene there will be a voice and the "attack,skill etc" now i get it Big Grin but hope it fix so every time it has a cutscene i can skip it Big Grin


Attached Files Thumbnail(s)
   

.rar   log.rar (Size: 3.91 KB / Downloads: 147)
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#7
Code:
08a45418 : 40 54 a4 08 80 64 a4 08 c0 74 a4 08 00 85 a4 08 @ T . . . d . . . t . . . . . .
These look like 4 additional pointers to 0x08a45440, 0x08a46480, 0x08a474c0 and 0x08a48500 (address increasing each time by 0x1040).
Do these areas contain something?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#8
The values seem to be related to SFX, when certain sound effects play like footsteps, explosions or menu selection beeps..etc then data fills in here, when standing still or not doing anything it zeros back out.
        (0x08a474c0 and 0x08a48500 are always zeroed in my tests)

However on the rendered cutscenes that have the no sound problem all of them are zeroed (I even tried to constantly refresh...nothing Smile )
       
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#9
Moved to playable

Status Change:
Half-Playable -> Playable.
Missing audio is now fixed w/ r2764+, I don't see any other major bugs.
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#10
Test game:
CPU: QuadCore Intel Core i5 CPU 750 @ 2.67GHz;
MB: Gigabyte GA-P55-US3L
RAM: DDR3 6,0GB;
Gfx: ASUS Nvidia GeForse GTS 550Ti @ 1024 MB;
OS: MS Win 7 Ultimate 64-bit.
My video channel emuls test.
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