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:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Boku wa Tomodachi ga Sukunai [ULJS00459]
#11
Still low fps but audio is mostly working now, new error (r3104):

   

Log html and txt:

.rar   log.rar (Size: 102.38 KB / Downloads: 152)
Windows 7 Ultimate 64-bit
Intel® Core™2 Duo CPU E7500 @ 2.93GHz
3072MB RAM DDR2
NVIDIA GeForce 9500 GT 1024MB
Java Build 1.8.0-EA-B89
Reply
#12
Does it help if the ignore invalid memory acces option is enableb?
Am I the only one with this cool sig?
[Image: ji6WX.png]
[Image: 2404362.png]
Reply
#13
(04-16-2013, 04:09 PM)virgil94 Wrote: Does it help if the ignore invalid memory acces option is enableb?
Not much, I can't really tell if there's any difference in performance. Anyway, I noticed that the sound file of the opening video is being extracted and converted to wav in the tmp folder but for some reason it's not being played. Is it a problem of this game or I'm doing something wrong? most of the audio works fine but some background music and the sound of the opening is not working (r3107)

EDIT: audio works (r3111), it was simply disabled in the game settings (thanks to trebert for the info).
Windows 7 Ultimate 64-bit
Intel® Core™2 Duo CPU E7500 @ 2.93GHz
3072MB RAM DDR2
NVIDIA GeForce 9500 GT 1024MB
Java Build 1.7.0_21-B11
Reply
#14
using r 3107
still no music or sound fx
pauses after your first choice but click run twice and the game continues
here is an info log


Attached Files
.zip   log.zip (Size: 203.6 KB / Downloads: 135)
Reply
#15
I was having the same lockup at the same place[edit: using 3110], and Checking" ignore invalid memory address" allowed the game to continue after the first selection. As for the sound, it was also completely muted. Although it was only because the options were set that way in game, and after turning them up I got audio, all-be-it somewhat choppy.


Attached Files Thumbnail(s)
   
Reply
#16
(04-21-2013, 05:34 AM)trebert Wrote: I was having the same lockup at the same place[edit: using 3110], and Checking" ignore invalid memory address" allowed the game to continue after the first selection. As for the sound, it was also completely muted. Although it was only because the options were set that way in game, and after turning them up I got audio, all-be-it somewhat choppy.

Thanks so much! can't believe it was so simple, audio works now even though it sounds kinda rusty, but it WORKS!!
Checking ignore invalid memory address helps going through that part although it doesn't improve the performance, for some reason the FPS is really low, could it be caused by the audio problem?

This is a log+profiler of the latest revision (3111) if anyone wants to check about that:

.rar   logs.rar (Size: 1.11 MB / Downloads: 161)

EDIT: even with the invalid memory access thing disabled, the game stops working after a while and there're errors in the console window:

Code:
Running Jpcsp 64bit...
java.lang.RuntimeException: Cannot find executable
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:1
39)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:210)
        at _S1_2_8805E30.s(_S1_2_8805E30.java:112)
        at _S1_2_89A73C8.s(_S1_2_89A73C8.java:84)
        at _S1_2_89A786C.s(_S1_2_89A786C.java:752)
        at _S1_2_8849D08.s(_S1_2_8849D08.java:620)
        at _S1_2_8849D08.exec(_S1_2_8849D08.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:1
57)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:210)
        at _S1_2_882E9B4.s(_S1_2_882E9B4.java:2044)
        at _S1_2_883EAD0.s(_S1_2_883EAD0.java:1072)
        at _S1_2_883DD0C.s(_S1_2_883DD0C.java:20)
        at _S1_2_883DD0C.exec(_S1_2_883DD0C.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:1
57)
        at jpcsp.Allegrex.compiler.RuntimeContext.jump(RuntimeContext.java:189)
        at _S1_2_88204D8.s(_S1_2_88204D8.java:748)
        at _S1_2_88204D8.exec(_S1_2_88204D8.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:1
57)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:210)
        at _S1_2_8868058.s(_S1_2_8868058.java:896)
        at _S1_2_8868058.exec(_S1_2_8868058.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.jumpCall(RuntimeContext.java:1
57)
        at jpcsp.Allegrex.compiler.RuntimeContext.call(RuntimeContext.java:210)
        at _S1_2_88727E8.s(_S1_2_88727E8.java:40)
        at _S1_2_88727E8.exec(_S1_2_88727E8.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeC
ontext.java:668)
        at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:
709)
        at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)

New log+profiler:

.rar   logs-v2.rar (Size: 1.12 MB / Downloads: 168)
Windows 7 Ultimate 64-bit
Intel® Core™2 Duo CPU E7500 @ 2.93GHz
3072MB RAM DDR2
NVIDIA GeForce 9500 GT 1024MB
Java Build 1.7.0_21-B11
Reply
#17
From the profiler information, it looks that the code blocks used the most by this game are quite large:
Code:
_S1_2_892DDD4 4.708.681.845 instructions (25,546%), 353.107 calls (0892DDD4 - 0892F18C, length 1263)
...
_S1_2_892AF48 2.139.360.100 instructions (11,607%), 201.032 calls (0892AF48 - 0892BC00, length 815)
...
_S1_2_8916960 1.498.274.285 instructions (8,129%), 1.294 calls (08916960 - 089174D0, length 733)
It might help to tweak the compiler settings by reducing the "Maximum method size" to 50.

You can also try to increase the clock speed (Options -> Clock speed) to make the game run faster than on a PSP.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#18
(05-02-2013, 07:27 AM)gid15 Wrote: From the profiler information, it looks that the code blocks used the most by this game are quite large:
Code:
_S1_2_892DDD4 4.708.681.845 instructions (25,546%), 353.107 calls (0892DDD4 - 0892F18C, length 1263)
...
_S1_2_892AF48 2.139.360.100 instructions (11,607%), 201.032 calls (0892AF48 - 0892BC00, length 815)
...
_S1_2_8916960 1.498.274.285 instructions (8,129%), 1.294 calls (08916960 - 089174D0, length 733)
It might help to tweak the compiler settings by reducing the "Maximum method size" to 50.

You can also try to increase the clock speed (Options -> Clock speed) to make the game run faster than on a PSP.

I tried using 150% first and 300% after but there was no difference, even in main menu whenever the background music starts playing, the fps goes below 17 and mostly the avg fps is 10-12.

.rar   log.rar (Size: 7.92 KB / Downloads: 147)
.7z   profiler.7z (Size: 109.83 KB / Downloads: 127)

EDIT: I forgot the compiler setting, I'll try now.

I tried again setting the profiler at 50 and clock 300% but the result is the same, low fps when music starts playing, at times it goes over 20 then instantly below 10 it's kinda unstable.

.7z   log.7z (Size: 5.64 KB / Downloads: 159)
.7z   profiler.7z (Size: 109.88 KB / Downloads: 130)
Windows 7 Ultimate 64-bit
Intel® Core™2 Duo CPU E7500 @ 2.93GHz
3072MB RAM DDR2
NVIDIA GeForce 9500 GT 1024MB
Java Build 1.8.0-EA-B89
Reply
#19
Disable the profiler while checking the performance, the profile itself is introducing overhead.

Have you tried to disable the MediaEngine? This would disable all Atrac3 decoding. So that you can see the difference without decoding at all (even faster than decoding external WAV files).
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#20
(05-02-2013, 09:30 AM)gid15 Wrote: Disable the profiler while checking the performance, the profile itself is introducing overhead.

Have you tried to disable the MediaEngine? This would disable all Atrac3 decoding. So that you can see the difference without decoding at all (even faster than decoding external WAV files).

THAT did the trick! intro video doesn't work anymore but the fps is over 30, with peaks of 60! only in the beginning it lagged a bit, then the fps started raising (even though the audio sometimes echoes but it's nothing relevant compared to before). The game stopped working after clicking a choice, log and screen:

   

.7z   Log.7z (Size: 143.4 KB / Downloads: 134)
Windows 7 Ultimate 64-bit
Intel® Core™2 Duo CPU E7500 @ 2.93GHz
3072MB RAM DDR2
NVIDIA GeForce 9500 GT 1024MB
Java Build 1.8.0-EA-B89
Reply


Forum Jump:


Users browsing this thread: 7 Guest(s)