06-04-2010, 11:46 AM (This post was last modified: 06-29-2013, 06:07 AM by nash67.)
r1537:
shows the starting screens screens
This is the last one
and then gives this error
Code:
170675 [KokakuLoad] WARN hle - sceDisplaySetFrameBuf(topaddr=0x0,bufferwidth=0,pixelformat=0,sync=1) bad params
170675 [KokakuLoad] INFO compiler - Replacing CodeBlock at 0x08829450 by Native Code 'nop'
170691 [KokakuLoad] INFO compiler - Replacing CodeBlock at 0x088244B4 by Native Code 'nop'
170769 [GUI] WARN ge - Unknown/unimplemented video command [cte](0)
170784 [KokakuLoad] WARN hle - sceDisplaySetFrameBuf(topaddr=0x0,bufferwidth=0,pixelformat=0,sync=1) bad params
170784 [KokakuLoad] WARN hle - sceDisplaySetFrameBuf(topaddr=0x0,bufferwidth=0,pixelformat=0,sync=1) bad params
The emu pauses, resuming results in a non responsive state
JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
02-08-2012, 10:51 AM (This post was last modified: 02-08-2012, 10:38 PM by ThatGuy.)
what settings do you guys use for this?... I only ask because my text is all funky and stacked on top of each other .
( i have the EUR version if that helps)
(02-08-2012, 10:51 AM)ThatGuy Wrote: what settings do you guys use for this?... I only ask because my text is all funky and stacked on top of each other .
( i have the EUR version if that helps)
What setting are you using? I have the game and started running it but I'm getting graphical glitches of giant black patches.
10-19-2012, 07:30 AM (This post was last modified: 10-19-2012, 07:32 AM by hyakki.)
r2788
regression (not sure what revision broke it, looks font related though ) - java error shortly after pressing run
Code:
Running Jpcsp 64bit...
java.lang.NullPointerException
at jpcsp.HLE.modules150.sceFont$FontLib.<init>(sceFont.java:488)
at jpcsp.HLE.modules150.sceFont.sceFontNewLib(sceFont.java:720)
at _S1_2_8A87AAC.s(_S1_2_8A87AAC.java:4)
at _S1_2_896FA90.s(_S1_2_896FA90.java:124)
at _S1_2_881D148.s(_S1_2_881D148.java:676)
at _S1_2_881DC10.s881de74(_S1_2_881DC10.java:716)
at _S1_2_881DC10.s(_S1_2_881DC10.java:612)
at _S1_2_881DC10.exec(_S1_2_881DC10.java)
at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:648)
at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:684)
at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
The memory allocation for sceFontNewLib has been improved in r2790. Could you test again and provide a log with sceFont on DEBUG level?
No longer gets the java error, now the game shows a few screens then gets an invalid memory error.
(using ignore invalid memory access allows it to bypass the error, but then eventually crashed again)