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Yu-Gi-Oh! 5D's Tag Force 6 - ULJM05940
#81
(07-19-2016, 06:48 AM)DragonNeos Wrote: Only the External Software Renderer can display the top section of the card (3rd screenshot on Post #76 albeit with horizontal lines appearing from both ends being circled in red).
I've fixed some texture alignment in the external software renderer 0fa063b. Could you retest it when available?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#82
This game was tested with revision d1609cd. The cards do display correctly when using External Software Renderer revision 0fa063b or later. Currently, there are two issues with the game:

1) After the opening video is played, the Title Screen should appear without any button being pressed. However, after the opening video the game will hang in a black screen until the user presses the Start button to get the game to transition to the Title Screen. As you can see in the log, I waited a few minutes to see if the game would transition to the Title Screen on its own before pressing the Start button.
Code:
04:32:03  INFO hle.sceMpeg - user_main - sceMpegInit
04:32:03  INFO hle.sceMpeg - user_main - sceMpegInit returning 0x0
04:32:03  INFO hle.scePsmfPlayer - user_main - PSMF Player Data: displayBuffer=0x08400000, displayBufferSize=0x300000, playbackThreadPriority=52
04:32:03  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerSetTempBuf psmfPlayer=0x97808A0, tempBufAddr=0x09770880, tempBufSize=0x10000
04:32:03  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerSetTempBuf returning 0x0
04:32:03  INFO hle.scePower - user_main - scePower_469989AD pllClock 190 cpuClock 166 busClock 95
04:32:03  INFO hle.scePsmfPlayer - user_main - Loading PSMF file 'disc0:/sce_lbn0x6d600_size0x139b800'
04:32:04  INFO hle.sceMpeg - user_main - Found PSMF MPEG video stream data: streamID=0xE0, privateStreamID=0x0, unk1=0x21, unk2=0xEF, EPMapOffset=0x0, EPMapNumEntries=0, frameWidth=480, frameHeight=272
04:32:04  INFO hle.sceMpeg - user_main - Found PSMF MPEG audio stream data: streamID=0xBD, privateStreamID=0x0, unk1=0x20, unk2=0x4, audioChannelConfig=2, audioSampleFrequency=2
04:32:04  INFO hle.scePsmfPlayer - user_main - Found play info data: videoCodec=0xE, videoStreamNum=0, audioCodec=0x1, audioStreamNum=0, playMode=0, playSpeed=1
04:43:22  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x97808A0
04:43:22  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0
04:43:22  INFO hle.scePower - user_main - scePower_469989AD pllClock 222 cpuClock 222 busClock 111
04:43:22  INFO hle.sceMpeg - user_main - sceMpegFinish
04:43:22  INFO hle.sceMpeg - user_main - sceMpegFinish returning 0x0

2) There seems to be invalid memory address problems when the user attempts a regular duel. The game freezes right before the duel is about to start. Clicking on Run doesn't help at all as the memory errors seem to repeat.
Code:
04:44:22 ERROR   memory - user_main - read32 - Invalid memory address: 0x97AD0B00 PC=0x08844C94
04:44:29 ERROR   memory - user_main - read32 - Invalid memory address: 0x97AD0B04 PC=0x08844CA0


Attached Files
.zip   Log_rd1609cd(64bit)_INFO.zip (Size: 111.29 KB / Downloads: 174)
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#83
(04-26-2017, 09:01 AM)DragonNeos Wrote: 1) After the opening video is played, the Title Screen should appear without any button being pressed. However, after the opening video the game will hang in a black screen until the user presses the Start button to get the game to transition to the Title Screen. As you can see in the log, I waited a few minutes to see if the game would transition to the Title Screen on its own before pressing the Start button.
Code:
04:32:03  INFO hle.sceMpeg - user_main - sceMpegInit
04:32:03  INFO hle.sceMpeg - user_main - sceMpegInit returning 0x0
04:32:03  INFO hle.scePsmfPlayer - user_main - PSMF Player Data: displayBuffer=0x08400000, displayBufferSize=0x300000, playbackThreadPriority=52
04:32:03  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerSetTempBuf psmfPlayer=0x97808A0, tempBufAddr=0x09770880, tempBufSize=0x10000
04:32:03  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerSetTempBuf returning 0x0
04:32:03  INFO hle.scePower - user_main - scePower_469989AD pllClock 190 cpuClock 166 busClock 95
04:32:03  INFO hle.scePsmfPlayer - user_main - Loading PSMF file 'disc0:/sce_lbn0x6d600_size0x139b800'
04:32:04  INFO hle.sceMpeg - user_main - Found PSMF MPEG video stream data: streamID=0xE0, privateStreamID=0x0, unk1=0x21, unk2=0xEF, EPMapOffset=0x0, EPMapNumEntries=0, frameWidth=480, frameHeight=272
04:32:04  INFO hle.sceMpeg - user_main - Found PSMF MPEG audio stream data: streamID=0xBD, privateStreamID=0x0, unk1=0x20, unk2=0x4, audioChannelConfig=2, audioSampleFrequency=2
04:32:04  INFO hle.scePsmfPlayer - user_main - Found play info data: videoCodec=0xE, videoStreamNum=0, audioCodec=0x1, audioStreamNum=0, playMode=0, playSpeed=1
04:43:22  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x97808A0
04:43:22  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0
04:43:22  INFO hle.scePower - user_main - scePower_469989AD pllClock 222 cpuClock 222 busClock 111
04:43:22  INFO hle.sceMpeg - user_main - sceMpegFinish
04:43:22  INFO hle.sceMpeg - user_main - sceMpegFinish returning 0x0
The detection of the end of the video in the HLE module scePsmfPlayer has been improved in 2a38a70. Does it help here?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#84
The video now ends correctly and transitions to the Title Screen using revision 2a38a70. I also tested the game with libatrac3plus.prx and there were occasional errors that appear in the log. The invalid memory address errors that appear when the user is about to duel affects every game in the Yu-Gi-Oh! Tag Force Series and prevents the game from being playable.


Attached Files
.zip   Log_r2a38a70(64bit)_INFO (libatrac3plus.prx Debug).zip (Size: 294.34 KB / Downloads: 153)
.zip   Log_r2a38a70(64bit)_INFO.zip (Size: 154.1 KB / Downloads: 176)
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#85
There seems to be a minor graphical issue with the External Software Renderer in this game. As you can see in the first screenshot with the red arrow, there is a vertical line that appears on the top left corner. This vertical line appears for 3-5 seconds, disappears for 1 second then comes back and repeats this pattern.


Attached Files Thumbnail(s)
       

.zip   Log_r20e4582(64bit)_INFO.zip (Size: 75.83 KB / Downloads: 168)
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#86
There are several issues pertaining to this game on the emulator.

1) The last working build without any major issues was ee50860. Starting with revision 79fbe01, the game has problems decompressing the models and has a warped view of the characters (compare Screenshot 1 - revision ee50860 & Screenshot 2 - revision 79fbe01). The log shows the following:
Code:
04:59:28 ERROR      hle - user_main - HLE Function sceGzipIsValid(sceDeflt) not activated by default for Firmware Version 639
04:59:28 ERROR      hle - user_main - HLE Function sceGzipDecompress(sceDeflt) not activated by default for Firmware Version 639
04:59:28 ERROR      hle - user_main - HLE Function sceGzipIsValid(sceDeflt) not activated by default for Firmware Version 639
04:59:28 ERROR      hle - user_main - HLE Function sceGzipDecompress(sceDeflt) not activated by default for Firmware Version 639

2) With regards to the 3rd Screenshot, there should be an audio prompt when this dialog box appears. The last working build that still had the sound being played was revision 848f7bf. Starting with revision 5aa097d, there isn't any sound when the dialog box pops up. For this particular log, I used the following configuration:
Code:
<logger name='hle.sceSasCore'> <level value='trace' /> </logger>

3) The last build to still somewhat be playable (with the compressed models and warped view) was revision ef8b803. Starting with revision c30ce41, the invalid memory address errors appear in the log:
Code:
05:15:50 ERROR   memory - user_main - read32 - Invalid memory address: 0xDBB40B00 PC=0x08844C94
05:16:18 ERROR   memory - user_main - read32 - Invalid memory address: 0xDBB40B04 PC=0x08844CA0


Attached Files Thumbnail(s)
           

.zip   Log_ree50860(64bit)_INFO.zip (Size: 160.79 KB / Downloads: 150)
.zip   Log_r79fbe01(64bit)_INFO.zip (Size: 117.1 KB / Downloads: 171)
.zip   Log_r848f7bf(64bit)_INFO.zip (Size: 234.55 KB / Downloads: 174)
.zip   Log_r5aa097d(64bit)_INFO.zip (Size: 76 KB / Downloads: 162)
.zip   Log_ref8b803(64bit)_INFO.zip (Size: 176.04 KB / Downloads: 166)
.zip   Log_rc30ce41(64bit)_INFO.zip (Size: 112.22 KB / Downloads: 168)
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#87
Code:
04:59:28 ERROR      hle - user_main - HLE Function sceGzipIsValid(sceDeflt) not activated by default for Firmware Version 639
04:59:28 ERROR      hle - user_main - HLE Function sceGzipDecompress(sceDeflt) not activated by default for Firmware Version 639
04:59:28 ERROR      hle - user_main - HLE Function sceGzipIsValid(sceDeflt) not activated by default for Firmware Version 639
04:59:28 ERROR      hle - user_main - HLE Function sceGzipDecompress(sceDeflt) not activated by default for Firmware Version 639
This issue with sceGzip should now be fixed in 1366976. This could have caused the "Invalid memory address" issues as well.

Code:
05:05:19 DEBUG hle.sceSasCore - snd_thread_seq - __sceSasSetSimpleADSR sasCore=0x8DED3C0, voice=0x0, ADSREnv1=0x800F, ADSREnv2=0x1FE0
05:05:19 DEBUG hle.sceSasCore - snd_thread_seq - __sceSasSetSimpleADSR voice=0x0: VoiceADSREnvelope[AR 0x1C000000(LINEAR_BENT), DR 0x80000000(EXPONENT_REV), SR 0x00000000(LINEAR_INCREASE, SL 0x40000000), RR 0x08000000(EXPONENT_REV)]
The settings for the Decay Rate were not correctly interpreted (should be 0x7FFFFFFF instead of 0x80000000). Could you provide a new trace with 9c87133?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#88
The game functions normally now on revision 9de5f87. The audio prompt is able to play when the dialog box appears onscreen. Occasionally, the text doesn't appear onscreen (affects both JPCSP font and native PSP font). The following messages occasionally appear in the log during the opening video:
Code:
07:23:07 ERROR atrac3plus - audioThread - Invalid gain location: ch=1, sb=3, pos=5, val=40
07:23:07 ERROR hle.sceMpeg - audioThread - Error received from codec.decode: 0xFFFFFFFF

With regards to performance, I tried to get data for the profiler since the A.I. takes a long time to make a move. In various logs, the DUELSYS_Act:thread always tries to compile to interpreter during the A.I.'s turn which would slow down the performance.


Attached Files Thumbnail(s)
       

.zip   Log_r9de5f87(64bit)_INFO (sceSasCore TRACE).zip (Size: 175.04 KB / Downloads: 160)
.zip   Log_r9de5f87(64bit)_INFO.zip (Size: 144.79 KB / Downloads: 167)
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