Post Reply 
 
Thread Rating:
  • 3 Votes - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Killzone Liberation
04-22-2015, 10:08 PM
Post: #46
RE: Killzone Liberation
(12-12-2014 06:03 PM)GUNNER70 Wrote:  Big Grin Ive tested and got it to work, fist download PPSSPP. Go to the main front page and go to the bottom of the page, download any v.09.91- as long it has "Backend" with "OpenGl and Direct3D9. First dont run PPSSPP yet, go to
System and change PSP Model to "PSP 1000" just click to change it. (2). go to Graphics and change in "Backend" to "Direct3D9". (3). Turn off "Anistropic
Filtering". (4). Rendering Resolution change to "X2". (5). Renedering Mode to
"Buffered Rendering". (6). Frameskipping change to 4.
Im using PPSSPP v0.9.9.1-1153-g40212552 ilke I said as long it has "Backend"
OpenGl and Direct3D9....Big Grin

Thanks! It worked for me!

[img]http://mypsn.eu.playstation.com/psn/profile/montcer.png[/img]
Find all posts by this user
Quote this message in a reply
04-29-2015, 11:20 AM
Post: #47
RE: Killzone Liberation
Does anyone know how to install chapter 5?

AMD Phenom(tm) 8450 Triple Core Processor 2.10Ghz, 4Gb RAM, ATI Radeon HD 6570 1Gb
Find all posts by this user
Quote this message in a reply
03-24-2016, 09:32 PM (This post was last modified: 03-24-2016 11:06 PM by W00fer.)
Post: #48
Killzone Liberation crashes often
Format CSO

Runs now 85-100% on i7 2670QM Nvidia GT555M

Frameskipping - 1
OpenGL - Buffered
PSP1000
Hardware Transform = on
Rendering resolution = 2x

Crashed often in the beginning. See screenshot for crash messages:

i.imgur.com/IBrFrVh.png
Find all posts by this user
Quote this message in a reply
03-24-2016, 10:30 PM
Post: #49
RE: Killzone Liberation
Merged.

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
Find all posts by this user
Quote this message in a reply
06-08-2016, 05:46 PM
Post: #50
RE: Killzone Liberation
Hi everybody,
I tried to install chapter 5 on PPSSPP in directory \memstick\PSP\GAME, as mentioned in PPSSPP FAQ. But after inserting the directory UCES00279 which contains the files CHAPTER5.BIN, EBOOT.PBP and KZL.PRX into the GAME folder, PPSSPP chrashes after Killzone intro. Before copying the folder, Killzone worked very well.
How can I run chapter 5 in PPSSPP v1.2.2?
Thanks for your help!
Find all posts by this user
Quote this message in a reply
06-08-2016, 10:42 PM
Post: #51
RE: Killzone Liberation
Eboot.pbp coming with dlc's means it's most likely a game update, updates are encrypted with keys we don't have and likely never will, so you'll have to use actual psp to play it or at least decrypt the update, no emulator will be able to get around that.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
Find all posts by this user
Quote this message in a reply
06-09-2016, 05:05 PM
Post: #52
RE: Killzone Liberation
Thanks for this information. Do I understand this right, that there's no way I could play chapter 5 in ppsspp?
Find all posts by this user
Quote this message in a reply
06-10-2016, 06:40 AM
Post: #53
RE: Killzone Liberation
I'm not familiar with this game to say for sure, but if the update get's decrypted on real psp then depending what it exactly is either simply patching iso with it or implementing some feature to replace the files with their decrypted version instead of just failing to decrypt would likely make it run on emulator.

However by just using emulator itself without real hardware - no. 128bit AES is not a joke.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
Find all posts by this user
Quote this message in a reply
11-25-2016, 03:08 AM
Post: #54
RE: Killzone Liberation
Any update on these settings for Killzone? I followed these screen shots above and am having no luck. I have also tried other setting instructions and still not able to get this playable. It runs slow and crackling audio. I am using v1.3.0.1 and on S6. I would absolutely love to get this running and happy to donate to this app via upgrading to gold or whatever to help the dev. Thanks all!
Find all posts by this user
Quote this message in a reply
02-12-2019, 02:20 AM
Post: #55
RE: Killzone Liberation
What setting would I need to run it at full speed in version 1.7.4?
Find all posts by this user
Quote this message in a reply
02-12-2019, 07:09 PM
Post: #56
RE: Killzone Liberation
PPSSPP default settings can run any game at full speed. What will tell you if you can run full speed is your hardware.

Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro
Find all posts by this user
Quote this message in a reply
02-13-2019, 03:44 AM
Post: #57
RE: Killzone Liberation
(02-12-2019 07:09 PM)GuilhermeGS2 Wrote:  PPSSPP default settings can run any game at full speed. What will tell you if you can run full speed is your hardware.

What are the Specs for Killzone then?
Find all posts by this user
Quote this message in a reply
02-19-2019, 06:31 AM
Post: #58
RE: Killzone Liberation
Guerilla Games really gambled with this new style of gameplay, and they passed with flying colors. Everything here seems to work together.
Find all posts by this user
Quote this message in a reply
11-23-2019, 11:09 AM
Post: #59
RE: Killzone Liberation
With regards to the DLC, I've checked and it's not that it's encrypted. It's definitely strange though. On a real PSP, you get the DLC pack's files (a 65MB CHAPTER5.BIN and a ~10MB EBOOT.PBP) into the right spot, then start the game and hit Download in the main menu to open the system browser and close it. That site would normally have put those files there, back when the website worked, hence it offering to install the DLC at this point. Once it does, it doesn't modify your save file or the game itself, rather it splits the DLC's EBOOT.PBP into a ~8MB KZL.PRX and a 10KB EBOOT.PBP, and based on warnings not to delete the updater left behind in your game list, it seems the eboot is only there at that point to retain the folder's existence.

That aside, once the game is started with KZL.PRX present (without that specific file, everything works fine), as soon as the initial SCEE/Guerrilla credit passes, where a real PSP would normally display an "accessing memory stick" icon, the framerate readout freezes with the screen black and logs spit this out, with no further output regardless of time waited:

59:41:272 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2353 0=sceKernelTerminateThread(277)
59:41:272 user_main W[SCEKERNEL]: HLE/sceKernelThread.cpp:3610 sceKernelRegisterExitCallback(0): invalid callback id
59:41:272 user_main I[SCEMODULE]: HLE/sceKernelModule.cpp:1916 sceKernelStartModule(0,asize=0000000b,aptr=09f0ce20,retptr=09fff510,00000000): error 8002012e
59:41:272 user_main E[SCEMODULE]: HLE/sceKernelModule.cpp:2169 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
59:41:272 user_main E[JIT]: x86/CompBranch.cpp:606 Jump to invalid address: 00000000 PC 09f00420 LR 09f00420
59:41:273 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2004 284=sceKernelCreateThread(CheckExitGame, 09f03264, 00000020, 2048, 00000000, 00000000)
59:41:273 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2095 0=sceKernelStartThread(284, 0, 00000000)
59:41:752 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2004 290=sceKernelCreateThread(Thread for LoadModule, 09f01994, 0000006f, 2048, 00000000, 00000000)
59:41:752 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2095 0=sceKernelStartThread(290, 32, 09f0cd0c)
59:41:752 Thread for L E[SCEMODULE]: HLE/sceKernelModule.cpp:2346 UNIMPL 0=sceKernelLoadModuleDNAS()
59:41:752 Thread for L I[SCEKERNEL]: HLE/sceKernelThread.cpp:2150 sceKernelExitThread(0)
59:42:246 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2353 0=sceKernelTerminateThread(284)
59:42:247 user_main W[SCEKERNEL]: HLE/sceKernelThread.cpp:3610 sceKernelRegisterExitCallback(0): invalid callback id
59:42:247 user_main I[SCEMODULE]: HLE/sceKernelModule.cpp:1916 sceKernelStartModule(0,asize=0000000b,aptr=09f0ce20,retptr=09fff510,00000000): error 8002012e
59:42:247 user_main E[MEMMAP]: Core/MemMapFunctions.cpp:56 Unknown GetPointer deadbeef PC deadbeef LR 09f0a1c4
Find all posts by this user
Quote this message in a reply
04-22-2020, 07:36 PM
Post: #60
RE: Killzone Liberation
(11-23-2019 11:09 AM)KickMeElmo Wrote:  With regards to the DLC, I've checked and it's not that it's encrypted. It's definitely strange though. On a real PSP, you get the DLC pack's files (a 65MB CHAPTER5.BIN and a ~10MB EBOOT.PBP) into the right spot, then start the game and hit Download in the main menu to open the system browser and close it. That site would normally have put those files there, back when the website worked, hence it offering to install the DLC at this point. Once it does, it doesn't modify your save file or the game itself, rather it splits the DLC's EBOOT.PBP into a ~8MB KZL.PRX and a 10KB EBOOT.PBP, and based on warnings not to delete the updater left behind in your game list, it seems the eboot is only there at that point to retain the folder's existence.

That aside, once the game is started with KZL.PRX present (without that specific file, everything works fine), as soon as the initial SCEE/Guerrilla credit passes, where a real PSP would normally display an "accessing memory stick" icon, the framerate readout freezes with the screen black and logs spit this out, with no further output regardless of time waited:

59:41:272 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2353 0=sceKernelTerminateThread(277)
59:41:272 user_main W[SCEKERNEL]: HLE/sceKernelThread.cpp:3610 sceKernelRegisterExitCallback(0): invalid callback id
59:41:272 user_main I[SCEMODULE]: HLE/sceKernelModule.cpp:1916 sceKernelStartModule(0,asize=0000000b,aptr=09f0ce20,retptr=09fff510,00000000): error 8002012e
59:41:272 user_main E[SCEMODULE]: HLE/sceKernelModule.cpp:2169 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
59:41:272 user_main E[JIT]: x86/CompBranch.cpp:606 Jump to invalid address: 00000000 PC 09f00420 LR 09f00420
59:41:273 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2004 284=sceKernelCreateThread(CheckExitGame, 09f03264, 00000020, 2048, 00000000, 00000000)
59:41:273 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2095 0=sceKernelStartThread(284, 0, 00000000)
59:41:752 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2004 290=sceKernelCreateThread(Thread for LoadModule, 09f01994, 0000006f, 2048, 00000000, 00000000)
59:41:752 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2095 0=sceKernelStartThread(290, 32, 09f0cd0c)
59:41:752 Thread for L E[SCEMODULE]: HLE/sceKernelModule.cpp:2346 UNIMPL 0=sceKernelLoadModuleDNAS()
59:41:752 Thread for L I[SCEKERNEL]: HLE/sceKernelThread.cpp:2150 sceKernelExitThread(0)
59:42:246 user_main I[SCEKERNEL]: HLE/sceKernelThread.cpp:2353 0=sceKernelTerminateThread(284)
59:42:247 user_main W[SCEKERNEL]: HLE/sceKernelThread.cpp:3610 sceKernelRegisterExitCallback(0): invalid callback id
59:42:247 user_main I[SCEMODULE]: HLE/sceKernelModule.cpp:1916 sceKernelStartModule(0,asize=0000000b,aptr=09f0ce20,retptr=09fff510,00000000): error 8002012e
59:42:247 user_main E[MEMMAP]: Core/MemMapFunctions.cpp:56 Unknown GetPointer deadbeef PC deadbeef LR 09f0a1c4

We are trying to resolve this problem right now , let me know if you interested i can send you discord server link (Killzone Speedrunning - name of it )
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: