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Ratchet & Clank: Size Matters
04-22-2013, 05:29 PM (This post was last modified: 06-20-2013 09:15 AM by Killingmaster1.)
Post: #1
Ratchet & Clank: Size Matters
Genre : Action
Region : EU
Format : ISO
Version : v0.7.5-378-g7a2e39f(android)/v0.7.5-396-gdda1551(windows)
Game ID : UCES00420
OS : Windows 7 64bit, Android (Samsung Galaxy S 3, running android 4.1.2)
Compatibility : Nothing, black screen (also no sound or something)

Log on windows, since I don't know how to make log on android Tongue
Code:
29:07:200 EmuThread.cpp:75 I[BOOT]: Done.
29:07:710 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
29:10:914 EmuScreen.cpp:52 I[BOOT]: Starting up hardware.
29:10:915 System.cpp:70 I[HLE]: PPSSPP v0.7.5-396-gdda1551
29:10:915 MemArena.cpp:370 I[MM]: Found valid memory base at 07800000 after 27 tries.
29:10:915 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 0C000000 (mirror at 0 @ 0F800000, uncached @ 0F800000)
29:10:959 Loaders.cpp:89 I[LOAD]: Identifying file...
29:10:959 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
29:10:961 PSPLoaders.cpp:67 I[LOAD]: UCES00420 : Ratchet and Clank: Size Matters
29:10:961 PSPLoaders.cpp:123 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
29:10:961 HLE\sceKernelMemory.cpp:161 I[HLE]: Kernel and user memory pools initialized
29:10:961 HLE\sceIo.cpp:244 I[HLE]: Starting up I/O...
29:10:961 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\Users\Umut\Desktop\PSP\ppsspp-v0.7.5-396-gdda1551-windows-x86\ppsspp\memstick\
29:10:961 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\Users\Umut\Desktop\PSP\ppsspp-v0.7.5-396-gdda1551-windows-x86\ppsspp\memstick\
29:10:961 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\Users\Umut\Desktop\PSP\ppsspp-v0.7.5-396-gdda1551-windows-x86\ppsspp\flash0\
29:10:961 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\Users\Umut\Desktop\PSP\ppsspp-v0.7.5-396-gdda1551-windows-x86\ppsspp\flash0\
29:10:963 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\Users\Umut\Desktop\PSP\ppsspp-v0.7.5-396-gdda1551-windows-x86\ppsspp\memstick\PSP\PPSSPP_STATE
29:10:963 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\Users\Umut\Desktop\PSP\ppsspp-v0.7.5-396-gdda1551-windows-x86\ppsspp\memstick\PSP\PPSSPP_STATE
29:10:983 HLE\sceKernel.cpp:122 I[HLE]: Kernel initialized.
29:10:984 HLE\sceKernelModule.cpp:266 I[HLE]: Decrypting ~PSP file
29:10:992 C:\BuildAgent\work\acf56f986e98e7c9\Core/ELF/ElfReader.h:42 I[LOAD]: ElfReader: 0B480020
29:10:993 Util\BlockAllocator.cpp:310 I[HLE]: -----------
29:10:993 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
29:10:993 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08804000 - 08957100 size 00153100 taken=1 tag=ELF
29:10:993 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08957100 - 0a000000 size 016a8f00 taken=0 tag=(untitled)
29:10:993 ELF\ElfReader.cpp:363 N[LOAD]: ELF loading completed successfully.
29:11:000 HLE\sceKernelModule.cpp:401 I[LOAD]: Module mcp: 0885c010 0883c504 0883c51c
29:11:000 HLE\HLE.cpp:187 I[HLE]: Syscall (ModuleMgrForUser, 644395e2) unknown
29:11:000 HLE\sceKernelModule.cpp:498 I[HLE]: Exporting ent 0 named mcp, 2 funcs, 3 vars, resident 0883c7f8
29:11:001 HLE\sceKernelModule.cpp:702 I[LOAD]: Module entry: 088293d4
29:11:075 root         N[BOOT]: EmuScreen.cpp:97 Loading C:\Users\Umut\Desktop\PSP\RatchetandClank\RatchetandClank.iso...
29:11:075 root         I[HLE]: HLE\sceKernelThread.cpp:1752 276=sceKernelCreateThread(name=mcp main, entry=088294a8, prio=29, stacksize=131072)
29:11:075 root         I[HLE]: HLE\sceKernelThread.cpp:1785 sceKernelStartThread(thread=276, argSize=33, argPtr=09fffd00)
29:11:075 root         I[HLE]: HLE\sceKernelThread.cpp:1876 __KernelReturnFromThread: 0
29:11:075 mcp main     I[HLE]: Util\BlockAllocator.cpp:310 -----------
29:11:075 mcp main     I[HLE]: Util\BlockAllocator.cpp:314 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
29:11:075 mcp main     I[HLE]: Util\BlockAllocator.cpp:314 Block: 08804000 - 08957100 size 00153100 taken=1 tag=ELF
29:11:076 mcp main     I[HLE]: Util\BlockAllocator.cpp:314 Block: 08957100 - 08968000 size 00010f00 taken=1 tag=UserSbrk
29:11:076 mcp main     I[HLE]: Util\BlockAllocator.cpp:314 Block: 08968000 - 09fdfc00 size 01677c00 taken=0 tag=(untitled)
29:11:076 mcp main     I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fdfc00 - 09fffc00 size 00020000 taken=1 tag=stack/mcp main
29:11:076 mcp main     I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
29:11:076 mcp main     I[HLE]: HLE\sceKernelThread.cpp:1752 278=sceKernelCreateThread(name=exit callback thread, entry=08805e4c, prio=10, stacksize=512)
29:11:076 mcp main     I[HLE]: HLE\sceKernelThread.cpp:1785 sceKernelStartThread(thread=278, argSize=0, argPtr=00000000)
29:11:081 mcp main     I[HLE]: HLE\sceKernelThread.cpp:1752 291=sceKernelCreateThread(name=MEMCARD, entry=088058dc, prio=10, stacksize=4096)
29:11:081 mcp main     I[HLE]: HLE\sceKernelThread.cpp:1785 sceKernelStartThread(thread=291, argSize=0, argPtr=00000000)
29:11:081 mcp main     I[HLE]: HLE\sceKernelThread.cpp:1752 295=sceKernelCreateThread(name=BACKGSTREAMER, entry=088059cc, prio=10, stacksize=4096)
29:11:081 mcp main     I[HLE]: HLE\sceKernelThread.cpp:1785 sceKernelStartThread(thread=295, argSize=0, argPtr=00000000)
29:11:100 MEMCARD      I[HLE]: Dialog\PSPSaveDialog.cpp:55 sceUtilitySavedataInitStart(08850124)
29:11:100 MEMCARD      I[HLE]: Dialog\PSPSaveDialog.cpp:56 Mode: 8
29:11:399 MEMCARD      I[HLE]: Dialog\PSPSaveDialog.cpp:55 sceUtilitySavedataInitStart(08850124)
29:11:399 MEMCARD      I[HLE]: Dialog\PSPSaveDialog.cpp:56 Mode: 11

I think that this problem is related to external loader issue. I was searching on the forums so I've learned somewhat.

I tried to fix it by myself. By editing the ISO file with UMDGen. But unfortunately I can't achieve any success because even if I am an IT-student,
I don't have the required experience to fix it. Sad

Hopefully could I be in the future much more helpfull for the development of PPSSPP Big Grin

EDIT: The game is now sort of playable with a bug that keeps flickering objects and makes the screen black.
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04-22-2013, 06:07 PM (This post was last modified: 04-22-2013 06:08 PM by sfageas.)
Post: #2
RE: Ratchet & Clank: Size Matters
dam there's already a thread but with wrong name,as you said it will need some patches Smile
But this thread is complete so ill keep it
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04-22-2013, 06:24 PM
Post: #3
RE: Ratchet & Clank: Size Matters
Ok thx Big Grin
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04-24-2013, 04:34 AM
Post: #4
RE: Ratchet & Clank: Size Matters
one of my favorite games. Shame they do not work. Sad
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05-08-2013, 03:24 AM
Post: #5
RE: Ratchet & Clank: Size Matters
nahh.. Why not open a new thread containing the settings for the game to work.. something like to disable something or enable to have savegames or no.. so on and so forth...

I SEARCHED SOME OF THE GAME THREADS BUT SOME DONT ACTUALLY HAVE A SETTINGS FOR A GAME TO WORK ALMOST PERFECT...

and that thread will only contain those ^_^ (something like a summary for some playable games)

because some are saying that a particular game wont work, slow, but there is a particular setting or needed like gamesaves

Android

CPU: WM8850 Cortex A8 1.2GHz
Operating System: Android 4.1 Jelly Bean
Screen: LCD 7" TFT, 800 x 480
RAM: DDR3 512MB
Storage: 4GB Nand Flash
External Storage: SD Card (up to 32GB)


Windows

Windows 7 Ultimate (x64)
Processor: Intel(R) Core(TM) i3-3210 CPU @ 3.20 GHz 3.20 GHz
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06-16-2013, 09:25 PM (This post was last modified: 06-16-2013 09:26 PM by sfageas.)
Post: #6
RE: Ratchet & Clank: Size Matters
1)Goes ingame but has some buffered rendering issues(BR ON-Image 1) (BR OFF-Image 2) and when hitting things,image becomes dark(it's more visible with BR ON-Image 3) but if you turn it off,only life bar will be visible(Image 4)
2)Some black objects(Image 5)

Moved


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06-19-2013, 11:40 AM
Post: #7
RE: Ratchet & Clank: Size Matters
How do i get the game so i can play it
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06-20-2013, 07:44 AM (This post was last modified: 06-20-2013 07:46 AM by Killingmaster1.)
Post: #8
RE: Ratchet & Clank: Size Matters
(06-19-2013 11:40 AM)mike1995 Wrote:  How do i get the game so i can play it

You must rip it from the psp game R&C: Size Matters.

Here is a tutorial:
http://digiex.net/guides-reviews/console...games.html

(06-16-2013 09:25 PM)sfageas Wrote:  1)Goes ingame but has some buffered rendering issues(BR ON-Image 1) (BR OFF-Image 2) and when hitting things,image becomes dark(it's more visible with BR ON-Image 3) but if you turn it off,only life bar will be visible(Image 4)
2)Some black objects(Image 5)

Moved

Amazing that it at least works right now!
I think that in 5-6 months the psp emulator will be almost good like a gba emulator.
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06-29-2013, 01:54 AM
Post: #9
Ratchet and Clank size matter
Tile: Ratchet and clank size matter
Genre: action adventure
Regoin: us
Version: v.8.1-74-g88b9fa7
Os: Android
Compatiity: fully playable
Device: galaxy s2
Notes: fully playable fps 60 with flame skip 3 some slow downs tho over all fun game nice work ppsspp team keep up tha good work!!


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06-29-2013, 01:58 AM
Post: #10
RE: Ratchet and Clank size matter
Looks good, but I have a question: since the controls are on the screen doesn't that get in the way of playing sometimes?
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06-29-2013, 02:07 AM
Post: #11
RE: Ratchet and Clank size matter
Naw just got too get use too it.......there is ah problem screen flickers black time too time but playable......
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06-29-2013, 02:43 AM
Post: #12
RE: Ratchet and Clank size matter
(06-29-2013 01:58 AM)Scootaloo Wrote:  Looks good, but I have a question: since the controls are on the screen doesn't that get in the way of playing sometimes?

My one gripe against touchscreen gaming, especially on devices with smaller screens (e.g. non-tablets).

Your fingers already occupy most of the screen, you can't see anything lol.

PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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06-29-2013, 03:18 AM
Post: #13
RE: Ratchet and Clank size matter
get an ipega controller
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06-29-2013, 04:21 AM
Post: #14
RE: Ratchet and Clank size matter
Yea u right it coming soon this emulator update alot......
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06-29-2013, 08:07 PM
Post: #15
RE: Ratchet and Clank size matter
You have to post in the game's thread, please do a search before creating a new thread...

>> Ratchet & Clank: Size Matters

Given that the game's thread is in the "In-game" subforum, I move this one in it and then move the whole new thread in the "Playable Games" subforum.

♦ 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
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