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Summon Night 5
05-19-2013, 01:52 AM (This post was last modified: 05-19-2013 09:59 AM by snowtora.)
Post: #1
Summon Night 5
Title : Summon Night 5
Genre : Strategy RPG
Region : JP
Format : ISO
Version : Tested on 0.7.6-593-9344fa71 and oioitff's 5-9 build
Game ID : NPJH50696
OS : Windows (8, if that makes any difference)
Compatibility : Playable
Notes : No music, movies and voice acting in the main build. Needs to use oioitff's build to have those, and they'll work fine though in-game BGM volume control doesn't work. Flickering when changing onscreen characters. Odd transparency/fog effects when the game uses them in conversations. 3D models of characters in menus show wireframes (can be alleviated with SSAA). Some issues with dialogues using wrong text after leaving the window to itself for a few minutes, although it also rights itself after a second or two so I'm not sure if it should be called an issue. Otherwise, haven't ran into problems so far.

EDIT : Crashes when loading/checking for save from Summon Night 3 and 4, which gives you items. No longer applicable, due to problem stemming from the tester being an idiot.

Update : Upon mucking around some more, it seems that the crash with Summon 3 savedata is a bit odd. If I start the game on a memory card with Summon Night 3 savedata on it, the game crashes when loading the save media. If I load an ongoing Summon Night 5 game while a Summon Night 3 savedata is on the memory card, however, it works just fine.

Also, may I note that it looks utterly gorgeous compared to the actual PSP?


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05-19-2013, 03:11 AM
Post: #2
RE: Summon Night 5
(05-19-2013 01:52 AM)snowtora Wrote:  EDIT : Crashes when loading/checking for save from Summon Night 3 and 4, which gives you items.

Also, may I note that it looks utterly gorgeous compared to the actual PSP?
You sure about that? i tested a later oioitff build(PPSSPP_2013_5_16) and it work find reading my old sn3/4 save.

of course,it is pretty great looking,considering this is psp we are talking about.
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05-19-2013, 03:50 AM
Post: #3
RE: Summon Night 5
hi, may i ask what settings do you use?
i use oioitff build(PPSSPP_2013_5_16) with windows 7 OS and it's show blackscreen but still got fps there


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05-19-2013, 04:03 AM
Post: #4
RE: Summon Night 5
(05-19-2013 03:50 AM)gamma789 Wrote:  hi, may i ask what settings do you use?
i use oioitff build(PPSSPP_2013_5_16) with windows 7 OS and it's show blackscreen but still got fps there
did you
-installed filter inside the lib folder? (there is a readme.txt too if you don't know how to install).
-installed OpenMG 4.6?
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05-19-2013, 04:32 AM (This post was last modified: 05-19-2013 04:41 AM by snowtora.)
Post: #5
RE: Summon Night 5
Ah, that explains it, then! I'm still using 5_9 because 5_13 kept crashing on me and I've been feeling too lazy to change since. (Also, I haven't checked github since. *sheepish*)

Will update to 5_16, then.

EDIT : Okay, yeah, it works fine! Thanks for the tip, will go edit main post now.
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05-19-2013, 06:49 AM (This post was last modified: 05-19-2013 06:50 AM by RPG Advocate.)
Post: #6
RE: Summon Night 5
This game crashes for me right after the title screen. I select a difficulty level, then the message "記録メディアを調べています" appears. The game crashes 1-2 seconds later with an unknown GetPointer error (00000000).
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05-19-2013, 09:57 AM (This post was last modified: 05-19-2013 09:58 AM by snowtora.)
Post: #7
RE: Summon Night 5
Update : Upon mucking around some more, it seems that the crash with Summon 3 savedata is a bit odd. If I start the game on a memory card with Summon Night 3 savedata on it, the game crashes when loading the save media (same as above, perhaps, though mine didn't show any getpointer error----it crashes at the same point, at least).

If I load an ongoing Summon Night 5 game while a Summon Night 3 savedata is on the memory card, however, it works just fine.

Should anyone be interested in looking at a log, er, tell me how you get one and I'll get one.
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05-19-2013, 10:09 AM (This post was last modified: 05-19-2013 10:15 AM by solarmystic.)
Post: #8
RE: Summon Night 5
(05-19-2013 09:57 AM)snowtora Wrote:  Should anyone be interested in looking at a log, er, tell me how you get one and I'll get one.

Logging is relatively simple, and invaluable for the resolution of issues.

1. Just head to the PPSSPP directory, double click on the Log.bat batch file, and PPSSPP will start automatically in logging mode.

2. Now reproduce the steps that caused the issue in the first place. When finished, just exit PPSSPP normally. (or in the case of a crash/hang, Alt-F4 is fine.)

3. Check your PPSSPP folder again, there should be new folder called User, which contains a Logs folder, that has the log file.

4. Zip it up, and upload it to your favourite hoster, or just copy the raw contents and paste it into your next post with the use of the CODE tags to save space and allow scrolling.

E.g.
Code:
09:24:207 EmuThread.cpp:75 I[BOOT]: Done.
09:24:600 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:605 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:608 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:611 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:618 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:624 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:629 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:638 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:644 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:649 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:652 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:656 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:660 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:661 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:665 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:671 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:676 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:680 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:681 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:686 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:692 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:696 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:701 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:703 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:705 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:707 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:710 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:24:714 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:25:739 EmuScreen.cpp:52 I[BOOT]: Starting up hardware.
09:25:739 System.cpp:70 I[HLE]: PPSSPP v0.7.6-659-g8789b1d
09:25:739 MemArena.cpp:370 I[MM]: Found valid memory base at 08800000 after 31 tries.
09:25:739 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 09020000 (mirror at 0 @ 10800000, uncached @ 10800000)
09:25:757 Loaders.cpp:100 I[LOAD]: Identifying file...
09:25:760 FileSystems\ISOFileSystem.cpp:166 I[FileSys]: Looks like a valid ISO!
09:25:762 PSPLoaders.cpp:67 I[LOAD]: NPUH10126 : BLACK★ROCK SHOOTER THE GAME
09:25:763 PSPLoaders.cpp:129 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
09:25:763 HLE\sceKernelMemory.cpp:161 I[HLE]: Kernel and user memory pools initialized
09:25:764 HLE\sceIo.cpp:246 I[HLE]: Starting up I/O...
09:25:764 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\
09:25:764 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\
09:25:764 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\flash0\
09:25:764 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\flash0\
09:25:771 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\PPSSPP_STATE
09:25:771 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\PPSSPP_STATE
09:25:806 HLE\sceKernel.cpp:125 I[HLE]: Kernel initialized.
09:25:812 HLE\sceKernelModule.cpp:266 I[HLE]: Decrypting ~PSP file
09:25:850 C:\BuildAgent\work\acf56f986e98e7c9\Core/ELF/ElfReader.h:42 I[LOAD]: ElfReader: 0F760020
09:25:851 Util\BlockAllocator.cpp:310 I[HLE]: -----------
09:25:851 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
09:25:851 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08804000 - 089a7800 size 001a3800 taken=1 tag=ELF
09:25:851 Util\BlockAllocator.cpp:314 I[HLE]: Block: 089a7800 - 0a000000 size 01658800 taken=0 tag=(untitled)
09:25:852 ELF\ElfReader.cpp:363 N[LOAD]: ELF loading completed successfully.
09:25:852 HLE\sceKernelModule.cpp:401 I[LOAD]: Module prj_mf: 00000000 08968c4c 08968c64
09:25:852 HLE\HLE.cpp:227 I[HLE]: Syscall (sceNetApDialogDummy,3811281e) unresolved, storing for later resolving
09:25:852 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
09:25:852 HLE\HLE.cpp:227 I[HLE]: Syscall (sceNetApDialogDummy,bb73ff67) unresolved, storing for later resolving
09:25:852 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
09:25:852 HLE\HLE.cpp:227 I[HLE]: Syscall (sceNetApDialogDummy,ca9be5bf) unresolved, storing for later resolving
09:25:852 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
09:25:852 HLE\HLE.cpp:227 I[HLE]: Syscall (sceNetApDialogDummy,f213be65) unresolved, storing for later resolving
09:25:852 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
09:25:852 HLE\sceKernelModule.cpp:498 I[HLE]: Exporting ent 0 named prj_mf, 2 funcs, 4 vars, resident 089690c8
09:25:853 HLE\sceKernelModule.cpp:717 I[LOAD]: Module entry: 08951a00
09:25:915 root         N[BOOT]: EmuScreen.cpp:97 Loading D:\temp\Black_Rock_Shooter_The_Game.cso...
09:25:916 root         I[HLE]: HLE\sceKernelThread.cpp:1844 276=sceKernelCreateThread(name=mfrpg_main, entry=08951b20, prio=20, stacksize=8192)
09:25:916 root         I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=276, argSize=33, argPtr=09fffe00)
09:25:917 root         I[HLE]: HLE\sceKernelThread.cpp:1974 __KernelReturnFromThread: 0
09:25:917 mfrpg_main   I[HLE]: Util\BlockAllocator.cpp:310 -----------
09:25:917 mfrpg_main   I[HLE]: Util\BlockAllocator.cpp:314 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
09:25:917 mfrpg_main   I[HLE]: Util\BlockAllocator.cpp:314 Block: 08804000 - 089a7800 size 001a3800 taken=1 tag=ELF
09:25:917 mfrpg_main   I[HLE]: Util\BlockAllocator.cpp:314 Block: 089a7800 - 09ea8000 size 01500800 taken=1 tag=UserSbrk
09:25:917 mfrpg_main   I[HLE]: Util\BlockAllocator.cpp:314 Block: 09ea8000 - 09ffdc00 size 00155c00 taken=0 tag=(untitled)
09:25:917 mfrpg_main   I[HLE]: Util\BlockAllocator.cpp:314 Block: 09ffdc00 - 09fffc00 size 00002000 taken=1 tag=stack/mfrpg_main
09:25:917 mfrpg_main   I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
09:25:917 mfrpg_main   I[HLE]: HLE\sceKernelThread.cpp:1844 278=sceKernelCreateThread(name=main, entry=0880708c, prio=6f, stacksize=65536)
09:25:917 mfrpg_main   I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=278, argSize=0, argPtr=00000000)
09:25:917 main         I[HLE]: HLE\scePower.cpp:226 scePowerSetClockFrequency(266,266,133)
09:26:115 main         I[HLE]: HLE\sceKernelThread.cpp:1844 284=sceKernelCreateThread(name=FileCtlThread, entry=08810124, prio=70, stacksize=2048)
09:26:115 main         I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=284, argSize=0, argPtr=00000000)
09:26:115 main         I[HLE]: HLE\sceKernelThread.cpp:1844 286=sceKernelCreateThread(name=MeltCtlThread, entry=08810480, prio=6a, stacksize=2048)
09:26:115 main         I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=286, argSize=0, argPtr=00000000)
09:26:115 main         I[HLE]: HLE\sceKernelThread.cpp:1844 288=sceKernelCreateThread(name=SHA1CtlThread, entry=088104d8, prio=6a, stacksize=1024)
09:26:115 main         I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=288, argSize=0, argPtr=00000000)
09:26:118 main         I[HLE]: HLE\sceKernelModule.cpp:260 ~SCE module, skipping header
09:26:118 main         I[HLE]: HLE\sceKernelModule.cpp:266 Decrypting ~PSP file
09:26:118 main         I[HLE]: ELF\PrxDecrypter.cpp:304 Missing key 5B, cannot decrypt module
09:26:118 main         I[HLE]: HLE\sceKernelModule.cpp:826 291=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/MODULES/PSMF.PRX,flag=00000000,(...))
09:26:118 main         I[HLE]: HLE\sceKernelModule.cpp:855 sceKernelStartModule(291,asize=00000000,aptr=00000000,retptr=00000000,00000000):​ faked (undecryptable module)
09:26:119 main         I[HLE]: HLE\sceKernelModule.cpp:260 ~SCE module, skipping header
09:26:119 main         I[HLE]: HLE\sceKernelModule.cpp:266 Decrypting ~PSP file
09:26:119 main         I[HLE]: ELF\PrxDecrypter.cpp:304 Missing key 5B, cannot decrypt module
09:26:119 main         I[HLE]: HLE\sceKernelModule.cpp:826 292=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/MODULES/LIBPSMFPLAYER.PRX,flag=00000000,(...))
09:26:119 main         I[HLE]: HLE\sceKernelModule.cpp:855 sceKernelStartModule(292,asize=00000000,aptr=00000000,retptr=00000000,00000000):​ faked (undecryptable module)
09:26:119 main         W[HLE]: HLE\sceMpeg.cpp:337 sceMpegInit()
09:26:119 main         I[HLE]: HLE\sceSas.cpp:66 sceSasInit(089a6980, 256, 32, 0, 44100)
09:26:120 main         E[HLE]: HLE\sceAtrac.cpp:1046 UNIMPL sceAtracReinit(..)
09:26:120 main         I[HLE]: HLE\sceKernelThread.cpp:1844 297=sceKernelCreateThread(name=ATRAC3 play thread, entry=088161e4, prio=10, stacksize=131072)
09:26:120 main         I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=297, argSize=0, argPtr=00000000)
09:26:174 main         I[HLE]: HLE\sceKernelThread.cpp:1844 301=sceKernelCreateThread(name=batch thread, entry=088179d8, prio=70, stacksize=2048)
09:26:174 main         I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=301, argSize=4, argPtr=0988a560)
09:26:402 main         I[HLE]: GLES\Framebuffer.cpp:411 Creating FBO for 00000000 : 480 x 272 x 1
09:26:451 main         I[HLE]: GLES\Framebuffer.cpp:411 Creating FBO for 00044000 : 480 x 272 x 1
09:30:306 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\ICON0.PNG (/PSP/SAVEDATA/NPUH10126SYS/ICON0.PNG)
09:30:308 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\PARAM.SFO (/PSP/SAVEDATA/NPUH10126SYS/PARAM.SFO)
09:30:308 main         I[HLE]: Dialog\PSPSaveDialog.cpp:54 sceUtilitySavedataInitStart(08998184)
09:30:308 main         I[HLE]: Dialog\PSPSaveDialog.cpp:55 Mode: 0
09:30:322 main         I[HLE]: Dialog\SavedataParam.cpp:474 Loading file with size 48 in ms0:/PSP/SAVEDATA/NPUH10126SYS/BRSC.BIN
09:30:322 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\BRSC.BIN (/PSP/SAVEDATA/NPUH10126SYS/BRSC.BIN)
09:30:322 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\PARAM.SFO (/PSP/SAVEDATA/NPUH10126SYS/PARAM.SFO)
09:30:322 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\PARAM.SFO (/PSP/SAVEDATA/NPUH10126SYS/PARAM.SFO)
09:32:022 ATRAC3 play  I[HLE]: HLE\sceAtrac.cpp:987 sceAtracSetDataAndGetID(09986000, 00180000)
09:32:022 ATRAC3 play  W[HLE]: HLE\sceAtrac.cpp:928 This is an atrac3+ audio
09:32:139 ATRAC3 play  I[HLE]: HLE\sceAtrac.cpp:1029 sceAtracSetLoopNum(0, -1)
09:32:739 main         I[HLE]: Dialog\PSPSaveDialog.cpp:54 sceUtilitySavedataInitStart(08998184)
09:32:739 main         I[HLE]: Dialog\PSPSaveDialog.cpp:55 Mode: 11
09:35:822 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126DATA00\ICON0.PNG (/PSP/SAVEDATA/NPUH10126DATA00/ICON0.PNG)
09:35:824 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126DATA00\PARAM.SFO (/PSP/SAVEDATA/NPUH10126DATA00/PARAM.SFO)
09:35:824 main         I[HLE]: Dialog\PSPSaveDialog.cpp:54 sceUtilitySavedataInitStart(08998184)
09:35:824 main         I[HLE]: Dialog\PSPSaveDialog.cpp:55 Mode: 4
09:37:638 main         I[HLE]: Dialog\SavedataParam.cpp:474 Loading file with size 5272 in ms0:/PSP/SAVEDATA/NPUH10126DATA00/BRSS.BIN
09:37:638 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126DATA00\BRSS.BIN (/PSP/SAVEDATA/NPUH10126DATA00/BRSS.BIN)
09:37:638 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126DATA00\PARAM.SFO (/PSP/SAVEDATA/NPUH10126DATA00/PARAM.SFO)
09:37:638 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126DATA00\PARAM.SFO (/PSP/SAVEDATA/NPUH10126DATA00/PARAM.SFO)
09:43:771 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\ICON0.PNG (/PSP/SAVEDATA/NPUH10126SYS/ICON0.PNG)
09:43:772 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\PARAM.SFO (/PSP/SAVEDATA/NPUH10126SYS/PARAM.SFO)
09:43:772 main         I[HLE]: Dialog\PSPSaveDialog.cpp:54 sceUtilitySavedataInitStart(08998184)
09:43:772 main         I[HLE]: Dialog\PSPSaveDialog.cpp:55 Mode: 0
09:43:788 main         I[HLE]: Dialog\SavedataParam.cpp:474 Loading file with size 48 in ms0:/PSP/SAVEDATA/NPUH10126SYS/BRSC.BIN
09:43:788 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\BRSC.BIN (/PSP/SAVEDATA/NPUH10126SYS/BRSC.BIN)
09:43:788 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\PARAM.SFO (/PSP/SAVEDATA/NPUH10126SYS/PARAM.SFO)
09:43:789 main         I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening Z:\extracted\2.Temp Games\PSP ISOs\Tools\ppsspp-v0.7.6-659-g8789b1d-windows-x86\memstick\PSP\SAVEDATA\NPUH10126SYS\PARAM.SFO (/PSP/SAVEDATA/NPUH10126SYS/PARAM.SFO)
09:46:489 ATRAC3 play  I[HLE]: HLE\sceAtrac.cpp:774 sceAtracReleaseAtracID(0)
09:46:858 main         I[HLE]: HLE\sceKernelThread.cpp:1844 307=sceKernelCreateThread(name=fld_thd, entry=089181c4, prio=70, stacksize=4096)
09:46:858 main         I[HLE]: HLE\sceKernelThread.cpp:1887 sceKernelStartThread(thread=307, argSize=4, argPtr=09ffd9a0)
09:46:972 ATRAC3 play  I[HLE]: HLE\sceAtrac.cpp:987 sceAtracSetDataAndGetID(09986000, 00180000)
09:46:972 ATRAC3 play  W[HLE]: HLE\sceAtrac.cpp:928 This is an atrac3+ audio
09:46:972 ATRAC3 play  I[HLE]: HLE\sceAtrac.cpp:1029 sceAtracSetLoopNum(1, -1)
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 272: Thread "idle0": pc= 08000000 sp= 083fff00 RUN      (wt=0 wid=0 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 273: Thread "idle1": pc= 08000000 sp= 083fef00  READY     (wt=0 wid=0 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 274: Module "prj_mf": name=prj_mf gp=00000000 entry=08951a00
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 275: Thread "root": pc= 08000014 sp= 09fffe00     DORMANT  (wt=0 wid=0 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 276: Thread "mfrpg_main": pc= 08807428 sp= 09fff670   WAIT    (wt=1 wid=1 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 277: MemoryPart "UserSbrk": MemPart: 089a8000 - 09ea8800    size: 01500800
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 278: Thread "main": pc= 08806db0 sp= 09ffda90  READY     (wt=12 wid=0 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 279: CallBack "ExitGame": thread=278, argument= 00000000
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 280: CallBack "powerProc": thread=278, argument= 00000000
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 281: Semaphore "Pad": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 282: Semaphore "File": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 283: Semaphore "Melt": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 284: Thread "FileCtlThread": pc= 08810478 sp= 09fed9a0   WAIT    (wt=2 wid=284 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 285: EventFlag "MeltEventFlag": init=00000000 cur=00000010 numwait=1
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 286: Thread "MeltCtlThread": pc= 088104a8 sp= 09fed2b0   WAIT    (wt=4 wid=285 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 287: EventFlag "SHA1EventFlag": init=00000000 cur=00000000 numwait=1
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 288: Thread "SHA1CtlThread": pc= 0881050c sp= 09fffe40   WAIT    (wt=4 wid=287 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 289: Semaphore "Ms": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 290: CallBack "msProc": thread=278, argument= 00000000
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 291: Module "scePsmf_library": faked name=scePsmf_library gp=ffffffff entry=ffffffff
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 292: Module "scePsmfP_library": faked name=scePsmfP_library gp=ffffffff entry=ffffffff
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 293: Semaphore "Sndp": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 294: LwMutex "SceLibsndpSmfExcl": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 295: LwMutex "SceLibsndpPrevExcl": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 296: Semaphore "At3p": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 297: Thread "ATRAC3 play thread": pc= 0896740c sp= 09feca50   WAIT    (wt=10 wid=6 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 298: EventFlag "SceGuSignal": init=00000001 cur=00000001 numwait=0
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 299: Semaphore "batch sema": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 300: Semaphore "batch sema": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 301: Thread "batch thread": pc= 08817a4c sp= 09fccaa0   WAIT    (wt=3 wid=302 wv= 00000001 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 302: Semaphore "batch sema": -
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 306: CallBack "fld_io_main": thread=278, argument= 0947d740
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:452 KO 307: Thread "fld_thd": pc= 0891823c sp= 09fcc290   WAIT    (wt=1 wid=1 wv= 00000000 )
09:52:707 idle0        I[HLE]: HLE\sceKernel.cpp:136 Shutting down kernel - 33 kernel objects alive
09:52:707 GLES\Framebuffer.cpp:625 I[HLE]: Destroying FBO for 00000000 : 480 x 272 x 1
09:52:707 GLES\Framebuffer.cpp:625 I[HLE]: Destroying FBO for 00044000 : 480 x 272 x 1
09:52:710 HLE\sceKernelMemory.cpp:187 I[HLE]: Shutting down user memory pool:
09:52:710 Util\BlockAllocator.cpp:310 I[HLE]: -----------
09:52:710 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 0a000000 size 01800000 taken=0 tag=(untitled)
09:52:710 HLE\sceKernelMemory.cpp:190 I[HLE]: Shutting down "kernel" memory pool:
09:52:710 Util\BlockAllocator.cpp:310 I[HLE]: -----------
09:52:710 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08000000 - 08400000 size 00400000 taken=0 tag=threadrethack
09:52:712 MemMap.cpp:101 I[MM]: Memory system shut down.
09:53:754 Config.cpp:242 I[LOAD]: Config saved: ppsspp.ini

(The above is a sample log file obtained after running Black Rock Shooter in Logging Mode and pasting the contents using the [CODE] tags)

That's it, you're done!

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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05-19-2013, 07:35 PM
Post: #9
RE: Summon Night 5
rikitamsu Wrote:did you
-installed filter inside the lib folder? (there is a readme.txt too if you don't know how to install).
-installed OpenMG 4.6?
1.already installed it
2.I use sonic stage 4.2

the problem still persist, got fps,sound but black screen

here's the log
Code:
http://pastebin.com/TjfA5TyL

thanks for your time
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05-20-2013, 01:46 PM
Post: #10
RE: Summon Night 5
(05-19-2013 07:35 PM)gamma789 Wrote:  2.I use sonic stage 4.2

That the main problem,as sonic stage 4.2 use openMG 5.0.Uninstall that and find older version of openMG found in the githud topic.
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05-21-2013, 09:08 AM (This post was last modified: 05-22-2013 12:44 PM by gamma789.)
Post: #11
RE: Summon Night 5
(05-20-2013 01:46 PM)rikimtasu Wrote:  
(05-19-2013 07:35 PM)gamma789 Wrote:  2.I use sonic stage 4.2

That the main problem,as sonic stage 4.2 use openMG 5.0.Uninstall that and find older version of openMG found in the githud topic.

err i thought openMG only for enabling sound? i use that sonic stage 4.2 and seems no problem about the sound,but if that really the cause , can you provide me openMG 4.6 link? (if you have time ofc)
The black screen problem now can be solved by disabling Buffered Rendering but doing so will cause glitch on character interface (showing wireframe) as snowtora said and sometimes ppsspp crashed.
Not sure why buffered rendering caused black screen on my emu Huh

With buffered rendering
   

Without buffered rendering
   
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05-22-2013, 12:36 PM (This post was last modified: 05-22-2013 12:36 PM by solarmystic.)
Post: #12
RE: Summon Night 5
I didn't realise this game just came out in Japan lol (on the 16th of May no less!). Thought it was an older game. Kudos to PPSSPP for being able to emulate brand new titles.

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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05-23-2013, 10:09 AM
Post: #13
RE: Summon Night 5
something to report :
- newer versions : no music / voice , solid gameplay ( can access menus normally )
- older versions : have music / voice , somewhat unplayable ( can not access menus , automatically cancel the menu )
sonic stage installed , openMG ver 4.7.0 , windows versions of ppsspp
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05-24-2013, 06:36 AM (This post was last modified: 05-24-2013 06:39 AM by rikimtasu.)
Post: #14
RE: Summon Night 5
you sure? any build after v0.7.6-766 now does have battle voice and BGM for now,expect the OP and normal chat voice.
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05-24-2013, 09:35 AM (This post was last modified: 05-24-2013 11:05 AM by utsuho_reiuji01.)
Post: #15
RE: Summon Night 5
hello

when i play this game i always crash when choose party for battle in mission anyone have some problem like me it is only my comp or ppsspp problem? use the new main build and build 2013-5-23 same problem still occur

edit : alr solved just checklist the stream vbo and the problem gone
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