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Gundam Battle Chronicles
#1
Genre : Mecha action
Region : JP
Format : ISO
Version : v0.7-161-gf6eaec0
Game ID : ULJS00122
OS : Win
Compatability : Nothing
Notes : -

Code:
59:30:606 EmuThread.cpp:74 I[BOOT]: Starting up hardware. 59:30:606 System.cpp:51 I[HLE]: PPSSPP v0.7-161-gf6eaec0 59:30:606 MemArena.cpp:366 I[MM]: Found valid memory base at 05C00000 after 20 tries. 59:30:606 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 0A400000 (mirror at 0 @ 0DC00000, uncached @ 0DC00000) 59:30:628 Loaders.cpp:89 I[LOAD]: Identifying file... 59:30:629 FileSystems\ISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO! 59:30:629 PSPLoaders.cpp:80 I[LOAD]: ULJS00122 : ガンダムバトルクロニクル 59:30:629 PSPLoaders.cpp:136 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN... 59:30:629 HLE\sceKernelMemory.cpp:158 I[HLE]: Kernel and user memory pools initialized 59:30:629 HLE\sceIo.cpp:239 I[HLE]: Starting up I/O... 59:30:629 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path E:\jpcsp-windows-x86\ppsppaaa\ppsspp\memstick\ 59:30:629 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists E:\jpcsp-windows-x86\ppsppaaa\ppsspp\memstick\ 59:30:629 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path E:\jpcsp-windows-x86\ppsppaaa\ppsspp\flash0\ 59:30:630 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists E:\jpcsp-windows-x86\ppsppaaa\ppsspp\flash0\ 59:30:631 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path E:\jpcsp-windows-x86\ppsppaaa\ppsspp\memstick\PSP\PPSSPP_STATE 59:30:631 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists E:\jpcsp-windows-x86\ppsppaaa\ppsspp\memstick\PSP\PPSSPP_STATE 59:30:632 HLE\sceKernel.cpp:119 I[HLE]: Kernel initialized. 59:30:644 HLE\sceKernelModule.cpp:264 I[HLE]: Decrypting ~PSP file 59:30:732 c:\buildagent\work\acf56f986e98e7c9\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 11330020 59:30:746 Util\BlockAllocator.cpp:310 I[HLE]: ----------- 59:30:746 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled) 59:30:746 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08804000 - 09ef4900 size 016f0900 taken=1 tag=ELF 59:30:746 Util\BlockAllocator.cpp:314 I[HLE]: Block: 09ef4900 - 0a000000 size 0010b700 taken=0 tag=(untitled) 59:30:748 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully. 59:30:817 HLE\sceKernelModule.cpp:393 I[LOAD]: Module gundam: 08a61040 08995bc4 08995bdc 59:30:817 HLE\sceKernelModule.cpp:482 I[HLE]: Exporting ent 0 named gundam, 2 funcs, 4 vars, resident 08995fb0 59:30:817 HLE\sceKernelModule.cpp:704 I[LOAD]: Module entry: 08804124 59:30:818 root I[BOOT]: EmuThread.cpp:99 Done. 59:31:178 root I[HLE]: HLE\sceKernelThread.cpp:1501 276 = sceKernelCreateThread(name="user_main", entry=088041f8, prio=20, stacksize=262144) 59:31:178 root I[HLE]: HLE\sceKernelThread.cpp:1537 sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 ) 59:31:178 root I[HLE]: HLE\sceKernelThread.cpp:1618 __KernelReturnFromThread : root 59:31:178 user_main I[HLE]: Util\BlockAllocator.cpp:310 ----------- 59:31:178 user_main I[HLE]: Util\BlockAllocator.cpp:314 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled) 59:31:179 user_main I[HLE]: Util\BlockAllocator.cpp:314 Block: 08804000 - 09ef4900 size 016f0900 taken=1 tag=ELF 59:31:179 user_main I[HLE]: Util\BlockAllocator.cpp:314 Block: 09ef4900 - 09f05000 size 00010700 taken=1 tag=UserSbrk 59:31:179 user_main I[HLE]: Util\BlockAllocator.cpp:314 Block: 09f05000 - 09fbfc00 size 000bac00 taken=0 tag=(untitled) 59:31:179 user_main I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fbfc00 - 09fffc00 size 00040000 taken=1 tag=stack/user_main 59:31:179 user_main I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root 59:31:179 user_main E[HLE]: HLE\sceKernelModule.cpp:900 HACKIMPL sceKernelGetModuleIdByAddress(08804124) 59:31:191 idle0 I[HLE]: GLES\Framebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1 59:31:227 user_main I[HLE]: HLE\sceKernelThread.cpp:1501 283 = sceKernelCreateThread(name="drawlogo thread", entry=089156b8, prio=10, stacksize=1024) 59:31:227 user_main I[HLE]: HLE\sceKernelThread.cpp:1537 sceKernelStartThread(thread=283, argSize=0, argPtr= 00000000 ) 59:31:250 drawlogo thr I[HLE]: GLES\Framebuffer.cpp:386 Creating FBO for 00044000 : 480 x 272 x 1 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:495 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:519 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:519 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:520 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:521 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:522 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:523 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:523 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:523 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:523 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:523 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do? 59:31:523 drawlogo thr W[HLE]: HLE\sceKernelThread.cpp:1145 Ignoring wait, dispatching disabled... right thing to do?
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#2
any news?

*updating compatibility list.
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
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#3
Should be playable now
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#4
I think need post picture (and log) to prove
I want to be a crash fixer
PM me if you want to me look a game
Reply
#5
Confirm v0.9.6-738
playable


Attached Files Thumbnail(s)
   

.txt   ppsspplog.txt (Size: 21.41 KB / Downloads: 1,561)
I want to be a crash fixer
PM me if you want to me look a game
Reply
#6
Moved Smile
♦ 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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#7
1.0.1. - UNplayable. After the end of any mission the emulator hangs. It hangs after any of the first two, and after any training mission.
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#8
Yeah this and battle universe are not working hanging now I really hope they can fix it soon.
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#9
Confirmed working on 0.9.1 with graphical bugs and no music\voice.
Confirmed fully working on 0.9.8.

Confirmed NOT working on latest SVN or 1.0.1.
Emu hangs on mission load/unload screens.
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#10
Only tested on few missions, but seems good enough:
Code:
_S ULJS-00122 _G Gundam Battle Chronicle _C0 Freeze workaround _L 0xE002568D 0x000AF864 _L 0x200AF200 0x10000183 _L 0x200AF864 0x00000000 _C0 Freeze workaround [Disable] _L 0x200AF200 0x10600183 _L 0x200AF864 0x0E26568D
Using v1.3-456-g3b0d252 I couldn't find any crash on loading mission yet, only when finishing it, so that's the only parts which this workaround affects.

Still crashed after one mission, so I made alternative one:
Code:
_C0 Freeze Workaround v2 _L 0xE0063DC8 0x001780F8 _L 0x201780F8 0x0E200400 _L 0x20001000 0x3C02000F _L 0x20001004 0x1440FFFF _L 0x20001008 0x2442FFFF _L 0x2000100C 0x03E00008 _L 0x20001010 0x27073DC8 _C0 Freeze Workaround v2 [Disable] _L 0x201780F8 0x27073DC8
I think this one might be closer to actual problem and work better(doing completely different thing;p), but since those crashes are caused by bad timing issue and might be random, I'll keep both workarounds just in case. Edit: Had to modify it a bit to waste much more time:|, not sure anymore if it's closer to actual problem, but same thing helps another game from this series where first workaround doesn't so might be.

Edit: Actually if anyone cares about this problem, better test this pr, in a sense it's similar to v2 workaround, but definitely not as wasteful.

And last edit ~ starting from v1.3-475-g8b359a3 all those Gundam Battle games should hopefully work without cwcheat workarounds, if you're updating from older version and feel lazy to update all ppsspp files, make sure to update assets/compat.ini as it's using a hack enabled there:3. / Have fun playing.
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.
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