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Hatsune Miku: Project Diva Extend
#1
Works flawlessly. Only issues are slowdowns and sound issues.
Other than that worked very well. I used a build from 29th of Oktober.

The one that had these changes in place.
PPSSPP Git Changelog:
* Fix project and .rc so it builds with VS 2010 Express, thanks Darth1701. Plus logging tweaks.
* Merge pull request #102 from tmaul/master
reduce the number of errors in sceRtc.cpp
* 9999 is actually the maximum year as verified on my PSP
* reduce the number of errors in sceRtc.cpp
* Buildfix (?)
* Warning fixes etc
* DXT textures now mostly working-ish (work left to do on alpha for DXT3/5)

I used windows 7 x64 to run it. Great job sofar.
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#2
Oh o,o are you serious o;o yes!!! Project diva is the only game I want to run on my Xperia play Smile

Since 1 ând 2nd aren't working I guessed extend wouldn't work ahah XD
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#3
Picture from my Xperia play Smile game running at maybe 5fps ahah

Buffered rendering is needed Smile

edit:

06:06:711 Mips\MIPSInt.cpp:366 E[HLE]: WARNING : exception-causing add at 08af4ef0


Attached Files Thumbnail(s)
   
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#4
Nice find Smile
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#5
I do not know what differenciate these versions. The games seem to be using pretty much the same engine. Extend is the only one of the 3 games that work. Project Diva and Project Diva 2nd crash right away. Weird that Extend works without flaw. Man this Emulator has some serious Horsepowerr compared to it`s Java counterpart.
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#6
nice Big Grin
请大家遵守论坛制度,谢谢
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#7
here is a Video http://youtu.be/bz6eZRyVQeY
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#8
works on android too Smile
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#9
if emulation with buffered rendering disabled could be perfected this emulator could very well exceed the one on the vita.
buttered rendering unfortunately renders the game at 272p like the psp and vita do, but if it's disabled the game runs at the host's native resolution.

here an example of how the game looks like at 720p in the few frames that do show properly with buffered rendering disabled:
[Image: 20121203210232.png]
that almost looks like dreamy theatre quality to me.

there is a small issue with the game though: strings are thrown in the blender.
the text on menu items gets randomly replaced with different text, or a blank space.

EDIT: it seems the pc version does run at a higher resolution with buffered rendering enabled.
this game looks surprisingly well at 1080p.
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#10
I've made some profiling to see what's missing for a good framerate. Main bottleneck is the MIPS. It'll need to support 10+Millions of instructions per frame.

For one random frame, profiling for the function searching the instruction :
Code:
MIPSGetInstruction: 733.220 ms, call : 12366916

Then for each different instructions executed :
Code:
or: 67.384 ms, call : 1061124 jal: 21.445 ms, call : 369042 addiu: 99.921 ms, call : 1678724 lb: 2.591 ms, call : 29268 slti: 1.105 ms, call : 16446 sw: 38.326 ms, call : 527943 beq: 50.673 ms, call : 623778 bne: 54.813 ms, call : 661700 lw: 153.230 ms, call : 2282270 lh: 19.218 ms, call : 213797 jalr: 14.206 ms, call : 215107 addu: 30.604 ms, call : 460790 ori: 3.573 ms, call : 56272 and: 31.867 ms, call : 513482 andi: 2.882 ms, call : 49210 jr: 36.772 ms, call : 584145 slt: 5.722 ms, call : 92138 lhu: 0.731 ms, call : 8930 sb: 5.124 ms, call : 71372 sll: 46.410 ms, call : 767109 lbu: 16.514 ms, call : 172389 sltu: 2.461 ms, call : 39397 lui: 44.170 ms, call : 689434 bnel: 12.947 ms, call : 182817 blez: 0.081 ms, call : 1128 bltz: 0.327 ms, call : 3347 subu: 0.390 ms, call : 5989 beql: 20.897 ms, call : 333665 bgez: 9.227 ms, call : 155823 xori: 0.182 ms, call : 3449 srl: 11.459 ms, call : 172059 xor: 10.413 ms, call : 153687 sltiu: 11.229 ms, call : 163645 sh: 0.158 ms, call : 1953 syscall: 1.928 ms, call : 2442 sllv: 0.116 ms, call : 988 bgtz: 0.001 ms, call : 10 nor: 0.004 ms, call : 93 sra: 0.072 ms, call : 1035 mult: 0.067 ms, call : 345 mflo: 0.019 ms, call : 349 mtc1: 0.002 ms, call : 16 swc1: 0.006 ms, call : 78 divu: 0.011 ms, call : 29 mfhi: 0.006 ms, call : 25 mov.s: 0.003 ms, call : 8 lwc1: 0.000 ms, call : 5 srlv: 0.000 ms, call : 1 blezl: 0.005 ms, call : 63

I'll look forward to see how this will be optimized in the future.
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#11
lol xD

I think they are working on the jit so maybe this huge need will change Smile

(jit will probably not be available soon so don't ask about it xD)
Hey everybody, tired of the way games are reported here? look here ->> http://forums.ppsspp.org/showthread.php?tid=5901

--Current Mobile device--
Htc one, Xplay, Walkman z, Samsung ace IIx (crap)

--Current Computer--
1x (e8200, shitty ram (3go), 9600gt)
1x (e6750, better ram (2go), no video card)
1x (i5-3210M, ram (4Go),650M)
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#12
There's a working basic JIT for PC already, but currently it crashes on the slightest memory error Smile

I probably wont have time to do the ARM JIT until January though, I have a busy December and doing a JIT almost requires a nice big chunk of uninterrupted time...
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#13
While making the save system, I just found that the text in the menu is totally wrong. Don't know why but the japanese text is somewhat random Big Grin
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#14
Awesome save system *~*
Hey everybody, tired of the way games are reported here? look here ->> http://forums.ppsspp.org/showthread.php?tid=5901

--Current Mobile device--
Htc one, Xplay, Walkman z, Samsung ace IIx (crap)

--Current Computer--
1x (e8200, shitty ram (3go), 9600gt)
1x (e6750, better ram (2go), no video card)
1x (i5-3210M, ram (4Go),650M)
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#15
as i mentioned before, it randomly shuffles all text.
I found out when one of the pause menu options was BPM 160
sometimes it also loads nothing when there's supposed to be text.
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