Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
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12-08-2013, 03:11 PM
(This post was last modified: 12-11-2013 03:34 AM by aridapig.)
Post: #1
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Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Title: Legend of Hero: Narisokonai
Genre: RPG Region: JP Format: ISO Version: ALL OS: Windows 7 Notes: Blackscreen from the start Code: 37:47:139 EmuThread.cpp:113 I[BOOT]: Done. |
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12-08-2013, 04:53 PM
(This post was last modified: 12-08-2013 04:53 PM by [Unknown].)
Post: #2
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RE: Legend of Hero: Narisokonai (ULJS-00177)
Function (sceLibm,12f83fbb) unresolved, storing for later resolving
Function (sceLibm,7e66d731) unresolved, storing for later resolving Huh. That's weird. FWIW those are asinf and atan2f. Maybe it's expecting them to come from libfont or something... or maybe it just means to load them later. -[Unknown] |
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12-10-2013, 10:21 PM
Post: #3
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RE: Legend of Hero: Narisokonai (ULJS-00177)
1:
Attach debug log of v0.9.5-1030-g8dcfab6 Not sure this probrem. Code: 19:17:505 idle0 D[SCEGE]: gles\framebuffer.cpp:559 Finding no FBO matching address 00000000 2: Do the the game another name is "Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari" |
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12-10-2013, 10:23 PM
Post: #4
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RE: Legend of Hero: Narisokonai (ULJS-00177)
(12-10-2013 10:21 PM)sum2012 Wrote: 2: Yes, indeed ♦ 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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12-11-2013, 03:34 AM
Post: #5
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RE: Legend of Hero: Narisokonai (ULJS-00177)
(12-10-2013 10:21 PM)sum2012 Wrote: 1: Thank title has been corrected |
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12-11-2013, 05:27 AM
Post: #6
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Hmm, it seems not to be happy with what happens after sceUmdDeactivate(), keeps calling sceUmdGetDriveStat().
If possible, a JpcspTrace of the following functions would help: sceUmdGetDriveStat sceUmdDeactivate sceUmdActivate sceUmdCancelWaitDriveSta sceKernelLoadModule sceKernelStartModule I also notice it activates and deactivates different units, we very possibly may not handle that right... -[Unknown] |
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12-11-2013, 11:37 AM
(This post was last modified: 12-11-2013 11:38 AM by sum2012.)
Post: #7
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
@Unknown
Attach the JpcspTrace. If possable,next time you tell me to do JpcspTrace , please tell me the config.Thanks. Code: sceUmdGetDriveStat 0x6B4A146C 1 (12-11-2013 03:34 AM)aridapig Wrote: ThankThanks |
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12-11-2013, 03:09 PM
Post: #8
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
What happens if you change, in sceUmd.cpp:
// TODO: My tests give PSP_UMD_READY but I suppose that's when it's been sitting in the drive? else state |= PSP_UMD_NOT_READY; To: // TODO: My tests give PSP_UMD_READY but I suppose that's when it's been sitting in the drive? else state |= PSP_UMD_READY; Although, I'm not sure if that's correct, there are probably other cases... or maybe there's some sort of time it takes to become ready again... -[Unknown] |
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12-11-2013, 08:01 PM
Post: #9
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Well done fixed black screen
but I find a font issue. |
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12-11-2013, 08:43 PM
Post: #10
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Hmm, that seems like a buffer width issue. If you step through the GE debugger (step prim) until it seems to be drawing the text (red boxes where the characters would go), it'd help to know the "Tex 0 address" and "Tex format" values under the Texture tab.
It seems to use its own custom font: disc0:/PSP_GAME/USRDIR/umd/irem_font.pgf Possible we're just not loading it properly.. -[Unknown] |
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12-11-2013, 09:57 PM
Post: #11
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Not sure if I do it correctly
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12-12-2013, 01:24 AM
Post: #12
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Hmm, so theoretically we're upgrading that width to 32 automatically (since it's 4 bit.)
I wonder why that wouldn't be working... As an experiment, what happens if you change this: https://github.com/hrydgard/ppsspp/blob/...oder.h#L79 To: 0x7FF & ~(((8 * 32) / 4) - 1), //GE_TFMT_CLUT4, Or: 0x7FF & ~(((8 * 8) / 4) - 1), //GE_TFMT_CLUT4, Does either one make it look better? -[Unknown] |
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12-12-2013, 01:56 PM
Post: #13
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Both do not look better
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12-25-2013, 12:15 PM
(This post was last modified: 12-25-2013 12:34 PM by aridapig.)
Post: #14
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
test v0.9.6-190-gca0fd61
Thanks dev team! It can ingame now! however,font problems still to be resolved,and the frame rate does not seem normal. |
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12-26-2013, 11:54 AM
Post: #15
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RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
I think this thread can move to "In-game" section.
I want to be a crash fixer PM me if you want to me look a game |
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