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Dead or Alive Paradise
05-02-2014, 01:00 AM (This post was last modified: 05-02-2014 01:06 AM by The Phoenix.)
Post: #76
Sad RE: Dead or Alive Paradise
(05-01-2014 06:12 AM)HSone Wrote:  Works good on PC ,new audio hack introduced in new builds do nothing by the way,BGM still messed up. And as usual capturing pictures not working in any game.So best idea not to touch camera thingy.
What region of the game are you guys using, as I am getting only a black screen on my European game (ULES01431), doesn't even get to the title screen, I see & hear nothing. Huh

Here is the log:
Code:
02:25:435 EmuThread.cpp:120 I[BOOT]: Done.
02:30:602 System.cpp:323 I[BOOT]: PPSSPP v0.9.8-561-g2b50fcb Windows 32 bit
02:30:603 MemArena.cpp:431 I[MM]: Found valid memory base at 08400000 after 30 tries.
02:30:603 MemMap.cpp:126 I[MM]: Memory system initialized. RAM at 08C20000 (mirror at 0 @ 10400000, uncached @ 10400000)
02:30:658 PSPLoaders.cpp:150 I[LOAD]: ULES01431 : DEAD OR ALIVE Paradise
02:30:659 PSPLoaders.cpp:189 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
02:30:659 HLE\sceKernelMemory.cpp:429 I[KERNEL]: Kernel and user memory pools initialized
02:30:691 HLE\sceKernel.cpp:151 I[KERNEL]: Kernel initialized.
02:30:710 Util\BlockAllocator.cpp:381 I[HLE]: -----------
02:30:710 Util\BlockAllocator.cpp:385 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
02:30:710 Util\BlockAllocator.cpp:385 I[HLE]: Block: 08804000 - 08d3fd00 size 0053bd00 taken=1 tag=ELF
02:30:710 Util\BlockAllocator.cpp:385 I[HLE]: Block: 08d3fd00 - 0a000000 size 012c0300 taken=0 tag=(untitled)
02:30:710 Util\BlockAllocator.cpp:387 I[HLE]: -----------
02:30:743 HLE\sceKernelModule.cpp:987 I[LOAD]: Module doap: 00000000 08a69b08 08a69b20
02:30:744 HLE\sceKernelModule.cpp:1185 I[LOAD]: Exporting ent 0 named doap, 2 funcs, 4 vars, resident 08a69ec8
02:30:744 HLE\sceKernelModule.cpp:1470 I[LOAD]: Module entry: 08a018c8
02:30:832 root         N[BOOT]: EmuScreen.cpp:127 Loading C:/Users/The Phoenix/Desktop/PSP Games/DOA Paradise.iso...
02:30:833 root         W[KERNEL]: HLE\sceKernelMemory.cpp:1226 sceKernelSetCompiledSdkVersion600_602 unknown SDK: 5000010
02:30:833 root         I[KERNEL]: HLE\sceKernelThread.cpp:2136 276=sceKernelCreateThread(name=user_main, entry=08a019dc, prio=20, stacksize=262144)
02:30:833 root         I[KERNEL]: HLE\sceKernelThread.cpp:2187 sceKernelStartThread(thread=276, argSize=33, argPtr=09fffed0)
02:30:833 root         I[KERNEL]: HLE\sceKernelThread.cpp:2264 __KernelReturnFromThread: 0
02:30:838 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2136 281=sceKernelCreateThread(name=GZIP, entry=08a634bc, prio=11, stacksize=8192)
02:30:838 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2187 sceKernelStartThread(thread=281, argSize=4, argPtr=09fff5b0)
02:30:867 user_main    I[UTIL]: HLE\sceUtility.cpp:218 sceUtilityLoadModule(768)
02:30:885 user_main    I[UTIL]: HLE\sceUtility.cpp:218 sceUtilityLoadModule(769)
02:30:918 user_main    I[UTIL]: HLE\sceUtility.cpp:218 sceUtilityLoadModule(770)
02:30:935 user_main    I[UTIL]: HLE\sceUtility.cpp:218 sceUtilityLoadModule(772)
02:30:968 user_main    I[UTIL]: HLE\sceUtility.cpp:218 sceUtilityLoadModule(773)
02:30:985 user_main    W[ME]: HLE\sceMp3.cpp:217 UNIMPL: sceMp3InitResource
02:31:004 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2136 293=sceKernelCreateThread(name=Mp3PspThread, entry=08a634bc, prio=10, stacksize=16384)
02:31:004 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2187 sceKernelStartThread(thread=293, argSize=4, argPtr=09fff4f0)
02:31:008 user_main    I[SCESAS]: HLE\sceSas.cpp:106 sceSasInit(08d3eec0, 1024, 32, 0, 44100)
02:31:009 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2136 296=sceKernelCreateThread(name=SoundPspThread, entry=08a634bc, prio=10, stacksize=16384)
02:31:009 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2187 sceKernelStartThread(thread=296, argSize=4, argPtr=09fff570)
02:31:013 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2136 298=sceKernelCreateThread(name=GZIP, entry=08a634bc, prio=11, stacksize=8192)
02:31:013 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2187 sceKernelStartThread(thread=298, argSize=4, argPtr=09fff530)
02:31:072 GZIP         I[KERNEL]: HLE\sceKernelThread.cpp:2303 sceKernelExitDeleteThread(298)
02:31:072 user_main    W[KERNEL]: hle\sceKernel.h:459 Kernel: Bad object handle 298 (0000012a)
02:31:072 user_main    E[KERNEL]: HLE\sceKernelThread.cpp:2761 sceKernelWaitThreadEnd - bad thread 298
02:31:073 user_main    I[HLE]: HLE\scePower.cpp:369 scePowerSetClockFrequency(333,333,166)
02:31:073 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2136 300=sceKernelCreateThread(name=MTC_TASK, entry=08804560, prio=20, stacksize=32768)
02:31:073 user_main    I[KERNEL]: HLE\sceKernelThread.cpp:2187 sceKernelStartThread(thread=300, argSize=4, argPtr=09fff650)
02:31:172 MTC_TASK     I[KERNEL]: HLE\sceKernelThread.cpp:2136 303=sceKernelCreateThread(name=MTC_TASK, entry=08804560, prio=20, stacksize=32768)
02:31:172 MTC_TASK     I[KERNEL]: HLE\sceKernelThread.cpp:2187 sceKernelStartThread(thread=303, argSize=4, argPtr=09fb5a60)
02:31:203 user_main    I[SCEGE]: GLES\Framebuffer.cpp:824 Creating FBO for 00044000 : 480 x 272 x 1
02:31:204 user_main    I[G3D]: GLES\ShaderManager.cpp:146 Linked shader: vs 16 fs 17
02:31:206 user_main    I[G3D]: GLES\ShaderManager.cpp:146 Linked shader: vs 19 fs 20
02:31:237 user_main    I[SCEGE]: GLES\Framebuffer.cpp:824 Creating FBO for 00000000 : 480 x 272 x 1
03:32:164 idle0        I[LOAD]: Config.cpp:802 Config saved: C:\Users\The Phoenix\Desktop\PPSSPP v0.9.8\memstick/PSP/SYSTEM/ppsspp.ini
03:32:167 idle0        I[LOAD]: Config.cpp:814 Controller config saved: controls.ini
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 272: Thread "idle0": pc= 08000000 sp= 083fff00 RUN      (wt=0 wid=0 wv= 00000000 )
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 273: Thread "idle1": pc= 08000000 sp= 083fef00  READY     (wt=0 wid=0 wv= 00000000 )
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 274: Module "doap": name=doap gp=00000000 entry=08a018c8
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 276: Thread "user_main": pc= 08a112b4 sp= 09fff650   WAIT    (wt=12 wid=1 wv= 00000000 )
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 277: MemoryPart "UserSbrk": MemPart: 08d40000 - 09ea0300    size: 01160300
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 278: Mutex "Mutex": -
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 279: Mutex "Mutex": -
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 280: EventFlag "GZIPFLAG": init=00000001 cur=00000001 numwait=0
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 281: Thread "GZIP": pc= 08a09648 sp= 09fbfa90   WAIT    (wt=4 wid=280 wv= 00000000 )
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 282: Mutex "Mutex": -
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 283: Mutex "Mutex": -
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 284: CallBack "ExitGame": thread=276, argument= 00000000
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 285: CallBack "MS-Assigned": thread=276, argument= 00000000
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 286: CallBack "Power": thread=276, argument= 00000000
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 287: EventFlag "SceGuSignal": init=00000001 cur=00000001 numwait=0
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 289: OpenFile "disc0:/PSP_GAME/USRDIR/doap.arc": Seekpos: 0e3b69bc
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 290: Mutex "Mutex": -
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 291: Mutex "Mutex": -
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 292: EventFlag "MP3FLAG": init=00000000 cur=00000001 numwait=0
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 293: Thread "Mp3PspThread": pc= 08a043a4 sp= 09fbda50   WAIT    (wt=2 wid=293 wv= 00000000 )
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 294: Mutex "Mutex": -
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 295: EventFlag "SOUNDFLAG": init=00000000 cur=00000001 numwait=0
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 296: Thread "SoundPspThread": pc= 08a50250 sp= 09fb9950   WAIT    (wt=10 wid=6 wv= 00000400 )
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 299: EventFlag "for wake main": init=00000000 cur=00000000 numwait=0
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 300: Thread "MTC_TASK": pc= 08804650 sp= 09fb5a10   WAIT    (wt=4 wid=301 wv= 00000000 )
03:32:173 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 301: EventFlag "for wake task": init=00000000 cur=00000000 numwait=0
03:32:174 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 302: Mutex "Mutex": -
03:32:174 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 303: Thread "MTC_TASK": pc= 08804650 sp= 09fada70   WAIT    (wt=4 wid=304 wv= 00000000 )
03:32:174 idle0        I[KERNEL]: HLE\sceKernel.cpp:517 KO 304: EventFlag "for wake task": init=00000000 cur=00000000 numwait=0
03:32:174 idle0        I[KERNEL]: HLE\sceKernel.cpp:162 Shutting down kernel - 29 kernel objects alive
03:32:209 GLES\Framebuffer.cpp:1647 I[SCEGE]: Destroying FBO for 00044000 : 480 x 272 x 1
03:32:209 GLES\Framebuffer.cpp:1647 I[SCEGE]: Destroying FBO for 00000000 : 480 x 272 x 1
03:32:210 HLE\sceAudiocodec.cpp:206 I[ME]: Audio playing list is reset
03:34:314 Config.cpp:802 I[LOAD]: Config saved: C:\Users\The Phoenix\Desktop\PPSSPP v0.9.8\memstick/PSP/SYSTEM/ppsspp.ini
03:34:316 Config.cpp:814 I[LOAD]: Controller config saved: controls.ini
03:34:351 Config.cpp:802 I[LOAD]: Config saved: C:\Users\The Phoenix\Desktop\PPSSPP v0.9.8\memstick/PSP/SYSTEM/ppsspp.ini
03:34:351 Config.cpp:814 I[LOAD]: Controller config saved: controls.ini
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05-02-2014, 02:15 AM
Post: #77
RE: Dead or Alive Paradise
Do you have I/O on thread enabled? The game won't boot without it.

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How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375
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05-03-2014, 01:50 AM (This post was last modified: 05-03-2014 01:50 AM by The Phoenix.)
Post: #78
Thumbs Up RE: Dead or Alive Paradise
(05-02-2014 02:15 AM)TheDax Wrote:  Do you have I/O on thread enabled? The game won't boot without it.
Oh my word, that did indeed work, thank you my friend. Smile
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06-17-2014, 05:00 AM
Post: #79
RE: Dead or Alive Paradise
Report :
Sound hack dont work on android
And the game still cant playable
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06-27-2014, 11:31 PM
Post: #80
RE: Dead or Alive Paradise
(06-17-2014 05:00 AM)Onizuka Wrote:  Report :
Sound hack dont work on android
And the game still cant playable

It's only playable on Windows at the moment. Android builds only crash in the beginning. Disabling I/O doesn't crash, but the game doesn't boot either way.

Compatibility should be updated.
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07-04-2014, 05:56 AM
Post: #81
RE: Dead or Alive Paradise
Well, even on Windows, it is not playable actually.
a black aurora which is blinking doesn't stop in any way.

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07-04-2014, 06:59 AM (This post was last modified: 07-04-2014 07:02 AM by solarmystic.)
Post: #82
RE: Dead or Alive Paradise
(07-04-2014 05:56 AM)REVIVE4563 Wrote:  Well, even on Windows, it is not playable actually.
a black aurora which is blinking doesn't stop in any way.

When does this happen? During the girl's activities? Beach volleyball? Need more details.

Have you tried the latest dev builds from the buildbot?

A little more specificity will be more helpful, I'm not seeing this issue on my Windows system using the latest build from the buildbot (v0.9.8-1537-gedd760f) with default settings.

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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07-14-2014, 12:10 PM
Post: #83
RE: Dead or Alive Paradise
(06-27-2014 11:31 PM)bomberman46 Wrote:  
(06-17-2014 05:00 AM)Onizuka Wrote:  Report :
Sound hack dont work on android
And the game still cant playable

It's only playable on Windows at the moment. Android builds only crash in the beginning. Disabling I/O doesn't crash, but the game doesn't boot either way.

Compatibility should be updated.
Are you sure?
But i see some of them already play it without problem
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07-16-2014, 02:09 AM
Post: #84
RE: Dead or Alive Paradise
(07-14-2014 12:10 PM)Onizuka Wrote:  
(06-27-2014 11:31 PM)bomberman46 Wrote:  
(06-17-2014 05:00 AM)Onizuka Wrote:  Report :
Sound hack dont work on android
And the game still cant playable

It's only playable on Windows at the moment. Android builds only crash in the beginning. Disabling I/O doesn't crash, but the game doesn't boot either way.

Compatibility should be updated.
Are you sure?
But i see some of them already play it without problem

I just tried with the latest build (v0.98-1614-g459e244). Last working version was v0.96 builds. Starting from v0.97 and even until now, the game isn't working on Android. Enabling I/O on thread will make the game load, but crash right away. On the other hand, disabling the I/O on thread won't crash the game, but it won't load so only black screen. Either way, it's not playable since it can't even go to the main menu screen.

I don't know where you saw people play it on, but it's probably from the older builds if it's on Android. Can anyone else confirm if it works on Android? I'm pretty sure it's not my rip that's bad since it plays perfectly fine on my actual PSP.
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08-23-2014, 02:28 PM (This post was last modified: 08-23-2014 03:40 PM by zuzma.)
Post: #85
RE: Dead or Alive Paradise
Could someone check the in game music if they have time? It sounds fine with the audio hack, but once the track changes it just stops playing all together.


*Edited* Didn't like the way it sounded and it was unhelpful
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09-01-2014, 01:18 AM
Post: #86
RE: Dead or Alive Paradise
(08-23-2014 02:28 PM)zuzma Wrote:  Could someone check the in game music if they have time? It sounds fine with the audio hack, but once the track changes it just stops playing all together.


*Edited* Didn't like the way it sounded and it was unhelpful

No sound will be produced from the middle and I
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02-08-2015, 12:47 AM
Post: #87
RE: Dead or Alive Paradise
Is the photo album still make the game crash? I know the same issue as with Idolmaster SP, and id like to know if there is plan to fix the issue. IT would be great to see what you done in photo mode :-D
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02-08-2015, 05:52 PM
Post: #88
RE: Dead or Alive Paradise
Yeah, is the game working ok on PC with 1.0 now?

Intel Pentium Dual Core E5200 OC @ 3.0GHZ stock cooling
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04-29-2015, 01:35 PM
Post: #89
RE: Dead or Alive Paradise
Every time I enter the album in the game, the simulator freeze. Other than this the game can be simulated smoothly. I use the latest version of PPSSPP.
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05-31-2017, 04:54 PM
Post: #90
RE: Dead or Alive Paradise
Is it finally fully playable? Anyone tested the game on newest ppsspp build?

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