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Lord of Arcana
01-15-2013, 10:47 PM (This post was last modified: 04-17-2013 11:51 AM by sfageas.)
Post: #1
Lord of Arcana
DiscID: ULUS10479
ImageID: 2522
Version: v0.5-253-gbff569a (64-bit, Jan 15)
OS: Windows (64-bit)
Notes: looping loading screen.

Code:
39:16:402 EmuThread.cpp:65 I[BOOT]: Starting up hardware.
39:16:402 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 000000000B2C0000 (mirror at 0 @ 0000000088000000, uncached @ 00000000C8000000)
39:16:415 Loaders.cpp:89 I[LOAD]: Identifying file...
39:16:423 FileSystems\ISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO!
39:16:431 PSPLoaders.cpp:80 I[LOAD]: ULUS10479 : Lord of Arcana
39:16:433 PSPLoaders.cpp:109 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
39:16:433 HLE\sceKernelMemory.cpp:143 I[HLE]: Kernel and user memory pools initialized
39:16:433 HLE\sceIo.cpp:167 I[HLE]: Starting up I/O...
39:16:433 FileUtil.cpp:209 I[COMMON]: CreateFullPath: path S:\PPSSPP\MemStick\
39:16:433 FileUtil.cpp:213 I[COMMON]: CreateFullPath: path exists S:\PPSSPP\MemStick\
39:16:433 FileUtil.cpp:209 I[COMMON]: CreateFullPath: path S:\PPSSPP\Flash\
39:16:434 FileUtil.cpp:213 I[COMMON]: CreateFullPath: path exists S:\PPSSPP\Flash\
39:16:434 FileUtil.cpp:209 I[COMMON]: CreateFullPath: path S:\PPSSPP\MemStick\PSP\PPSSPP_STATE
39:16:434 FileUtil.cpp:213 I[COMMON]: CreateFullPath: path exists S:\PPSSPP\MemStick\PSP\PPSSPP_STATE
39:16:435 Util\PPGeDraw.cpp:113 E[HLE]: PPGe init failed - no atlas texture. PPGe stuff will not be drawn.
39:16:435 HLE\sceKernel.cpp:114 I[HLE]: Kernel initialized.
39:16:481 HLE\sceKernelModule.cpp:258 I[HLE]: Decrypting ~PSP file
39:16:529 S:\dev\ppsspp\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 0000000010B30040
39:16:530 Util\BlockAllocator.cpp:264 I[HLE]: -----------
39:16:530 Util\BlockAllocator.cpp:268 I[HLE]: Block: 08800000 - 08bbee00        size 003bee00   taken=1 tag=ELF
39:16:530 Util\BlockAllocator.cpp:268 I[HLE]: Block: 08bbee00 - 0a000000        size 01441200   taken=0 tag=(untitled)
39:16:531 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
39:16:531 HLE\sceKernelModule.cpp:387 I[LOAD]: Module SQEX01: 00000000 08af0d84 08af0d9c
39:16:531 HLE\HLE.cpp:203 I[HLE]: Syscall (sceNetAdhocDiscover,52de1b97) unresolved, storing for later resolving
39:16:532 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:532 HLE\HLE.cpp:203 I[HLE]: Syscall (sceNetAdhocDiscover,941b3877) unresolved, storing for later resolving
39:16:532 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:532 HLE\HLE.cpp:203 I[HLE]: Syscall (sceNetAdhocDiscover,944ddbc6) unresolved, storing for later resolving
39:16:533 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:533 HLE\HLE.cpp:203 I[HLE]: Syscall (sceNetAdhocDiscover,a2246614) unresolved, storing for later resolving
39:16:533 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:534 HLE\HLE.cpp:203 I[HLE]: Syscall (sceCcc,8406f469) unresolved, storing for later resolving
39:16:534 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:534 HLE\HLE.cpp:203 I[HLE]: Syscall (sceCcc,92c05851) unresolved, storing for later resolving
39:16:534 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:535 HLE\HLE.cpp:203 I[HLE]: Syscall (sceCcc,c6a8bee2) unresolved, storing for later resolving
39:16:535 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:535 HLE\HLE.cpp:203 I[HLE]: Syscall (scePspNpDrm_user,08d98894) unresolved, storing for later resolving
39:16:536 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:536 HLE\HLE.cpp:203 I[HLE]: Syscall (scePspNpDrm_user,219ef5cc) unresolved, storing for later resolving
39:16:536 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:536 HLE\HLE.cpp:203 I[HLE]: Syscall (scePspNpDrm_user,a1336091) unresolved, storing for later resolving
39:16:537 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:537 HLE\HLE.cpp:203 I[HLE]: Syscall (scesupGameAcc,0d84def0) unresolved, storing for later resolving
39:16:538 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:538 HLE\HLE.cpp:203 I[HLE]: Syscall (scesupGameAcc,16ae21b9) unresolved, storing for later resolving
39:16:539 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:539 HLE\HLE.cpp:203 I[HLE]: Syscall (scesupGameAcc,3daa24c8) unresolved, storing for later resolving
39:16:539 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:540 HLE\HLE.cpp:203 I[HLE]: Syscall (scesupGameAcc,8a43bda0) unresolved, storing for later resolving
39:16:540 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:540 HLE\HLE.cpp:203 I[HLE]: Syscall (scesupGameAcc,dd42a06c) unresolved, storing for later resolving
39:16:541 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:541 HLE\HLE.cpp:203 I[HLE]: Syscall (scesupGameAcc,e3c2cd63) unresolved, storing for later resolving
39:16:541 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:541 HLE\HLE.cpp:203 I[HLE]: Syscall (scesupGameAcc,f8824ecc) unresolved, storing for later resolving
39:16:542 HLE\HLE.cpp:170 E[HLE]: Unknown module (invalid syscall)!
39:16:542 HLE\sceKernelModule.cpp:476 I[HLE]: Exporting ent 0 named SQEX01, 2 funcs, 4 vars, resident 08af12c8
39:16:543 HLE\sceKernelModule.cpp:694 I[LOAD]: Module entry: 08a17d5c
39:16:543 EmuThread.cpp:91 I[BOOT]: Done.
39:16:567 HLE\sceKernelThread.cpp:1373 I[HLE]: 276 = sceKernelCreateThread(name="user_main", entry=08a17e70, prio=20, stacksize=4096)
39:16:567 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 )
39:16:568 Util\BlockAllocator.cpp:264 I[HLE]: -----------
39:16:568 Util\BlockAllocator.cpp:268 I[HLE]: Block: 08800000 - 08bbee00        size 003bee00   taken=1 tag=ELF
39:16:568 Util\BlockAllocator.cpp:268 I[HLE]: Block: 08bbee00 - 09f14e00        size 01356000   taken=1 tag=PMB
39:16:569 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09f14e00 - 09ffec00        size 000e9e00   taken=0 tag=(untitled)
39:16:569 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09ffec00 - 09fffc00        size 00001000   taken=1 tag=stack/user_main
39:16:569 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fffc00 - 0a000000        size 00000400   taken=1 tag=stack/root
39:16:590 HLE\sceKernelThread.cpp:1373 I[HLE]: 285 = sceKernelCreateThread(name="AppMainThread", entry=08a3806c, prio=13, stacksize=65536)
39:16:590 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=285, argSize=4, argPtr= 09fff5e0 )
39:17:354 HLE\sceSas.cpp:68 I[HLE]: 0=sceSasInit(08bbdf40, grainSize=512, maxVoices=32, 0, 44100)
39:17:354 HLE\sceAtrac.cpp:304 E[HLE]: UNIMPL sceAtracReinit(..)
39:17:360 HLE\sceKernelThread.cpp:1373 I[HLE]: 289 = sceKernelCreateThread(name="AUDIO MIXER THREAD", entry=08a7a8e4, prio=10, stacksize=32768)
39:17:360 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=289, argSize=0, argPtr= 00000000 )
39:17:362 HLE\sceKernelThread.cpp:1373 I[HLE]: 349 = sceKernelCreateThread(name="CDevSd StreamHandler", entry=08aa9d10, prio=20, stacksize=65536)
39:17:362 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=349, argSize=4, argPtr= 09ffe6a0 )
39:17:363 HLE\sceKernelThread.cpp:1373 I[HLE]: 357 = sceKernelCreateThread(name="CDevSd VSYNCHandler", entry=08aa9d10, prio=20, stacksize=65536)
39:17:363 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=357, argSize=4, argPtr= 09ffe8b0 )
39:17:364 HLE\sceKernelThread.cpp:1373 I[HLE]: 358 = sceKernelCreateThread(name="CDevSd MSECHandler", entry=08aa9d10, prio=20, stacksize=65536)
39:17:364 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=358, argSize=4, argPtr= 09ffe8b0 )
39:17:364 HLE\sceKernelThread.cpp:1373 I[HLE]: 359 = sceKernelCreateThread(name="ModuleLoadThread", entry=08a3806c, prio=2c, stacksize=2048)
39:17:365 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=359, argSize=4, argPtr= 09ffe960 )
39:18:170 HLE\__sceAudio.cpp:184 E[HLE]: channel 0 buffer underrun at 12 of 60
39:19:237 HLE\sceKernelThread.cpp:1373 I[HLE]: 362 = sceKernelCreateThread(name="RegLoadThread", entry=08a3806c, prio=2d, stacksize=6144)
39:19:237 HLE\sceKernelThread.cpp:1401 I[HLE]: sceKernelStartThread(thread=362, argSize=4, argPtr= 09ffe940 )
39:19:239 GLES\DisplayListInterpreter.cpp:402 I[HLE]: Creating FBO for 00000000 : 480 x 272
39:19:251 HLE\scePower.cpp:217 I[HLE]: scePowerSetClockFrequency(222,222,111)
39:19:267 HLE\sceKernelThread.cpp:1476 I[HLE]: __KernelReturnFromThread : root
39:19:281 HLE\sceKernelModule.cpp:252 I[HLE]: ~SCE module, skipping header
39:19:281 HLE\sceKernelModule.cpp:258 I[HLE]: Decrypting ~PSP file
39:19:281 ELF\PrxDecrypter.cpp:304 I[HLE]: Missing key 5B, cannot decrypt module
39:19:282 HLE\sceKernelModule.cpp:799 I[HLE]: 368=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/UPDATA/MODULE/LIBFONT.PRX,flag=00000000,00000014,000
00002,00000002,position = 00000000)
39:19:282 HLE\sceKernelModule.cpp:829 I[HLE]: sceKernelStartModule(368,asize=00000000,aptr=00000000,retptr=00000000,00000000):​ faked (undecryptable mo
dule)
39:19:282 s:\dev\ppsspp\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 000000000DE177E0
39:19:283 Util\BlockAllocator.cpp:264 I[HLE]: -----------
39:19:283 Util\BlockAllocator.cpp:268 I[HLE]: Block: 08800000 - 08bbee00        size 003bee00   taken=1 tag=ELF
39:19:283 Util\BlockAllocator.cpp:268 I[HLE]: Block: 08bbee00 - 09f14e00        size 01356000   taken=1 tag=PMB
39:19:284 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09f14e00 - 09f18e00        size 00004000   taken=1 tag=ELF
39:19:284 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09f18e00 - 09fb4c00        size 0009be00   taken=0 tag=(untitled)
39:19:284 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fb4c00 - 09fb6400        size 00001800   taken=1 tag=stack/RegLoadThread
39:19:285 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fb6400 - 09fb6c00        size 00000800   taken=1 tag=stack/ModuleLoadThread
39:19:285 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fb6c00 - 09fc6c00        size 00010000   taken=1 tag=stack/CDevSd MSECHandler
39:19:285 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fc6c00 - 09fd6c00        size 00010000   taken=1 tag=stack/CDevSd VSYNCHandler
39:19:285 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fd6c00 - 09fe6c00        size 00010000   taken=1 tag=stack/CDevSd StreamHandler
39:19:286 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fe6c00 - 09feec00        size 00008000   taken=1 tag=stack/AUDIO MIXER THREAD
39:19:286 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09feec00 - 09ffec00        size 00010000   taken=1 tag=stack/AppMainThread
39:19:286 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09ffec00 - 09fffc00        size 00001000   taken=1 tag=stack/user_main
39:19:287 Util\BlockAllocator.cpp:268 I[HLE]: Block: 09fffc00 - 0a000000        size 00000400   taken=0 tag=stack/root
39:19:287 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
39:19:302 HLE\sceKernelModule.cpp:387 I[LOAD]: Module scesupGameAcc_library: 09f1ffc0 09f17c64 09f17c8c
39:19:302 HLE\sceKernelModule.cpp:476 I[HLE]: Exporting ent 0 named scesupGameAcc_library, 0 funcs, 2 vars, resident 09f17d48
39:19:302 HLE\sceKernelModule.cpp:476 I[HLE]: Exporting ent 1 named scesupGameAcc, 10 funcs, 0 vars, resident 09f17d68
39:19:303 HLE\HLE.cpp:224 I[HLE]: Resolving scesupGameAcc/0d84def0
39:19:303 HLE\HLE.cpp:224 I[HLE]: Resolving scesupGameAcc/16ae21b9
39:19:303 HLE\HLE.cpp:224 I[HLE]: Resolving scesupGameAcc/3daa24c8
39:19:303 HLE\HLE.cpp:224 I[HLE]: Resolving scesupGameAcc/8a43bda0
39:19:304 HLE\HLE.cpp:224 I[HLE]: Resolving scesupGameAcc/dd42a06c
39:19:304 HLE\HLE.cpp:224 I[HLE]: Resolving scesupGameAcc/e3c2cd63
39:19:304 HLE\HLE.cpp:224 I[HLE]: Resolving scesupGameAcc/f8824ecc
39:19:305 HLE\sceKernelModule.cpp:799 I[HLE]: 369=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/UPDATA/MODULE/LIBSUPGAMEACC.PRX,flag=00000000,000000
14,00000002,00000002,position = 00000000)
39:19:305 HLE\sceKernelModule.cpp:832 E[HLE]: UNIMPL sceKernelStartModule(369,asize=00000000,aptr=00000000,retptr=00000000,00000000)
39:19:306 FileSystems\ISOFileSystem.cpp:346 I[FileSys]: Got a raw sector open: /sce_lbn0xE100_size0x85000, sector 0000e100, size 00085000
39:19:331 FileSystems\ISOFileSystem.cpp:346 I[FileSys]: Got a raw sector open: /sce_lbn0xFAE1_size0x3000, sector 0000fae1, size 00003000
39:19:375 FileSystems\ISOFileSystem.cpp:346 I[FileSys]: Got a raw sector open: /sce_lbn0x13026_size0x15000, sector 00013026, size 00015000
39:19:588 GLES\DisplayListInterpreter.cpp:402 I[HLE]: Creating FBO for 00044000 : 480 x 272


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03-03-2013, 06:23 PM (This post was last modified: 03-03-2013 06:32 PM by ket_kul.)
Post: #2
RE: [v0.6-906-g650c02c] Lord of Arcana
Working great at 60 FPS constantly at v0.6-906-g650c02c
Crashed after 1st unlocking seal. Will try different setting later, but this should moved to playable Smile

Edit :
It was working on the first time I try the game
OK now its constantly force closed when opening.
I dont know why the first time its running great but now its not working at all Sad
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03-03-2013, 07:16 PM
Post: #3
RE: [v0.5] Lord of Arcana
May be savedata. Some games crash if you do or don't have savedata present.

-[Unknown]
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03-04-2013, 09:56 AM (This post was last modified: 03-04-2013 09:59 AM by ket_kul.)
Post: #4
RE: [v0.5] Lord of Arcana
now it's working great in PC, but I can't make it work in android. Sad

EDIT:
I think the savestate is really the problem, because trying to load it the second time and it's totally not working...


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------
My Devices :
• Sony Xperia Z1, 2.2GHz QuadCore, Snapdragon 800, Adreno 330
• DG41RQ, Core2Duo, 4GB Ram, Nvidia 9500GT 1GB
-------
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03-10-2013, 07:15 AM (This post was last modified: 03-10-2013 02:47 PM by livisor.)
Post: #5
Lord of Arcana
lord of arcana
genre: action RPG
platform: android (galaxy s2)

I've ran this on every build from 1057 til the most recent, and the game runs INCREDIBLY smooth with normal settings
game is playable until the prologue. after you enter the second room, and the gate opens, the game freezes and I can't figure out why. regardless, this is s an amazing game and I hope to see the freeze issue fixed in later versions of the builds.
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03-10-2013, 07:59 AM
Post: #6
RE: [android] lord of arcana
Get catlog from playstore, start recording,play until it crashes,then send me the log or post it to our github if you know how:-)
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03-10-2013, 08:50 AM (This post was last modified: 03-10-2013 09:04 AM by chrisDLCTS.)
Post: #7
RE: [android] lord of arcana
(03-10-2013 07:59 AM)livisor Wrote:  Get catlog from playstore, start recording,play until it crashes,then send me the log or post it to our github if you know how:-)


I am completely new to all of this so I don't really know how to do any of that :/. but I guess I'll try to use catlog and do it that way. if you're familiar with the game, it freezes right after you enter the third room in the prologue tutorial.

I got catlog, started it up, and then started up the game ans got to the point that it freezes, and then saves and took a screen shot of what the catlog displayed. did I do it correctly?
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03-10-2013, 09:49 AM
Post: #8
RE: [android] lord of arcana
hey i got a video gameplay of this game on android...
http://www.youtube.com/watch?v=04M_CwAqDiM
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03-10-2013, 04:00 PM
Post: #9
RE: Lord of Arcana
yea that's EXACTLY where mine freezes too! try turning buffering off and no frame skip, because I was getting steady 55-60 fps the whole time on my galaxy s2 with those settings.
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03-10-2013, 06:46 PM
Post: #10
RE: Lord of Arcana
Same thing happened with me, on computer and Android, both will freeze on exact same location

Here is my log (sorry host it on mediafire because the size is too big)
http://www.mediafire.com/?ov1rmaums34prq8

------
My Devices :
• Sony Xperia Z1, 2.2GHz QuadCore, Snapdragon 800, Adreno 330
• DG41RQ, Core2Duo, 4GB Ram, Nvidia 9500GT 1GB
-------
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03-11-2013, 12:13 AM
Post: #11
RE: Lord of Arcana
yes me also freeze after loading after beat some guys
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03-11-2013, 04:18 AM
Post: #12
RE: Lord of Arcana
well there ya go, several testimonials about the game freezing in the same exact same spot. I hope this gets fixed real soon!
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03-11-2013, 04:33 AM
Post: #13
RE: Lord of Arcana
yes maybe we have to wait release the stable version
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03-12-2013, 05:49 AM
Post: #14
RE: Lord of Arcana
okay, I even tried installing the demo of this game to try and get past this glitch and even the freaking DEMO freezes in the same exact spot! its the game itself, and not the emulator. man I really want to see this fixed.
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03-12-2013, 06:01 AM
Post: #15
RE: Lord of Arcana
hey lord of apocalypse is working,it same with lord of arcana i get gameplay video also:


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