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Sol Trigger
01-04-2013, 08:47 PM (This post was last modified: 04-17-2013 12:19 PM by sfageas.)
Post: #1
Sol Trigger
Game: Sol Trigger (JRPG 3D graphic)
Region: JP
File: ISO

Emulator version: v0.5
Platform: android - (Galaxy note 2 - 2GB ram, 1.5ghz quad)
Note: logo and menu OK, sound menu OK.

(After menu get BLUE SCREEN, press start and get black screen)
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03-17-2013, 04:24 AM
Post: #2
[Windows][pre-0,8] Sol Trigger
Title: Sol Trigger
Tested on: v0.7-120-g79b2ecd
Genre: RPG
Region: JP
Format: ISO
Game ID: NPJH-50619
OS: Windows 7 x64
Comparability: Ingame

Notes: The first few minutes of the game require the Media Engine, so they aren't shown. Crashes almost immediately after the opening scene.

[Image: 281f1uv.png]


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03-23-2013, 12:55 AM
Post: #3
RE: [Windows][pre-0,8] Sol Trigger
same problem,i got freeze too,i tried other savedata,the gameplay and graphics ok,but when there's are character voice(in dialogue or battle) it freeze and crash,maybe there's no voice decoder in ppsspp?

my sub weapon:
xperia mini hd
1ghz scorpion
single core
not clocked

my ultimate weapon
acer(laptop)
2.2ghz ?core
intel media accelarator 3000

i'm a tester,but not as good as other,please be kind with me,haha.
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04-10-2013, 07:34 AM
Post: #4
RE: [Windows][pre-0,8] Sol Trigger
have try news git 0.7 584,after raven02 at github made a pull,well the result are the games not freeezes anymore on the first cutscenes,but when they goes in the first battle,they can't do anything,just stand there,theres no attack list either,i check a log and it says ''sounds at3 th w[mm]:memmapfuntions.cpp:91 realfromhardware :invalid address 000000bc
''sounds at3 th w[mm]:memmapfuntions.cpp:91 realfromhardware :invalid address 0000004a
that keep on looping.can't pass the battle point(it not freezes),well that my report.

my sub weapon:
xperia mini hd
1ghz scorpion
single core
not clocked

my ultimate weapon
acer(laptop)
2.2ghz ?core
intel media accelarator 3000

i'm a tester,but not as good as other,please be kind with me,haha.
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04-17-2013, 12:18 PM
Post: #5
RE: [Windows][pre-0,8] Sol Trigger
Merged
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05-15-2013, 08:24 AM
Post: #6
RE: Sol Trigger
Tested with latest git revision v0.7.6-589-windows with rig in sig.

This game still has the same issue as aki21 outlined in his post. (Unresponsive at the start of the first battle, can't do anything)

Which means that you can't progress beyond that first battle.

Here's the logfile for anyone interested (logged until the part where it stops being responsive, then stopped and quit the normal way):-

http://www.mediafire.com/?etfir546xdc77kw

Notice the abundance of the following error in the logfile:-

Code:
18:09:293 sound at3 th W[MM]: MemmapFunctions.cpp:91 ReadFromHardware: Invalid address 000000a0

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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05-16-2013, 12:24 AM
Post: #7
RE: Sol Trigger
Almost definitely caused by _sceAtracGetContextAddress() not being implemented yet.

-[Unknown]
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05-16-2013, 06:13 AM
Post: #8
RE: Sol Trigger
(05-16-2013 12:24 AM)[Unknown] Wrote:  Almost definitely caused by _sceAtracGetContextAddress() not being implemented yet.

-[Unknown]

This function seems to be used to get voices only. I wonder if just a stub that does nothing but return -1 would fix it. I was mucking around with JPCSP trace, and it seems like some other syscalls are like that.
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05-30-2013, 07:41 PM (This post was last modified: 05-30-2013 07:42 PM by solarmystic.)
Post: #9
RE: Sol Trigger
Retested with 0.7.6-935 on windows using rig in sig.

The same issue persists. The game refuses to budge beyond the start of the first battle.

Logfile for the interested parties:-

http://www.mediafire.com/?e3xuif14a36cnvb

Some newer entries to the log now:-

Code:
37:18:812 sound wave t E[HLE]: HLE\sceP3da.cpp:36 UNIMPL sceP3daBridgeCore(09fe6240, 00000004, 00000800, 08a45418, 08a432c0)

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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06-08-2013, 05:18 PM (This post was last modified: 06-08-2013 05:59 PM by solarmystic.)
Post: #10
RE: Sol Trigger
Retested with 0.7.6-1207-windows-x86 with rig in sig.

The game finally goes further, you can get through the 1st battle now, and finish it off! (Previously it'd just get unresponsive at the 1st battle)

Voices can now be heard ingame, plus the BGM. Only cutscene voices are still mute. Also, sound fx is a bit scratchy.

Thanks to oioitff for the commits that fixed it:-

https://github.com/hrydgard/ppsspp/pull/2150

https://github.com/hrydgard/ppsspp/commi...f9461a04c1

Mods, I think the game can be moved to Playable now, if anyone else can verify my findings.


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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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06-08-2013, 09:35 PM
Post: #11
RE: Sol Trigger
(06-08-2013 05:18 PM)solarmystic Wrote:  Retested with 0.7.6-1207-windows-x86 with rig in sig.

The game finally goes further, you can get through the 1st battle now, and finish it off! (Previously it'd just get unresponsive at the 1st battle)

Voices can now be heard ingame, plus the BGM. Only cutscene voices are still mute. Also, sound fx is a bit scratchy.

Mods, I think the game can be moved to Playable now, if anyone else can verify my findings.

Verified, but sound effects seemed fine when I tested it.
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06-08-2013, 09:39 PM (This post was last modified: 06-08-2013 09:42 PM by solarmystic.)
Post: #12
RE: Sol Trigger
(06-08-2013 09:35 PM)RPG Advocate Wrote:  
(06-08-2013 05:18 PM)solarmystic Wrote:  Retested with 0.7.6-1207-windows-x86 with rig in sig.

The game finally goes further, you can get through the 1st battle now, and finish it off! (Previously it'd just get unresponsive at the 1st battle)

Voices can now be heard ingame, plus the BGM. Only cutscene voices are still mute. Also, sound fx is a bit scratchy.

Mods, I think the game can be moved to Playable now, if anyone else can verify my findings.

Verified, but sound effects seemed fine when I tested it.

Sfx has been fixed in 0.7.6-1211 and beyond by yet another awesome fix from oioitff.

https://github.com/hrydgard/ppsspp/commi...feb8874465

It was scracthy before that, and a bit too loud during the 1st build that made Sol Trigger playable which was 0.7.6-1207

It was also disproportionally louder than the rest of the audio before that fix.

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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06-09-2013, 12:32 AM
Post: #13
RE: Sol Trigger
(06-08-2013 09:39 PM)solarmystic Wrote:  
(06-08-2013 09:35 PM)RPG Advocate Wrote:  
(06-08-2013 05:18 PM)solarmystic Wrote:  Retested with 0.7.6-1207-windows-x86 with rig in sig.

The game finally goes further, you can get through the 1st battle now, and finish it off! (Previously it'd just get unresponsive at the 1st battle)

Voices can now be heard ingame, plus the BGM. Only cutscene voices are still mute. Also, sound fx is a bit scratchy.

Mods, I think the game can be moved to Playable now, if anyone else can verify my findings.

Verified, but sound effects seemed fine when I tested it.

Sfx has been fixed in 0.7.6-1211 and beyond by yet another awesome fix from oioitff.

https://github.com/hrydgard/ppsspp/commi...feb8874465

It was scracthy before that, and a bit too loud during the 1st build that made Sol Trigger playable which was 0.7.6-1207

It was also disproportionally louder than the rest of the audio before that fix.

good to see the high graphic games workingSmile

my sub weapon:
xperia mini hd
1ghz scorpion
single core
not clocked

my ultimate weapon
acer(laptop)
2.2ghz ?core
intel media accelarator 3000

i'm a tester,but not as good as other,please be kind with me,haha.
Visit this user's website Find all posts by this user
Quote this message in a reply
06-18-2013, 06:02 AM
Post: #14
Sad RE: Sol Trigger
games now stuck again on first battle againDodgy,also no voice played,using latest revision 0.7.6 1448,is the fixed before were reverted?

my sub weapon:
xperia mini hd
1ghz scorpion
single core
not clocked

my ultimate weapon
acer(laptop)
2.2ghz ?core
intel media accelarator 3000

i'm a tester,but not as good as other,please be kind with me,haha.
Visit this user's website Find all posts by this user
Quote this message in a reply
06-18-2013, 06:10 AM (This post was last modified: 06-18-2013 06:46 AM by solarmystic.)
Post: #15
RE: Sol Trigger
(06-18-2013 06:02 AM)aki21 Wrote:  games now stuck again on first battle againDodgy,also no voice played,using latest revision 0.7.6 1448,is the fixed before were reverted?

Wait for this pull request to be merged and then it should be fixed again.

https://github.com/hrydgard/ppsspp/pull/2338

EDIT:- Now fixed in ppsspp-v0.7.6-1454-gc70c164-windows-x86

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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