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God Eater 2
01-06-2015, 04:13 PM
Post: #481
RE: God Eater 2
Ikr. That's for the users who struggles to play on 100% Jap.

Meh Undecided there's many guides out there tho.

(01-06-2015 03:33 PM)Accel Wrote:  
(01-06-2015 03:17 PM)Raimoo Wrote:  
(01-06-2015 01:59 PM)Accel Wrote:  Just wait for God Eater 2:Rage Burst

GE 2: Rage Burst do not have a PSP version fyi. Only available for PS Vita.

Uhmmm... sir... I'm from the wiki
Also, PS4

PSV and PS4 only Dodgy

Chill and Go with the flow ~d[o_o]b~

@YT - youtube.com/user/SuperHack333/videos

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OPS: Windows 10 Pro 64-bit
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01-06-2015, 04:34 PM
Post: #482
RE: God Eater 2
(01-06-2015 04:13 PM)cybercjt Wrote:  Ikr. That's for the users who struggles to play on 100% Jap.

Meh Undecided there's many guides out there tho.

(01-06-2015 03:33 PM)Accel Wrote:  
(01-06-2015 03:17 PM)Raimoo Wrote:  
(01-06-2015 01:59 PM)Accel Wrote:  Just wait for God Eater 2:Rage Burst

GE 2: Rage Burst do not have a PSP version fyi. Only available for PS Vita.

Uhmmm... sir... I'm from the wiki
Also, PS4

PSV and PS4 only Dodgy

It's impossible to do the "Rage Burst" on PSP

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01-06-2015, 11:30 PM (This post was last modified: 01-06-2015 11:32 PM by cremedecassis.)
Post: #483
RE: God Eater 2
^ never mind that. i'm still gonna buy psv Angel
aaand, i bet the english version will come out............... only in psv and ps4 too.
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01-07-2015, 12:28 AM
Post: #484
RE: God Eater 2
(01-06-2015 11:30 PM)cremedecassis Wrote:  ^ never mind that. i'm still gonna buy psv Angel
aaand, i bet the english version will come out............... only in psv and ps4 too.

Well, duh. PSP is dead

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01-07-2015, 03:18 AM
Post: #485
RE: God Eater 2
(01-06-2015 04:34 PM)Accel Wrote:  
(01-06-2015 04:13 PM)cybercjt Wrote:  Ikr. That's for the users who struggles to play on 100% Jap.

Meh Undecided there's many guides out there tho.

(01-06-2015 03:33 PM)Accel Wrote:  
(01-06-2015 03:17 PM)Raimoo Wrote:  
(01-06-2015 01:59 PM)Accel Wrote:  Just wait for God Eater 2:Rage Burst

GE 2: Rage Burst do not have a PSP version fyi. Only available for PS Vita.

Uhmmm... sir... I'm from the wiki
Also, PS4

PSV and PS4 only Dodgy

It's impossible to do the "Rage Burst" on PSP

It is possible if they do it like GE2, but you know PSP is already old so probably they don't care right now.

Chill and Go with the flow ~d[o_o]b~

@YT - youtube.com/user/SuperHack333/videos

Specs:
MDL: Dell G7 15 7590 (Laptop)
OPS: Windows 10 Pro 64-bit
CPU: Intel Core i7-9750h @ 2.60 Ghz ~ 4.50 Ghz
GPU: Nvidia GTX 1660 Ti 6GB GDDR6 @ 1455 Mhz ~ 1590 Mhz
RAM: Micron Tech. 8GB DDR4 @ 2666 Mhz (4x2)
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01-07-2015, 04:16 AM
Post: #486
RE: God Eater 2
The PSP ain't quite dead yet (surprisingly):
http://www.gamefaqs.com/psp/955153-brand...enant/data

There's also Trails in the Sky SC still coming, I think.

It's not possible to reproduce the NPC issue in the demo, is it?

-[Unknown]
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01-07-2015, 04:37 AM
Post: #487
RE: God Eater 2
(01-07-2015 04:16 AM)[Unknown] Wrote:  The PSP ain't quite dead yet (surprisingly):
http://www.gamefaqs.com/psp/955153-brand...enant/data

There's also Trails in the Sky SC still coming, I think.

It's not possible to reproduce the NPC issue in the demo, is it?

-[Unknown]

Yea there's still some game releases tho not that many. Some of those are from Jap Visual Novels etc.

If only I had the demo :'(

Chill and Go with the flow ~d[o_o]b~

@YT - youtube.com/user/SuperHack333/videos

Specs:
MDL: Dell G7 15 7590 (Laptop)
OPS: Windows 10 Pro 64-bit
CPU: Intel Core i7-9750h @ 2.60 Ghz ~ 4.50 Ghz
GPU: Nvidia GTX 1660 Ti 6GB GDDR6 @ 1455 Mhz ~ 1590 Mhz
RAM: Micron Tech. 8GB DDR4 @ 2666 Mhz (4x2)
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01-07-2015, 05:58 AM
Post: #488
RE: God Eater 2
(01-07-2015 04:37 AM)cybercjt Wrote:  
(01-07-2015 04:16 AM)[Unknown] Wrote:  The PSP ain't quite dead yet (surprisingly):
http://www.gamefaqs.com/psp/955153-brand...enant/data

There's also Trails in the Sky SC still coming, I think.

It's not possible to reproduce the NPC issue in the demo, is it?

-[Unknown]

Yea there's still some game releases tho not that many. Some of those are from Jap Visual Novels etc.

If only I had the demo :'(

Mr. Google can help you

Old laptop: Lenovo G458
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01-07-2015, 07:31 AM
Post: #489
RE: God Eater 2
(01-07-2015 05:58 AM)Accel Wrote:  
(01-07-2015 04:37 AM)cybercjt Wrote:  
(01-07-2015 04:16 AM)[Unknown] Wrote:  The PSP ain't quite dead yet (surprisingly):
http://www.gamefaqs.com/psp/955153-brand...enant/data

There's also Trails in the Sky SC still coming, I think.

It's not possible to reproduce the NPC issue in the demo, is it?

-[Unknown]

Yea there's still some game releases tho not that many. Some of those are from Jap Visual Novels etc.

If only I had the demo :'(

Mr. Google can help you

^ Maybe he can help you Confused

Chill and Go with the flow ~d[o_o]b~

@YT - youtube.com/user/SuperHack333/videos

Specs:
MDL: Dell G7 15 7590 (Laptop)
OPS: Windows 10 Pro 64-bit
CPU: Intel Core i7-9750h @ 2.60 Ghz ~ 4.50 Ghz
GPU: Nvidia GTX 1660 Ti 6GB GDDR6 @ 1455 Mhz ~ 1590 Mhz
RAM: Micron Tech. 8GB DDR4 @ 2666 Mhz (4x2)
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01-07-2015, 12:58 PM (This post was last modified: 01-07-2015 01:34 PM by LunaMoo.)
Post: #490
RE: God Eater 2
@[Unknown] I belive demo worked same as v1.00 which now works fine so it's not of any use:c, only v1.40 of the full game is affected by npc crash, althrough we could as well call it aragami crash, because it happens when aragami load on the stage. For example if I go to first training mission, the game will not crash if I take npc's with me until the timer get's down to around 28m 28s as at that time first aragami is spawned.

Here's the debug log which has a savestate loaded from that training mission like a second or two before the game loads aragami which causes it to hang.

.7z  GE2 debug ppsspplog.7z (Size: 69.32 KB / Downloads: 660)
You can cut it by half by searching for where "NPJH50832_1.00_2.ppst" is loaded.

~Ignore the incorrect version of game in savestate name, it's actually 1.40, I belive ppsspp reads disc version to get that, and it's the app version that changes in param.sfo.

Edit: to compare, here's a debug log from same place, done in same way, but without npc, so it does not hang and I left the game right after aragami spawned correctly:

.7z  GE2 debug ppsspplog no npc.7z (Size: 67.38 KB / Downloads: 666)
(search for where "NPJH50832_1.00_1.ppst" loads to get just last seconds)



Another edit:
I'll also add something which might or might not be interesting, a compare from leaving the game:

- with npc's, before game hangs:
Code:
20:30:894 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 272: Thread "idle0": pc= 08000000 sp= 083fff00 RUN      (wt=0 wid=0 wv= 00000000 )
20:30:894 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 273: Thread "idle1": pc= 08000000 sp= 083fef00  READY     (wt=0 wid=0 wv= 00000000 )
20:30:894 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 274: Module "main": name=main gp=08b3a890 entry=08804000
20:30:894 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 276: MemoryPart "UserSbrk": MemPart: 08b57000 - 08b5bd00    size: 00004d00
20:30:894 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 277: Thread "Main": pc= 0883ad94 sp= 08b62a70  READY     (wt=0 wid=0 wv= 00000000 )
20:30:894 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 278: MemoryPart "rsv": MemPart: 0bfff000 - 0c000000    size: 00001000
20:30:894 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 279: MemoryPart "mbl-fragment": MemPart: 0beff000 - 0bfff000    size: 00100000
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 280: MemoryPart "mbl-fixed": MemPart: 0b8ff000 - 0beff000    size: 00600000
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 281: MemoryPart "mem": MemPart: 0b6ff000 - 0b8ff000    size: 00200000
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 282: MemoryPart "xmem": MemPart: 0b47f000 - 0b6ff000    size: 00280000
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 283: LwMutex "Smem": -
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 284: LwMutex "Xmem": -
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 285: LwMutex "mem": -
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 286: TLS "mem": -
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 287: MemoryPart "Log": MemPart: 08b63100 - 08be3100    size: 00080000
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 288: LwMutex "Cons": -
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 289: EventFlag "Vsync": init=00000000 cur=00000000 numwait=0
20:30:895 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 290: LwMutex "thr": -
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 291: LwMutex "file": -
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 292: Thread "Back": pc= 08825894 sp= 08be5bf0     DORMANT  (wt=0 wid=0 wv= 00000000 )
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 293: LwMutex "power": -
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 294: CallBack "powerProc": thread=277, argument= 00000000
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 295: EventFlag "PowerLock": init=00000000 cur=00000000 numwait=0
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 296: Thread "PowerLocker": pc= 0882d824 sp= 08be8bb0   WAIT    (wt=4 wid=295 wv= 00000000 )
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 297: CallBack "_homeProc": thread=277, argument= 00000000
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 298: LwMutex "Vltmemlocal": -
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 299: LwMutex "Vltmem": -
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 300: CallBack "msProc": thread=277, argument= 00000000
20:30:896 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 301: CallBack "umdProc": thread=277, argument= 00000000
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 302: LwMutex "Mod": -
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 303: Module "sceFont_Library": faked name=sceFont_Library gp=ffffffff entry=ffffffff
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 304: Module "sceDEFLATE_Library": faked name=sceDEFLATE_Library gp=ffffffff entry=ffffffff
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 305: Module "sceCcc_Library": faked name=sceCcc_Library gp=ffffffff entry=ffffffff
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 306: Module "sceMD5_Library": faked name=sceMD5_Library gp=ffffffff entry=ffffffff
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 307: LwMutex "Spr": -
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 308: LwMutex "Ctrl": -
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 309: LwMutex "Snd": -
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 310: EventFlag "SndFile": init=00000000 cur=00000000 numwait=0
20:30:897 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 311: Thread "Sound": pc= 088331e4 sp= 08bf6890   WAIT    (wt=10 wid=9 wv= 00000800 )
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 312: LwMutex "Game": -
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 313: EventFlag "SceGuSignal": init=00000001 cur=00000001 numwait=0
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 314: LwMutex "res": -
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 318: LwMutex "vltres": -
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 319: Thread "AdhocThread": pc= 08000100 sp= 083fdec0   WAIT    (wt=20 wid=1 wv= 00000000 )
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 320: LwMutex "AdhocEvManager": -
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 321: Thread "NetConnManager": pc= 0891d0f8 sp= 08bf8be0   WAIT    (wt=1 wid=0 wv= 00000000 )
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 322: LwMutex "NetConnManager": -
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 323: LwMutex "PdpSocket": -
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 324: TLS "gim": -
20:30:898 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 325: TLS "gmo": -
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 326: Mbx "moviesoundfill": -
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 327: Mbx "moviesoundempty": -
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 328: Thread "MovieAudio": pc= 08861718 sp= 08bfbdc0   WAIT    (wt=5 wid=326 wv= 00000000 )
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 331: Module "system": name=system gp=08c04a20 entry=08bfc300
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 337: Module "god_menu": name=god_menu gp=08c06440 entry=08bfd5d4
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 524: Module "god_game": name=god_game gp=08c07130 entry=08bfe818
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 532: MemoryPart "mem": MemPart: 08bff200 - 08cff200    size: 00100000
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 554: MemoryPart "mem": MemPart: 08cff200 - 08dff200    size: 00100000
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 702: Mutex "gthread_lock": -
20:30:899 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 813: Module "god_g000_Field": name=god_g000_Field gp=08f2fd40 entry=08e1df20
20:30:900 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 816: Module "creature_zako_cannon": name=creature_zako_cannon gp=08f39b20 entry=08f29e80
20:30:900 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 821: MemoryPart "mem": MemPart: 08f31c00 - 09031c00    size: 00100000
20:30:900 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 825: MemoryPart "mem": MemPart: 09031c00 - 09131c00    size: 00100000
20:30:900 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 915: MemoryPart "mem": MemPart: 09131c00 - 09231c00    size: 00100000
20:30:900 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 919: Thread "SndFile": pc= 08831654 sp= 092345b0   WAIT    (wt=4 wid=310 wv= 00000000 )
20:30:900 idle0        I[KERNEL]: HLE\sceKernel.cpp:162 Shutting down kernel - 65 kernel objects alive

- without npc's,
Code:
06:59:853 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 272: Thread "idle0": pc= 08000000 sp= 083fff00 RUN      (wt=0 wid=0 wv= 00000000 )
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 273: Thread "idle1": pc= 08000000 sp= 083fef00  READY     (wt=0 wid=0 wv= 00000000 )
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 274: Module "main": name=main gp=08b3a890 entry=08804000
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 276: MemoryPart "UserSbrk": MemPart: 08b57000 - 08b5bd00    size: 00004d00
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 277: Thread "Main": pc= 0883ad94 sp= 08b62a70  READY     (wt=0 wid=0 wv= 00000000 )
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 278: MemoryPart "rsv": MemPart: 0bfff000 - 0c000000    size: 00001000
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 279: MemoryPart "mbl-fragment": MemPart: 0beff000 - 0bfff000    size: 00100000
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 280: MemoryPart "mbl-fixed": MemPart: 0b8ff000 - 0beff000    size: 00600000
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 281: MemoryPart "mem": MemPart: 0b6ff000 - 0b8ff000    size: 00200000
06:59:854 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 282: MemoryPart "xmem": MemPart: 0b47f000 - 0b6ff000    size: 00280000
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 283: LwMutex "Smem": -
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 284: LwMutex "Xmem": -
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 285: LwMutex "mem": -
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 286: TLS "mem": -
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 287: MemoryPart "Log": MemPart: 08b63100 - 08be3100    size: 00080000
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 288: LwMutex "Cons": -
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 289: EventFlag "Vsync": init=00000000 cur=00000000 numwait=0
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 290: LwMutex "thr": -
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 291: LwMutex "file": -
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 292: Thread "Back": pc= 08825894 sp= 08be5bf0     DORMANT  (wt=0 wid=0 wv= 00000000 )
06:59:855 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 293: LwMutex "power": -
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 294: CallBack "powerProc": thread=277, argument= 00000000
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 295: EventFlag "PowerLock": init=00000000 cur=00000000 numwait=0
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 296: Thread "PowerLocker": pc= 0882d824 sp= 08be8bb0   WAIT    (wt=4 wid=295 wv= 00000000 )
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 297: CallBack "_homeProc": thread=277, argument= 00000000
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 298: LwMutex "Vltmemlocal": -
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 299: LwMutex "Vltmem": -
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 300: CallBack "msProc": thread=277, argument= 00000000
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 301: CallBack "umdProc": thread=277, argument= 00000000
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 302: LwMutex "Mod": -
06:59:856 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 303: Module "sceFont_Library": faked name=sceFont_Library gp=ffffffff entry=ffffffff
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 304: Module "sceDEFLATE_Library": faked name=sceDEFLATE_Library gp=ffffffff entry=ffffffff
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 305: Module "sceCcc_Library": faked name=sceCcc_Library gp=ffffffff entry=ffffffff
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 306: Module "sceMD5_Library": faked name=sceMD5_Library gp=ffffffff entry=ffffffff
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 307: LwMutex "Spr": -
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 308: LwMutex "Ctrl": -
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 309: LwMutex "Snd": -
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 310: EventFlag "SndFile": init=00000000 cur=00000000 numwait=0
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 311: Thread "Sound": pc= 088331e4 sp= 08bf6890   WAIT    (wt=10 wid=9 wv= 00000800 )
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 312: LwMutex "Game": -
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 313: EventFlag "SceGuSignal": init=00000001 cur=00000001 numwait=0
06:59:857 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 314: LwMutex "res": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 318: LwMutex "vltres": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 319: Thread "AdhocThread": pc= 08000100 sp= 0b47eec0   WAIT    (wt=20 wid=1 wv= 00000000 )
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 320: LwMutex "AdhocEvManager": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 321: Thread "NetConnManager": pc= 0891d0f8 sp= 08bf8be0   WAIT    (wt=1 wid=0 wv= 00000000 )
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 322: LwMutex "NetConnManager": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 323: LwMutex "PdpSocket": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 324: TLS "gim": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 325: TLS "gmo": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 326: Mbx "moviesoundfill": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 327: Mbx "moviesoundempty": -
06:59:858 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 328: Thread "MovieAudio": pc= 08861718 sp= 08bfbdc0   WAIT    (wt=5 wid=326 wv= 00000000 )
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 331: Module "system": name=system gp=08c04a20 entry=08bfc300
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 337: Module "god_menu": name=god_menu gp=08c06440 entry=08bfd5d4
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 517: Module "god_game": name=god_game gp=08c07130 entry=08bfe818
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 525: MemoryPart "mem": MemPart: 08bff200 - 08cff200    size: 00100000
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 547: MemoryPart "mem": MemPart: 08cff200 - 08dff200    size: 00100000
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 695: Mutex "gthread_lock": -
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 796: Module "god_g000_Field": name=god_g000_Field gp=08f2fd40 entry=08e1df20
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 799: Module "creature_zako_cannon": name=creature_zako_cannon gp=08f39b20 entry=08f29e80
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 804: MemoryPart "mem": MemPart: 08f31c00 - 09031c00    size: 00100000
06:59:859 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 808: MemoryPart "mem": MemPart: 09031c00 - 09131c00    size: 00100000
06:59:860 idle0        I[KERNEL]: HLE\sceKernel.cpp:513 KO 830: Thread "SndFile": pc= 08831654 sp= 091345b0   WAIT    (wt=4 wid=310 wv= 00000000 )
06:59:860 idle0        I[KERNEL]: HLE\sceKernel.cpp:162 Shutting down kernel - 64 kernel objects alive

I guess, I find this interesting as it shows that argami module seems to loaded even before the hang pointing out that maybe it get's corrupted/overwritten by npc module which causes crash when it's executed, or so I imagine.
It also shows the only difference is the:
MemPart: 09131c00 - 09231c00 size: 00100000
with npc's ~ guess I'll have a closer look there.

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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01-07-2015, 09:45 PM
Post: #491
RE: God Eater 2
Sounds like probably it's still caused by memory allocation being different. I still had some tweaks to it that improved alignment with a real PSP but they broke some Chinese patched game...

-[Unknown]
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01-07-2015, 10:47 PM
Post: #492
RE: God Eater 2
(01-07-2015 09:45 PM)[Unknown] Wrote:  Sounds like probably it's still caused by memory allocation being different. I still had some tweaks to it that improved alignment with a real PSP but they broke some Chinese patched game...

-[Unknown]

Screw Chinese patched games =.=
Raw Japanese games ftw


JK, stop flaming! pls!

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01-07-2015, 11:20 PM
Post: #493
RE: God Eater 2
@[Unknown] I spent some time on trying to figure it out, I pretty much know which function reads the messed up return address which ultimately causes the hang and even know what address it should properly return, but it's not even stored in memory anywhere if npc's are loaded, so everything likely get's messed up when it allocates just as you say.
Will be cool if you ever figure it out to make memory allocation same as on real console, but it's not a big deal, there are more interesting things to do. I feel like wasting time even trying to hack this while actually having the game:c, so thanks for checking it again.:3

http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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01-08-2015, 05:13 AM
Post: #494
RE: God Eater 2
Hoho about time you guys take a closer look at the annoying NPC bug :3 will be tuning on this thread. Big Grin

Chill and Go with the flow ~d[o_o]b~

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01-13-2015, 01:52 PM
Post: #495
Stuttering sound on 1486 - g7c3bc2b
I'm playing God Eater 2, speed/fps are max and the sound are stuttering at random times. The sound usually stutter when speed below 80%

Anyone else getting this?

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