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Grand Theft Auto - Vice City Stories
06-19-2013, 12:16 PM
Post: #91
RE: Grand Theft Auto - Vice City Stories EU
this is the blackscreen i got, when i was trying to play it with rev ppsspp v0.7.6-1469-g07a6242 windows x86, i got blackscreen from begining,,,


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Operating System : Win8 Pro 32-bit, based on x64 Procie
Motherboard : ECS G41T-R3V1.0A
Processor : Pentium(R) Dual-Core CPU E5700 @ 3.00GHz x2 ~2992MHz (2 CPU's)
Memory : 4096MB RAM
VGA : Intel(R) G41 Express Chipset (1024 MB)
OpenGL : 5.1.2600.5512
Processor Codename : Wolfdale


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06-20-2013, 02:00 AM
Post: #92
RE: Grand Theft Auto - Vice City Stories EU
(06-06-2013 02:03 PM)sfageas Wrote:  Intro video also works in Gta LCS but when you save with the disc icon in game,screen turns black and you must toggle Buffered rendering on-off

tested on ppsspp v0.7.6-1482-g283f382 windows x86
note: still blackscreen, after turn on buffered rendering several times it goes same result


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Operating System : Win8 Pro 32-bit, based on x64 Procie
Motherboard : ECS G41T-R3V1.0A
Processor : Pentium(R) Dual-Core CPU E5700 @ 3.00GHz x2 ~2992MHz (2 CPU's)
Memory : 4096MB RAM
VGA : Intel(R) G41 Express Chipset (1024 MB)
OpenGL : 5.1.2600.5512
Processor Codename : Wolfdale


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06-21-2013, 06:49 AM
Post: #93
RE: Grand Theft Auto - Vice City Stories EU
Worth of note is that the game received huge speed gains on latest revs, at least on Windows
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06-23-2013, 02:04 PM
Post: #94
RE: Grand Theft Auto - Vice City Stories EU
What really matters is compatibility. Black screen is still found in many devices.
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06-24-2013, 09:46 AM
Post: #95
RE: Grand Theft Auto - Vice City Stories EU
UPDATE

REV : ppsspp v0.8-7-g8f3f93f

Note : First on the game is blackscreen, after turn of buffered Rendering ON, it goes nothin', but when i pause the game and go back, not blckscreen anymore but it little bit dark and the VPS still Laggy on this...


Attached File(s) Thumbnail(s)
           

Operating System : Win8 Pro 32-bit, based on x64 Procie
Motherboard : ECS G41T-R3V1.0A
Processor : Pentium(R) Dual-Core CPU E5700 @ 3.00GHz x2 ~2992MHz (2 CPU's)
Memory : 4096MB RAM
VGA : Intel(R) G41 Express Chipset (1024 MB)
OpenGL : 5.1.2600.5512
Processor Codename : Wolfdale


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06-24-2013, 12:41 PM
Post: #96
RE: Grand Theft Auto - Vice City Stories EU
This game requires you to have BR on from the start, otherwise it fails currently.
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06-25-2013, 06:28 PM
Post: #97
RE: Grand Theft Auto - Vice City Stories EU
It won't going to work on some ATI card, I guess. I think I should give up!
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06-28-2013, 04:00 AM
Post: #98
gta vice city stories
Intro plays. Up to the point where it describes the user agreement. Sound works too but little distortion
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06-28-2013, 04:48 PM
Post: #99
RE: Grand Theft Auto - Vice City Stories EU
Marged

Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)

PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro
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07-07-2013, 08:43 AM
Post: #100
RE: Grand Theft Auto - Vice City Stories EU
Does not work on v0.8.1-334-ga855303 and above
Emulator has crashed, after select game.
LCS working only on original images.
Code:
32:34:669 EmuThread.cpp:122 I[BOOT]: Done.
32:37:008 EmuScreen.cpp:58 I[BOOT]: Starting up hardware.
32:37:008 System.cpp:71 I[HLE]: PPSSPP v0.8.1-388-g932e0b8
32:37:009 MemMap.cpp:92 I[MM]: Memory system initialized. RAM at 000000000CFB0000 (mirror at 0 @ 0000000087FF0000, uncached @ 00000000C7FF0000)
32:37:039 Loaders.cpp:132 I[LOAD]: Identifying file...
32:37:039 PSPLoaders.cpp:106 I[LOAD]: ULUS10160 : Grand Theft Auto: Vice City Stories
32:37:040 PSPLoaders.cpp:171 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
32:37:040 HLE\sceKernelMemory.cpp:164 I[HLE]: Kernel and user memory pools initialized
32:37:040 HLE\sceIo.cpp:298 I[HLE]: Starting up I/O...
32:37:040 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\Emulators\ppsspp\memstick\
32:37:040 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\Emulators\ppsspp\memstick\
32:37:040 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\Emulators\ppsspp\flash0\
32:37:040 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\Emulators\ppsspp\flash0\
32:37:047 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path cheats
32:37:047 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists cheats
32:37:047 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\Emulators\ppsspp\memstick\PSP\PPSSPP_STATE
32:37:047 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\Emulators\ppsspp\memstick\PSP\PPSSPP_STATE
32:37:112 HLE\sceKernel.cpp:133 I[HLE]: Kernel initialized.
32:37:139 HLE\sceKernelModule.cpp:452 I[HLE]: Decrypting ~PSP file
32:37:212 C:\BuildAgent\work\acf56f986e98e7c9\Core/ELF/ElfReader.h:58 I[LOAD]: ElfReader: 00000000143F0040
32:37:219 Util\BlockAllocator.cpp:359 I[HLE]: -----------
32:37:219 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
32:37:219 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08804000 - 08e8ac00 size 00686c00 taken=1 tag=ELF
32:37:219 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08e8ac00 - 0a000000 size 01175400 taken=0 tag=(untitled)
32:37:220 ELF\ElfReader.cpp:516 N[LOAD]: ELF loading completed successfully.
32:37:293 HLE\sceKernelModule.cpp:554 I[LOAD]: Module GTA3: 08bb1d60 08b736b0 08b736c8
32:37:294 HLE\sceKernelModule.cpp:721 I[HLE]: Exporting ent 0 named GTA3, 2 funcs, 3 vars, resident 08b73ae8
32:37:294 HLE\sceKernelModule.cpp:944 I[LOAD]: Module entry: 08b549d8
32:37:512 root         N[BOOT]: EmuScreen.cpp:102 Loading C:\Users\1\Desktop\Grand Theft Auto - Vice City Stories(PSP).iso...
32:37:513 root         I[HLE]: HLE\sceKernelThread.cpp:1933 276=sceKernelCreateThread(name=user_main, entry=08b54ae4, prio=30, stacksize=32768)
32:37:513 root         I[HLE]: HLE\sceKernelThread.cpp:1976 sceKernelStartThread(thread=276, argSize=33, argPtr=09fffe00)
32:37:513 root         I[HLE]: HLE\sceKernelThread.cpp:2062 __KernelReturnFromThread: 0
32:37:514 user_main    I[HLE]: HLE\sceKernelThread.cpp:1933 277=sceKernelCreateThread(name=stupidthread, entry=08934734, prio=38, stacksize=2048)
32:37:514 user_main    I[HLE]: HLE\sceKernelThread.cpp:1976 sceKernelStartThread(thread=277, argSize=0, argPtr=00000000)
32:37:514 user_main    I[HLE]: HLE\sceKernelThread.cpp:2113 sceKernelExitDeleteThread(276)
32:37:514 stupidthread E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:446 Kernel: Bad object handle 276 (00000114)
32:37:514 stupidthread E[HLE]: HLE\sceKernelThread.cpp:2556 sceKernelWaitThreadEnd - bad thread 276
32:37:514 stupidthread I[HLE]: HLE\sceKernelThread.cpp:1933 278=sceKernelCreateThread(name=threadmain, entry=08936880, prio=38, stacksize=131072)
32:37:514 stupidthread I[HLE]: HLE\sceKernelThread.cpp:1976 sceKernelStartThread(thread=278, argSize=0, argPtr=00000000)
32:37:514 stupidthread I[HLE]: HLE\sceKernelThread.cpp:2113 sceKernelExitDeleteThread(0)
32:37:515 threadmain   I[HLE]: HLE\sceKernelThread.cpp:1933 279=sceKernelCreateThread(name=SysManager, entry=08b3acbc, prio=6f, stacksize=4096)
32:37:515 threadmain   I[HLE]: HLE\sceKernelThread.cpp:1976 sceKernelStartThread(thread=279, argSize=0, argPtr=00000000)
32:37:515 threadmain   E[HLE]: HLE\sceIo.cpp:1251 UNIMPL sceIoChangeAsyncPriority(-1, 64)
32:37:587 threadmain   I[HLE]: HLE\sceKernelModule.cpp:447 ~SCE module, skipping header
32:37:587 threadmain   I[HLE]: HLE\sceKernelModule.cpp:452 Decrypting ~PSP file
32:37:587 threadmain   I[HLE]: ELF\PrxDecrypter.cpp:302 Missing key 5B, cannot decrypt module
32:37:587 threadmain   I[HLE]: HLE\sceKernelModule.cpp:1412 329=sceKernelLoadModuleByID(4,flag=00000000,00000014,00000002,00000002,position = 00000000)
32:37:587 threadmain   I[HLE]: HLE\sceKernelModule.cpp:1113 sceKernelStartModule(329,asize=00000000,aptr=00000000,retptr=09ff6ef0,09ff6f34):​ faked (undecryptable module)
32:37:632 threadmain   I[HLE]: HLE\scePower.cpp:204 sceKernelVolatileMemTryLock(0, 09ff6f90, 167735188) - success
32:37:633 threadmain   I[HLE]: HLE\sceKernelThread.cpp:1933 334=sceKernelCreateThread(name=UmdStreamThread, entry=08938e78, prio=20, stacksize=32768)
32:37:633 threadmain   I[HLE]: HLE\sceKernelThread.cpp:1976 sceKernelStartThread(thread=334, argSize=4, argPtr=09ff6f80)
32:37:637 threadmain   I[HLE]: HLE\scePower.cpp:222 sceKernelVolatileMemUnlock(0)
32:37:637 threadmain   I[HLE]: HLE\sceKernelThread.cpp:1933 337=sceKernelCreateThread(name=memstick, entry=08ab5aa0, prio=14, stacksize=8192)
32:37:638 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F0\ICON0.PNG (/PSP/SAVEDATA/ULUS10160S92F0/ICON0.PNG)
32:37:640 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F0\PARAM.SFO (/PSP/SAVEDATA/ULUS10160S92F0/PARAM.SFO)
32:37:640 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F1\ICON0.PNG (/PSP/SAVEDATA/ULUS10160S92F1/ICON0.PNG)
32:37:642 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F1\PARAM.SFO (/PSP/SAVEDATA/ULUS10160S92F1/PARAM.SFO)
32:37:642 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F2\ICON0.PNG (/PSP/SAVEDATA/ULUS10160S92F2/ICON0.PNG)
32:37:644 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F2\PARAM.SFO (/PSP/SAVEDATA/ULUS10160S92F2/PARAM.SFO)
32:37:645 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F3\ICON0.PNG (/PSP/SAVEDATA/ULUS10160S92F3/ICON0.PNG)
32:37:646 threadmain   I[HLE]: FileSystems\DirectoryFileSystem.cpp:303 Actually opening C:\Emulators\ppsspp\memstick\PSP\SAVEDATA\ULUS10160S92F3\PARAM.SFO (/PSP/SAVEDATA/ULUS10160S92F3/PARAM.SFO)
32:37:646 threadmain   I[HLE]: Dialog\PSPSaveDialog.cpp:58 sceUtilitySavedataInitStart(08bbf7c4)
32:37:646 threadmain   I[HLE]: Dialog\PSPSaveDialog.cpp:59 Mode: 8
32:37:647 threadmain   I[HLE]: HLE\sceKernelThread.cpp:1976 sceKernelStartThread(thread=337, argSize=1200, argPtr=08bc0eb0)
32:37:648 memstick     I[HLE]: HLE\sceKernelThread.cpp:2113 sceKernelExitDeleteThread(0)
32:37:648 threadmain   I[HLE]: HLE\scePower.cpp:204 sceKernelVolatileMemTryLock(0, 09ff6f70, 167735156) - success
32:37:648 threadmain   I[HLE]: HLE\scePower.cpp:222 sceKernelVolatileMemUnlock(0)
32:37:649 threadmain   I[HLE]: HLE\sceKernelModule.cpp:447 ~SCE module, skipping header
32:37:649 threadmain   I[HLE]: HLE\sceKernelModule.cpp:452 Decrypting ~PSP file
32:37:649 threadmain   I[HLE]: ELF\PrxDecrypter.cpp:302 Missing key 5B, cannot decrypt module
32:37:649 threadmain   I[HLE]: HLE\sceKernelModule.cpp:1412 339=sceKernelLoadModuleByID(5,flag=00000000,00000014,00000002,00000002,position = 00000000)
32:37:649 threadmain   I[HLE]: HLE\sceKernelModule.cpp:1113 sceKernelStartModule(339,asize=00000000,aptr=00000000,retptr=09ff6ed0,09ff6f14):​ faked (undecryptable module)
32:37:649 threadmain   I[HLE]: HLE\sceMpeg.cpp:347 sceMpegInit()
32:37:649 threadmain   I[HLE]: HLE\sceMpeg.cpp:424 0989f2d4=sceMpegCreate(0930ac9c, 0989f2a4, 65536, 0930aca0, 512, 0, 0)
32:37:676 threadmain   E[HLE]: HLE\sceMpeg.cpp:484 sceMpegQueryStreamOffset: Bad PSMF magic
32:37:685 threadmain   E[HLE]: HLE\sceMpeg.cpp:484 sceMpegQueryStreamOffset: Bad PSMF magic
32:37:685 threadmain   I[HLE]: HLE\sceMpeg.cpp:1041 sceMpegFinish(...)
32:37:685 threadmain   E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:446 Kernel: Bad object handle 146564360 (08bc6508)
32:37:685 threadmain   E[HLE]: HLE\sceKernelThread.cpp:2652 sceKernelSuspendThread(146564360): bad thread
32:37:685 threadmain   E[HLE]: HLE\sceKernelThread.cpp:2625 sceKernelSuspendThread(0): cannot suspend current thread
32:37:685 threadmain   E[HLE]: HLE\sceKernelThread.cpp:2625 sceKernelSuspendThread(0): cannot suspend current thread
32:37:685 threadmain   I[HLE]: HLE\sceKernelModule.cpp:1212 sceKernelStopModule(00000153, 00000000, 00000000, 09ff6f60, 09ff6f64) - faking
32:37:685 threadmain   I[HLE]: HLE\sceKernelModule.cpp:1273 sceKernelUnloadModule(339)
32:37:685 threadmain   I[HLE]: HLE\scePower.cpp:204 sceKernelVolatileMemTryLock(0, 09ff6f90, 167735188) - success
32:37:703 threadmain   I[HLE]: GLES\Framebuffer.cpp:555 Creating FBO for 00000000 : 512 x 320 x 0
32:37:720 idle0        I[HLE]: GLES\Framebuffer.cpp:555 Creating FBO for 00178000 : 480 x 272 x 3
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07-07-2013, 11:14 AM
Post: #101
RE: Grand Theft Auto - Vice City Stories EU
Thanks for reporting, need to look at that.
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07-07-2013, 02:53 PM
Post: #102
RE: Grand Theft Auto - Vice City Stories EU
The game is now playable on X800 without black screen with buffered rendering. It seems graphical glitches related to car reflections and wheel has been fixed as well. I've mentioned this at http://forums.ppsspp.org/showthread.php?tid=4383&page=2
Thank you Henrik for making it playable on old chips.
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07-16-2013, 04:27 PM
Post: #103
RE: Grand Theft Auto - Vice City Stories EU
The game crash after loading the main menu on rev 0.8.1-589-ge370723
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07-16-2013, 07:37 PM
Post: #104
RE: Grand Theft Auto - Vice City Stories EU
(07-16-2013 04:27 PM)Marcelo_20XX Wrote:  The game crash after loading the main menu on rev 0.8.1-589-ge370723
Happens to me to on v0.8.1-589 & intro vid now works.

PC specs
CPU = Intel Core i5 10500
GPU = Nvidia GeForce GTX 1660
Storage = 240GB SSD, 1TB HDD, 2TB HDD
RAM = 16GB DDR4
OS = Windows 11

Mobile Devices
Xiaomi Mi11
CPU = Qualcomm Snapdragon 888
GPU = Adreno 660
RAM = 8GB
Storage = 256GB
OS = Android 12
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07-22-2013, 01:02 AM
Post: #105
RE: Grand Theft Auto - Vice City Stories EU
Game doesn't crash anymore on rev 0.8.1-716-gc7298cc, still there are the graphical glitches on the cars
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