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Anyone can help me solve this problem ?
Quote:43:00:704 Main E[HLE]: HLE\sceJpeg.cpp:195 UNIMPL sceJpegInitMJpeg()
43:00:704 Main E[HLE]: HLE\sceJpeg.cpp:96 sceJpegGetOutputInfo(146033848, 16240, 167507748, 0)
43:00:705 Main E[HLE]: HLE\sceJpeg.cpp:127 sceJpegGetOutputInfo: Bad JPEG data
43:00:706 Main E[HLE]: HLE\sceJpeg.cpp:185 sceJpegCreateMJpeg(128, 256)
43:00:706 Main E[HLE]: HLE\sceJpeg.cpp:152 sceJpegDecodeMJpegYCbCr(146033848, 16240, 146054336, 49152, 1)
43:00:707 Main E[HLE]: HLE\sceJpeg.cpp:66 UNIMPL sceJpegDeleteMJpeg()
43:00:707 Main I[HLE]: HLE\sceKernelMemory.cpp:645 sceKernelPrintf: !!! Error !!! : src/lib/ajpeg.c 155 : decodeJpeg : unexpected size=0x00000
000
43:00:707 Main E[HLE]: HLE\sceJpeg.cpp:84 UNIMPL sceJpegFinishMJpeg()
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Which version are you using of PPSSPP? Download the latest build from here, (look under "Automated PPSSPP Builds" and test it with your game.
Since English is not my first language sorry for some misspelling on my posts
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That error tends to show up when using a save from a real PSP. I don't think there's a fix for it yet.
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(08-07-2013, 12:21 PM)daxtsu Wrote: That error tends to show up when using a save from a real PSP. I don't think there's a fix for it yet.
It could be trivially fixed, but if it gets "Bad JPEG data" there likely is a problem with the avatar... All of the God Eater Burst saves I've tested from real PSPs (downloaded from various places) never have bad jpeg data. I've dumped a few of them raw as well (the jpeg data sent through sceJpeg should be a plain jpeg, ie openable with photoshop or whatever image viewer/editor)
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I just tried with v0.8.1-1152-g41f9030 and it's still the same problem
I got the save file from a real PSP, is it possible to fix ?
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08-07-2013, 01:11 PM
(This post was last modified: 08-07-2013, 01:15 PM by CPkmn.)
(08-07-2013, 12:50 PM)pangary Wrote: I just tried with v0.8.1-1152-g41f9030 and it's still the same problem
I got the save file from a real PSP, is it possible to fix ?
Does a real PSP actually show the avatar? Or does it show something like this :
The jpeg it sends should be a standard jpeg, so if it can't be decoded by a standard decoder, there is probably an issue with it. The other God Eater Burst saves I tested from real PSPs didn't have bad jpeg data.
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08-07-2013, 01:16 PM
(This post was last modified: 08-07-2013, 01:17 PM by TheDax.)
CPkmn, yes, it does show an avatar(watch the first 30 seconds or so):
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08-07-2013, 01:19 PM
(This post was last modified: 08-07-2013, 01:20 PM by CPkmn.)
(08-07-2013, 01:16 PM)daxtsu Wrote: CPkmn, yes, it does show an avatar(watch the first 30 seconds or so):
-snip-
No no, I mean specifically his save. I know the real PSP should show an avatar, but I was wondering if it handled pangary's avatar correctly, since all of the other God Eater Burst save files I tested from real PSPs didn't have bad jpeg data.
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08-07-2013, 01:21 PM
(This post was last modified: 08-07-2013, 01:22 PM by TheDax.)
Ah, right. My mistake.
Also, he posted his save back on page 12, if you feel like investigating: http://www.mediafire.com/?rfeh3dky885q42l
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My psp broke awhile back, if i remember correctly, it does show a avatar
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08-07-2013, 02:21 PM
(This post was last modified: 08-07-2013, 08:57 PM by CPkmn.)
That's weird. It shouldn't be sending bad jpeg data. Anyways I just sent a pull request on github which will return a better response to the game so bad jpeg data won't bounce users back to the titlescreen. The issue still needs to be looked into to find out why it's not sending the jpeg data to the decoder right, though.
edit - I took a much higher resolution screenshot of the Triple Turrets mission, from DLC 1.4 (HQX 4x texture scaling, 4x resolution).
http://imageshack.us/a/img809/9963/o6yj.jpg
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Okay, let me know here if there's any news.
I have no idea how does github works lol
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(08-07-2013, 09:20 PM)pangary Wrote: Okay, let me know here if there's any news.
I have no idea how does github works lol
You should be good to go now with v0.8.1-1154-ge3339c6 or above.
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The problem still exists even with the jpeg fix. Now it complains about different things:
Code: 32:10:687 Main I[HLE]: HLE\sceKernelMemory.cpp:645 sceKernelPrintf: !!! Error !!! : src/lib/ajpeg.c 114 : decodeJpeg : cs=0x00020202:size=0
32:11:088 Main I[HLE]: HLE\sceKernelMemory.cpp:645 sceKernelPrintf: !!! Error !!! : src/app_task/save.c 2146 : _workFlowSaveTask_WorkType_Opti
onLoad : hash broken.
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(08-07-2013, 09:33 PM)daxtsu Wrote: The problem still exists even with the jpeg fix. Now it complains about different things:
Code: 32:10:687 Main I[HLE]: HLE\sceKernelMemory.cpp:645 sceKernelPrintf: !!! Error !!! : src/lib/ajpeg.c 114 : decodeJpeg : cs=0x00020202:size=0
32:11:088 Main I[HLE]: HLE\sceKernelMemory.cpp:645 sceKernelPrintf: !!! Error !!! : src/app_task/save.c 2146 : _workFlowSaveTask_WorkType_Opti
onLoad : hash broken.
It shouldn't be bouncing back to the titlescreen now though. I know it doesn't for me when I fake my save has bad jpeg data (ie returning getYCbCrBufferSize(0, 0) regardless of whether or not I actually should error out).
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