Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Earth Defense Force 2 Portable
02-26-2013, 11:45 AM (This post was last modified: 04-17-2013 11:28 AM by sfageas.)
Post: #1
Earth Defense Force 2 Portable
Hello!

I'm happy to inform that starting with the above rev the game now has fully working menus and you can go ingame. There is a proper working HUD but the game itself looks like a big overblurred white noise (there is something moving on the screen but it's too bright to figure out).

Great progress with this rev!
Find all posts by this user
Quote this message in a reply
03-03-2013, 02:45 PM
Post: #2
RE: Earth Defense Force 2 Portable on v0.6-754
It is with great regret that I must inform you about the most unfortunate of events, namely that the bestest game of all no longer runs... at all. I believe it came to be around revs. .6 860-870. One can only hope for a swift cure for this horrendous condition Wink

More seriously, the latest revs brought great changes, so casualties like this are to be expected. Good luck Henrik and rest of team!
Find all posts by this user
Quote this message in a reply
03-03-2013, 03:00 PM
Post: #3
RE: Earth Defense Force 2 Portable on v0.6-754
If you can find exactly which rev broke it, chances are bigger that we'll fix it quickly .. if you really can't live without this game Wink
Find all posts by this user
Quote this message in a reply
03-04-2013, 05:02 AM
Post: #4
RE: Earth Defense Force 2 Portable on v0.6-754
Hello!


The revision that made the game halt to a stop rigth after selecting the iso was 771-gd1290cf. Last working rev is 771-g3bde874.

The rev changes were:

Merge: f750724 c0e8fb1
Merge pull request #812 from hrydgard/font-support
Font support - my version Smile

So it has something to do with fonts. Now I've never downloaded any fonts, so maybe that's the reason? Is there a thread explaining how to do that?
Another thing to note is that it is a japanese release, could be a problem regardless of me not having any fonts.

It would be great if you fixed it, however the game was not working properly anyway (extreme blur or some other post effect ingame, or maybe screen scale way off? Turning off buffered render does not fix it, just makes the screen black instead of a white mess) so it's not exactly a priority.
However, we won't know when it gets fixed if it halts on start, right? Wink
Regards!
Find all posts by this user
Quote this message in a reply
03-04-2013, 09:56 AM
Post: #5
RE: Earth Defense Force 2 Portable on v0.6-754
Hello!

the latest Git's change the behavior of the initial crash a little bit (does not force close the emu, just stays black and allows to get back to emu).

Are the fonts included only in the windows gits, or also in the android releases? I'm running PPSSPP on Android (S3 int).

On a side note, it seems that above rev 6 .900 i have to turn of fastmem tu run anything Wink

Regards!
Find all posts by this user
Quote this message in a reply
03-15-2013, 12:53 PM (This post was last modified: 03-15-2013 01:03 PM by Elwood.)
Post: #6
RE: Earth Defense Force 2 Portable on v0.6-754
Since there is no visible progress on the One Game That Matters, I've made some crash logs. Not one, mind you, but four.

One for the rev that made the game run,
One for the one that broke it all,
One for the one that broke it, but different,
One for the latest rev, to rule the...

Actually the latest rev does not rule at all, it still shows just the black screen, but the log is much shorter, so maybe anyone at all may check it out Wink

Latest rev (v0.7-89-g99ffdfd) here, rest are attached:

41:57:110 EmuThread.cpp:74 I[BOOT]: Starting up hardware.
41:57:110 System.cpp:51 I[HLE]: PPSSPP v0.7-89-g99ffdfd
41:57:110 MemArena.cpp:366 I[MM]: Found valid memory base at 08C00000 after 32 tries.
41:57:110 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 0D400000 (mirror at 0 @ 10C00000, uncached @ 10C00000)
41:57:125 Loaders.cpp:89 I[LOAD]: Identifying file...
41:57:125 FileSystems\ISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO!
41:57:125 PSPLoaders.cpp:80 I[LOAD]: ULJS00374 : ňť-šÉâÚś-ŔíŤŔ¬Ź´-ĺ PORTABLE
41:57:126 PSPLoaders.cpp:136 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
41:57:126 HLE\sceKernelMemory.cpp:158 I[HLE]: Kernel and user memory pools initialized
41:57:126 HLE\sceIo.cpp:231 I[HLE]: Starting up I/O...
41:57:126 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\memstick\
41:57:126 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\memstick\
41:57:126 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
41:57:126 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
41:57:134 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\memstick\PSP\PPSSPP_STATE
41:57:134 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\memstick\PSP\PPSSPP_STATE
41:57:134 HLE\sceKernel.cpp:119 I[HLE]: Kernel initialized.
41:57:140 HLE\sceKernelModule.cpp:264 I[HLE]: Decrypting ~PSP file
41:57:181 c:\buildagent\work\acf56f986e98e7c9\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 15430020
41:57:182 Util\BlockAllocator.cpp:310 I[HLE]: -----------
41:57:182 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 08d58900 size 00558900 taken=1 tag=ELF
41:57:182 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08d58900 - 0a000000 size 012a7700 taken=0 tag=(untitled)
41:57:183 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
41:57:183 HLE\sceKernelModule.cpp:393 I[LOAD]: Module EDF2PSP: 00000000 089a341c 089a3434
41:57:183 HLE\HLE.cpp:227 I[HLE]: Syscall (sceJpeg,67f0ed84) unresolved, storing for later resolving
41:57:183 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
41:57:183 HLE\sceKernelModule.cpp:482 I[HLE]: Exporting ent 0 named EDF2PSP, 2 funcs, 4 vars, resident 089a38c0
41:57:183 HLE\sceKernelModule.cpp:704 I[LOAD]: Module entry: 0890fd3c
41:57:184 root I[BOOT]: EmuThread.cpp:99 Done.
41:57:215 root I[HLE]: HLE\sceKernelThread.cpp:1505 276 = sceKernelCreateThread(name="User Main", entry=0890fe5c, prio=20, stacksize=49152)
41:57:215 root I[HLE]: HLE\sceKernelThread.cpp:1541 sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 )
41:57:215 root I[HLE]: HLE\sceKernelThread.cpp:1622 __KernelReturnFromThread : root
41:57:215 User Main I[HLE]: Util\BlockAllocator.cpp:310 -----------
41:57:215 User Main I[HLE]: Util\BlockAllocator.cpp:314 Block: 08800000 - 08d58900 size 00558900 taken=1 tag=ELF
41:57:215 User Main I[HLE]: Util\BlockAllocator.cpp:314 Block: 08d58900 - 09ebd000 size 01164700 taken=1 tag=UserSbrk
41:57:215 User Main I[HLE]: Util\BlockAllocator.cpp:314 Block: 09ebd000 - 09ff3c00 size 00136c00 taken=0 tag=(untitled)
41:57:215 User Main I[HLE]: Util\BlockAllocator.cpp:314 Block: 09ff3c00 - 09fffc00 size 0000c000 taken=1 tag=stack/User Main
41:57:215 User Main I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
41:57:218 User Main I[HLE]: HLE\sceKernelModule.cpp:258 ~SCE module, skipping header
41:57:218 User Main I[HLE]: HLE\sceKernelModule.cpp:264 Decrypting ~PSP file
41:57:218 User Main I[HLE]: ELF\PrxDecrypter.cpp:304 Missing key 5B, cannot decrypt module
41:57:218 User Main I[HLE]: HLE\sceKernelModule.cpp:813 279=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/module/libfont.prx,flag=00000000,(...))

41:57:218 User Main I[HLE]: HLE\sceKernelModule.cpp:842 sceKernelStartModule(279,asize=00000000,aptr=00000000,retptr=09fff5c0,00000000):​ faked (und
ecryptable module)
41:57:338 User Main I[HLE]: GLES\Framebuffer.cpp:379 Creating FBO for 00000000 : 480 x 272 x 1
41:57:340 User Main I[HLE]: GLES\Framebuffer.cpp:379 Creating FBO for 00044000 : 480 x 272 x 1
41:57:352 User Main I[HLE]: HLE\sceSas.cpp:66 sceSasInit(08d55540, 1024, 32, 0, 44100)
41:57:354 User Main E[HLE]: HLE\sceOpenPSID.cpp:24 UNTESTED sceOpenPSIDGetOpenPSID(167769472)
41:57:354 User Main I[HLE]: HLE\sceKernelThread.cpp:1505 292 = sceKernelCreateThread(name="Monitor Main", entry=0896a320, prio=6f, stacksize=4096)
41:57:354 User Main I[HLE]: HLE\sceKernelThread.cpp:1541 sceKernelStartThread(thread=292, argSize=0, argPtr= 00000000 )
41:57:354 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1505 293 = sceKernelCreateThread(name="Loader Main", entry=089795f0, prio=4f, stacksize=4096)
41:57:354 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1541 sceKernelStartThread(thread=293, argSize=0, argPtr= 00000000 )
41:57:354 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1505 294 = sceKernelCreateThread(name="Audio Main", entry=08978204, prio=14, stacksize=14336)
41:57:354 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1541 sceKernelStartThread(thread=294, argSize=0, argPtr= 00000000 )
41:57:355 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1505 295 = sceKernelCreateThread(name="Network Main", entry=0896ac50, prio=15, stacksize=4096)
41:57:355 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1541 sceKernelStartThread(thread=295, argSize=0, argPtr= 00000000 )
41:57:355 Network Main E[HLE]: HLE\sceNet.cpp:27 UNIMPL sceNetInit(poolsize=393216, calloutpri=16, calloutstack=0, netintrpri=16, netintrstack=0)
41:57:355 Network Main E[HLE]: HLE\HLE.cpp:445 Unimplemented HLE function sceNetAdhocInit
41:57:355 Network Main E[HLE]: HLE\HLE.cpp:445 Unimplemented HLE function sceNetAdhocctlInit
41:57:355 Network Main E[HLE]: HLE\HLE.cpp:445 Unimplemented HLE function sceNetAdhocctlAddHandler
41:57:355 Network Main E[HLE]: HLE\HLE.cpp:445 Unimplemented HLE function sceNetAdhocMatchingInit
41:57:355 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1505 296 = sceKernelCreateThread(name="Game Main", entry=08968aec, prio=5f, stacksize=409600)
41:57:356 Monitor Main I[HLE]: HLE\sceKernelThread.cpp:1541 sceKernelStartThread(thread=296, argSize=0, argPtr= 00000000 )
41:57:356 Game Main W[HLE]: FileSystems\MetaFileSystem.cpp:82 RealPath: inPath is all prefix and no path: "umd0:"
41:57:356 Game Main W[HLE]: FileSystems\MetaFileSystem.cpp:82 RealPath: inPath is all prefix and no path: "umd0:"
41:57:356 Game Main I[HLE]: HLE\sceIo.cpp:1377 sceIoIoCtl: Asked for start sector of file 298
41:57:356 Game Main I[HLE]: HLE\sceIo.cpp:1385 sceIoIoCtl: Asked for size of file 298
41:57:356 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\memstic
k\PSP\SAVEDATA\ULJS00374INSTALL_DATA\EDF2.DAT (/PSP/SAVEDATA/ULJS00374INSTALL_DATA/EDF2.DAT)
41:57:356 Game Main E[HLE]: FileSystems\DirectoryFileSystem.cpp:369 DirectoryFileSystem::OpenFile: FAILED, 3 - access = 1
41:57:356 Game Main E[HLE]: HLE\sceIo.cpp:730 ERROR_ERRNO_FILE_NOT_FOUND=sceIoOpen(ms0:/PSP/SAVEDATA/ULJS00374INSTALL_DATA/EDF2.DAT, 40000001, 0000
0000) - file not found
41:57:372 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/jpn0.pgf (1428860 bytes)
41:57:372 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\jpn0.pgf (/font/jpn0.pgf)
41:57:373 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:378 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/jpn0.pgf
41:57:378 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn0.pgf (67660 bytes)
41:57:378 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn0.pgf (/font/ltn0.pgf)
41:57:379 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:379 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn0.pgf
41:57:379 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn1.pgf (63504 bytes)
41:57:379 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn1.pgf (/font/ltn1.pgf)
41:57:379 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:380 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn1.pgf
41:57:380 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn2.pgf (76692 bytes)
41:57:380 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn2.pgf (/font/ltn2.pgf)
41:57:380 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:380 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn2.pgf
41:57:380 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn3.pgf (71900 bytes)
41:57:380 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn3.pgf (/font/ltn3.pgf)
41:57:380 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:381 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn3.pgf
41:57:381 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn4.pgf (78920 bytes)
41:57:381 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn4.pgf (/font/ltn4.pgf)
41:57:381 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:381 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn4.pgf
41:57:381 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn5.pgf (76216 bytes)
41:57:382 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn5.pgf (/font/ltn5.pgf)
41:57:382 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:382 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn5.pgf
41:57:382 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn6.pgf (88716 bytes)
41:57:382 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn6.pgf (/font/ltn6.pgf)
41:57:382 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:383 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn6.pgf
41:57:383 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn7.pgf (84860 bytes)
41:57:383 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn7.pgf (/font/ltn7.pgf)
41:57:383 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:383 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn7.pgf
41:57:383 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn8.pgf (51432 bytes)
41:57:383 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn8.pgf (/font/ltn8.pgf)
41:57:383 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:384 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn8.pgf
41:57:384 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn9.pgf (50116 bytes)
41:57:384 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn9.pgf (/font/ltn9.pgf)
41:57:384 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:384 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn9.pgf
41:57:385 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn10.pgf (55788 bytes)
41:57:385 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn10.pgf (/font/ltn10.pgf)
41:57:385 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:385 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn10.pgf
41:57:385 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn11.pgf (54572 bytes)
41:57:385 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn11.pgf (/font/ltn11.pgf)
41:57:385 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:386 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn11.pgf
41:57:386 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn12.pgf (58352 bytes)
41:57:386 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn12.pgf (/font/ltn12.pgf)
41:57:386 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:386 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn12.pgf
41:57:386 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn13.pgf (57660 bytes)
41:57:386 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn13.pgf (/font/ltn13.pgf)
41:57:386 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:387 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn13.pgf
41:57:387 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn14.pgf (63388 bytes)
41:57:387 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn14.pgf (/font/ltn14.pgf)
41:57:387 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:387 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn14.pgf
41:57:388 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/ltn15.pgf (62364 bytes)
41:57:388 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\ltn15.pgf (/font/ltn15.pgf)
41:57:388 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:388 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/ltn15.pgf
41:57:388 Game Main I[HLE]: HLE\sceFont.cpp:449 Loading font flash0:/font/kr0.pgf (883164 bytes)
41:57:388 Game Main I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening M:\TOMEK STUFF\PSP\ppsspp-v0.7-89-g99ffdfd-windows-x86\flash0\
font\kr0.pgf (/font/kr0.pgf)
41:57:389 Game Main I[HLE]: Font\PGF.cpp:71 Reading 392 bytes of PGF header
41:57:394 Game Main I[HLE]: HLE\sceFont.cpp:463 Loaded font flash0:/font/kr0.pgf
41:57:394 Game Main I[HLE]: HLE\sceFont.cpp:550 sceFontNewLib(09fed014, 09fed010)
41:57:394 Game Main I[HLE]: HLE\sceFont.cpp:279 Leaving PostAllocCallback::run
41:57:395 Game Main I[HLE]: HLE\sceFont.cpp:882 sceFontPixelToPointH(00013370, 22.000000, 09fed010)
41:57:395 Game Main I[HLE]: HLE\sceFont.cpp:893 UNIMPL sceFontPixelToPointV(00013370, 22.000000, 09fed010)
41:57:395 Game Main E[HLE]: HLE\sceFont.cpp:676 sceFontFindOptimumFont(00013370, 09fed040, 09fed010)
41:57:395 Game Main I[HLE]: HLE\sceFont.cpp:577 sceFontOpen(13370, 0, 0, 9fed010)
41:57:395 Game Main I[HLE]: HLE\sceFont.cpp:837 sceFontSetAltCharacterCode(00013370) (000025a1)
41:57:395 Game Main I[HLE]: HLE\sceFont.cpp:873 sceFontSetResolution(00013370, 16.000000, 16.000000)
41:57:452 idle0 I[HLE]: GLES\Framebuffer.cpp:541 Destroying FBO for 00044000 (480 x 272 x 1)
41:57:536 Game Main I[HLE]: HLE\sceFont.cpp:665 sceFontClose(13374)
41:57:536 Game Main I[HLE]: HLE\sceFont.cpp:567 sceFontDoneLib(00013370)
41:57:536 Game Main W[MM]: MemmapFunctions.cpp:123 WriteToHardware: Invalid address 0000000c
41:57:536 Game Main W[MM]: MemmapFunctions.cpp:123 WriteToHardware: Invalid address 00000008
41:57:536 Game Main W[MM]: MemmapFunctions.cpp:123 WriteToHardware: Invalid address 0000000c
41:57:536 Game Main W[MM]: MemmapFunctions.cpp:123 WriteToHardware: Invalid address 00000008
41:57:536 Game Main I[HLE]: HLE\sceFont.cpp:550 sceFontNewLib(09fed034, 09fed030)
41:57:536 Game Main I[HLE]: HLE\sceFont.cpp:279 Leaving PostAllocCallback::run
41:57:537 Game Main I[HLE]: HLE\sceFont.cpp:882 sceFontPixelToPointH(00013370, 22.000000, 09fed030)
41:57:537 Game Main I[HLE]: HLE\sceFont.cpp:893 UNIMPL sceFontPixelToPointV(00013370, 22.000000, 09fed030)
41:57:537 Game Main E[HLE]: HLE\sceFont.cpp:676 sceFontFindOptimumFont(00013370, 09fed060, 09fed030)
41:57:537 Game Main I[HLE]: HLE\sceFont.cpp:577 sceFontOpen(13370, 0, 0, 9fed030)
41:57:537 Game Main I[HLE]: HLE\sceFont.cpp:837 sceFontSetAltCharacterCode(00013370) (000025a1)
41:57:537 Game Main I[HLE]: HLE\sceFont.cpp:873 sceFontSetResolution(00013370, 16.000000, 16.000000)
41:57:569 Game Main W[HLE]: HLE\sceMpeg.cpp:407 sceMpegInit()
41:57:569 Game Main E[HLE]: HLE\sceMpeg.cpp:1143 sceMpegFinish(...)
41:57:586 Monitor Main I[HLE]: GLES\Framebuffer.cpp:379 Creating FBO for 00044000 : 480 x 272 x 1
41:57:587 Monitor Main I[HLE]: GLES\Framebuffer.cpp:379 Creating FBO for 040fc000 : 480 x 272 x 1
41:57:591 Monitor Main I[HLE]: GLES\Framebuffer.cpp:379 Creating FBO for 0411c000 : 480 x 272 x 1
41:59:485 idle0 I[HLE]: GLES\Framebuffer.cpp:541 Destroying FBO for 00044000 (480 x 272 x 1)
41:59:485 idle0 I[HLE]: GLES\Framebuffer.cpp:541 Destroying FBO for 040fc000 (480 x 272 x 1)
41:59:486 idle0 I[HLE]: GLES\Framebuffer.cpp:541 Destroying FBO for 0411c000 (480 x 272 x 1)
41:59:519 Audio Main E[HLE]: HLE\sceAtrac.cpp:469 UNIMPL sceAtracSetDataAndGetID(08d89050, 00020000)
41:59:519 Audio Main E[HLE]: HLE\sceAtrac.cpp:367 sceAtracGetRemainFrame(0, 089bd140)
41:59:519 Audio Main E[HLE]: HLE\sceAtrac.cpp:499 UNIMPL sceAtracSetLoopNum(0, -1)
42:11:418 Audio Main E[HLE]: HLE\sceAtrac.cpp:421 UNIMPL sceAtracReleaseAtracID(0)

After that, black screen, does nothing more.


Attached File(s)
.txt  GDF_2_0.6-771-g3bde874_goes ingame.txt (Size: 92.15 KB / Downloads: 1125)
.txt  GDF_2_0.6-771-gd1290cf_black screen_fonts present_no atlas file.txt (Size: 73.42 KB / Downloads: 992)
.txt  GDF_2_0.6-771-gd1290cf_black screen_fonts present_atlas file present.txt (Size: 187.83 KB / Downloads: 1022)
.txt  GDF_2_-v0.7-89-g99ffdfd_black screen.txt (Size: 18.6 KB / Downloads: 1150)
Find all posts by this user
Quote this message in a reply
03-15-2013, 01:49 PM
Post: #7
RE: Earth Defense Force 2 Portable on v0.6-754
Thanks for all the logs, it definitely looks like a problem in the font callbacks.

-[Unknown]
Find all posts by this user
Quote this message in a reply
04-23-2013, 11:06 PM
Post: #8
RE: Earth Defense Force 2 Portable
Wow I didn't even know this game existed, but now I'm totally getting it! EDF!!! Smile

Feel free to PM me if you have any questions about any games, the settings I use to get them to work, just to chat, or... well anything really haha. If I help maybe give me +1 Rep?
Find all posts by this user
Quote this message in a reply
05-10-2013, 02:27 PM (This post was last modified: 05-10-2013 02:28 PM by Elwood.)
Post: #9
RE: Earth Defense Force 2 Portable
Since several thousands revs have passed (probably 2Wink) and the revolting situation has not been lifted, I've created an issue on the github, hopefully someone will pick it up...

Come on, it's a kickass game... plus you're training for a mutant insect apocalypse! Can't go wrong with that, really.
Find all posts by this user
Quote this message in a reply
05-11-2013, 07:05 PM
Post: #10
RE: Earth Defense Force 2 Portable
The black screen on startup problem is gone, I've closed the issue! [Unknown] did his magic and fixed the font callbacks, which also improved some other games with font problems.

Unfortunately, the game's status is still _ingame_ because the main game has not changed and still has overkill white blur with buffered rendering and a black screen without BR (ui/hud shows though).

Since the blur effect looks just like the one in Wipeout with BR on, there is a chance that someone will work on that someday and fix EDF 2 along with the more popular Wipeout.
Find all posts by this user
Quote this message in a reply
07-27-2013, 08:25 PM
Post: #11
RE: Earth Defense Force 2 Portable
The game has just started working properly! I don't have the time to check for sure, but I guess it's the Ridge Racer Mirror Fix that made the impossible possible!

Now I'm proudly watching the 5 fps slideshow on my S3 - this is officially the slowest game I've tried so far. I kinda expected this, since the game struggles on the real PSP. On my desktop i7 @4,5 ghz it runs fullspeed.

Buffered rendering is needed to see sky and most effects, and blooms have bad offsets, but it's playable on PC. Mods please move to playable! I'm off to celebrate this emulation milestone Wink
Find all posts by this user
Quote this message in a reply
08-21-2013, 02:24 AM
Post: #12
RE: Earth Defense Force 2 Portable
I've tested this game with v.9-5 x64 ppsspp and it works fullspeed and zero graphical glitches, other than a slight effect that looks like overbloom.
Find all posts by this user
Quote this message in a reply
08-21-2013, 12:19 PM
Post: #13
RE: Earth Defense Force 2 Portable
Moved to Playable
Find all posts by this user
Quote this message in a reply
07-26-2014, 04:50 PM
Post: #14
RE: Earth Defense Force 2 Portable
so any way to get this to run on android smoothly
Find all posts by this user
Quote this message in a reply
09-29-2014, 04:52 PM
Post: #15
RE: Earth Defense Force 2 Portable
really wish people would respond i even put up an issue on github about its performance on android
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: