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Burnout Dominator
03-20-2013, 11:53 AM
Post: #1
Burnout Dominator
Genre : Racing
Region : US
Format : ISO
Version : v0.7-174-g04d4022
Game ID : ULUS10236
OS : Win
Compatability : Nothing
Notes : Crashing emulator on load

LOG:
Code:
50:47:451 EmuThread.cpp:74 I[BOOT]: Starting up hardware.
50:47:452 System.cpp:51 I[HLE]: PPSSPP v0.7-174-g04d4022
50:47:452 MemArena.cpp:366 I[MM]: Found valid memory base at 09400000 after 34 tries.
50:47:452 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 09C60000 (mirror at 0 @ 11400000, uncached @ 11400000)
50:47:510 Loaders.cpp:89 I[LOAD]: Identifying file...
50:47:527 FileSystems\ISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO!
50:47:542 PSPLoaders.cpp:80 I[LOAD]: ULUS10236 : BURNOUT DOMINATOR
50:47:543 PSPLoaders.cpp:136 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
50:47:543 HLE\sceKernelMemory.cpp:158 I[HLE]: Kernel and user memory pools initialized
50:47:543 HLE\sceIo.cpp:241 I[HLE]: Starting up I/O...
50:47:543 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\psp\ppsspp\memstick\
50:47:543 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\psp\ppsspp\memstick\
50:47:543 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\psp\ppsspp\flash0\
50:47:544 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\psp\ppsspp\flash0\
50:47:545 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\psp\ppsspp\memstick\PSP\PPSSPP_STATE
50:47:545 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\psp\ppsspp\memstick\PSP\PPSSPP_STATE
50:47:545 HLE\sceKernel.cpp:119 I[HLE]: Kernel initialized.
50:47:614 HLE\sceKernelModule.cpp:264 I[HLE]: Decrypting ~PSP file
50:47:712 c:\buildagent\work\acf56f986e98e7c9\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 1002A020
50:47:717 Util\BlockAllocator.cpp:310 I[HLE]: -----------
50:47:717 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
50:47:717 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08804000 - 08f3d800 size 00739800 taken=1 tag=ELF
50:47:717 Util\BlockAllocator.cpp:314 I[HLE]: Block: 08f3d800 - 0a000000 size 010c2800 taken=0 tag=(untitled)
50:47:720 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
50:47:825 HLE\sceKernelModule.cpp:393 I[LOAD]: Module FusionCore: 00000000 08b59c9c 08b59cb4
50:47:825 HLE\HLE.cpp:227 I[HLE]: Syscall (sceDemoMod,f1e6202f) unresolved, storing for later resolving
50:47:825 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
50:47:825 HLE\HLE.cpp:227 I[HLE]: Syscall (sceDemoMod,1763ef9a) unresolved, storing for later resolving
50:47:825 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
50:47:825 HLE\HLE.cpp:227 I[HLE]: Syscall (sceNetApDialogDummy,3811281e) unresolved, storing for later resolving
50:47:825 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
50:47:825 HLE\HLE.cpp:227 I[HLE]: Syscall (sceNetApDialogDummy,bb73ff67) unresolved, storing for later resolving
50:47:825 HLE\HLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
50:47:825 HLE\sceKernelModule.cpp:482 I[HLE]: Exporting ent 0 named FusionCore, 2 funcs, 3 vars, resident 08b5a1dc
50:47:826 HLE\sceKernelModule.cpp:704 I[LOAD]: Module entry: 08804000
50:47:826 root         I[BOOT]: EmuThread.cpp:99 Done.
50:49:385 root         I[HLE]: HLE\sceKernelThread.cpp:1501 276 = sceKernelCreateThread(name="user_main", entry=088040d4, prio=20, stacksize=131072)
50:49:385 root         I[HLE]: HLE\sceKernelThread.cpp:1537 sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 )
50:49:385 root         I[HLE]: HLE\sceKernelThread.cpp:1618 __KernelReturnFromThread : root
50:49:394 user_main    I[HLE]: Util\BlockAllocator.cpp:310 -----------
50:49:394 user_main    I[HLE]: Util\BlockAllocator.cpp:314 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
50:49:394 user_main    I[HLE]: Util\BlockAllocator.cpp:314 Block: 08804000 - 08f3d800 size 00739800 taken=1 tag=ELF
50:49:394 user_main    I[HLE]: Util\BlockAllocator.cpp:314 Block: 08f3d800 - 09e8d400 size 00f4fc00 taken=1 tag=UserSbrk
50:49:394 user_main    I[HLE]: Util\BlockAllocator.cpp:314 Block: 09e8d400 - 09fdfc00 size 00152800 taken=0 tag=(untitled)
50:49:394 user_main    I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fdfc00 - 09fffc00 size 00020000 taken=1 tag=stack/user_main
50:49:394 user_main    I[HLE]: Util\BlockAllocator.cpp:314 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
50:49:396 user_main    I[HLE]: HLE\sceKernelThread.cpp:1501 281 = sceKernelCreateThread(name="GECallbackHandler", entry=0881b768, prio=10, stacksize=16384)
50:49:396 user_main    I[HLE]: HLE\sceKernelThread.cpp:1537 sceKernelStartThread(thread=281, argSize=0, argPtr= 00000000 )
50:49:398 user_main    E[HLE]: HLE\sceIo.cpp:1107 UNIMPL sceIoChangeAsyncPriority(-1, 101)
50:49:398 user_main    E[HLE]: HLE\sceNet.cpp:100 UNIMPL sceNetAdhocMatchingInit(00002658)
50:49:398 user_main    I[HLE]: HLE\sceKernelThread.cpp:1501 284 = sceKernelCreateThread(name="cMemoryStickFilesystemPSP Thread", entry=08804ce8, prio=11, stacksize=4096)
50:49:398 user_main    I[HLE]: HLE\sceKernelThread.cpp:1537 sceKernelStartThread(thread=284, argSize=0, argPtr= 00000000 )
50:49:406 user_main    I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening C:\psp\ppsspp\memstick\PSP\SAVEDATA\ULES00703DOWNLOAD-1\PARAM.SFO (/PSP/SAVEDATA/ULES00703DOWNLOAD-1/PARAM.SFO)
50:49:406 user_main    E[HLE]: FileSystems\DirectoryFileSystem.cpp:369 DirectoryFileSystem::OpenFile: FAILED, 3 - access = 1
50:49:406 user_main    E[HLE]: HLE\sceIo.cpp:761 ERROR_ERRNO_FILE_NOT_FOUND=sceIoOpen(ms0:PSP/SAVEDATA/ULES00703DOWNLOAD-1/PARAM.SFO, 00000001, 00000000) - file not found
50:49:406 user_main    I[HLE]: FileSystems\DirectoryFileSystem.cpp:289 Actually opening C:\psp\ppsspp\memstick\PSP\SAVEDATA\ULES00703DOWNLOAD-2\PARAM.SFO (/PSP/SAVEDATA/ULES00703DOWNLOAD-2/PARAM.SFO)
50:49:406 user_main    E[HLE]: FileSystems\DirectoryFileSystem.cpp:369 DirectoryFileSystem::OpenFile: FAILED, 3 - access = 1
50:49:406 user_main    E[HLE]: HLE\sceIo.cpp:761 ERROR_ERRNO_FILE_NOT_FOUND=sceIoOpen(ms0:PSP/SAVEDATA/ULES00703DOWNLOAD-2/PARAM.SFO, 00000001, 00000000) - file not found
50:49:407 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:407 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:354 sceKernelWaitSema: Trying to wait for invalid semaphore 0
50:49:408 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:408 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:278 sceKernelSignalSema : Trying to signal invalid semaphore 0
50:49:413 user_main    I[HLE]: GLES\Framebuffer.cpp:386 Creating FBO for 04088000 : 480 x 272 x 3
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:354 sceKernelWaitSema: Trying to wait for invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:278 sceKernelSignalSema : Trying to signal invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:354 sceKernelWaitSema: Trying to wait for invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:278 sceKernelSignalSema : Trying to signal invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:354 sceKernelWaitSema: Trying to wait for invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:278 sceKernelSignalSema : Trying to signal invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:354 sceKernelWaitSema: Trying to wait for invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:278 sceKernelSignalSema : Trying to signal invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:354 sceKernelWaitSema: Trying to wait for invalid semaphore 0
50:49:414 user_main    E[HLE]: c:\buildagent\work\acf56f986e98e7c9\core\hle\sceKernel.h:368 Kernel: Bad object handle 0 (00000000)
50:49:414 user_main    E[HLE]: HLE\sceKernelSemaphore.cpp:278 sceKernelSignalSema : Trying to signal invalid semaphore 0
50:49:415 user_main    I[HLE]: HLE\sceKernelThread.cpp:1501 288 = sceKernelCreateThread(name="SystemControl", entry=088d065c, prio=10, stacksize=16384)
50:49:415 user_main    I[HLE]: HLE\sceKernelThread.cpp:1537 sceKernelStartThread(thread=288, argSize=0, argPtr= 00000000 )
50:49:484 idle0        I[HLE]: GLES\Framebuffer.cpp:386 Creating FBO for 04000000 : 480 x 272 x 3
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04-21-2013, 03:39 AM
Post: #2
RE: Burnout Dominator
trace log :
Code:
http://pastebin.com/ftDuG0W9
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05-13-2013, 10:25 AM (This post was last modified: 05-13-2013 10:25 AM by sfageas.)
Post: #3
RE: Burnout Dominator
Big Grin

Moved to playable

Note : Small intro after world tour(no video)press tab


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05-13-2013, 12:57 PM
Post: #4
RE: Burnout Dominator
Cool Smile

BTW what is that pink indicator in the top left corner saying 119 in all your screens?
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05-13-2013, 01:00 PM
Post: #5
RE: Burnout Dominator
it's the afterburner msi on screen display,and i think i changed something in nvidia control panel thats why it shows double fps Big Grin
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05-13-2013, 01:00 PM (This post was last modified: 05-13-2013 01:01 PM by solarmystic.)
Post: #6
RE: Burnout Dominator
@Henrik

He's running PPSSPP on a 120 Hz monitor. It's his FPS indicator in pink.

EDIT:- Oops, I thought he had a 120Hz monitor which is why he's getting 120 FPS.

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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05-13-2013, 01:33 PM
Post: #7
RE: Burnout Dominator
With buffered rendering off there is an odd transparent black box on half of the top screen.iphone 5
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05-13-2013, 01:36 PM
Post: #8
RE: Burnout Dominator
wow finaly mi favorite game of car
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05-15-2013, 07:14 PM
Post: #9
RE: Burnout Dominator
The graphics of this game is very beauty. Run at excelent speed on my SII, ~45 FPS. With BR run at ~30 FPS.

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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05-15-2013, 11:04 PM
Post: #10
RE: Burnout Dominator
Nobody has a bug with buffered off
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05-16-2013, 12:16 AM
Post: #11
RE: Burnout Dominator
@Tamagotchi
I've also, sometime the car is invisible.

Look my Gameplay




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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05-16-2013, 05:02 AM (This post was last modified: 05-16-2013 05:37 AM by Breezy058.)
Post: #12
RE: Burnout Dominator
My screen with buffered rendering off has also a black box taking away half of the view. And with br off the brightness is way lower.. And with the newest update I can't create or load a savefile...

iPhone 4s, iPad 2, iOS 5.1.1
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05-16-2013, 06:39 AM
Post: #13
RE: Burnout Dominator
A log of trying to save/load would be helpful. Also, make sure to delete any old, corrupt savedata first. It also helps a lot to know if the savedata from a PSP loads, or if the PPSSPP savedata can be loaded on a PSP.

-[Unknown]
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05-16-2013, 07:25 AM (This post was last modified: 05-16-2013 08:09 AM by Breezy058.)
Post: #14
RE: Burnout Dominator
I solved the save files problem but i will wait until that black thing will be fixed. I think the game is really ugly with Buffered Rendering on.

iPhone 4s, iPad 2, iOS 5.1.1
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05-16-2013, 11:22 AM
Post: #15
RE: Burnout Dominator
Yeah ...a little off topic but the game's engine seems to be the same as in the new mobile version of nfs most wanted(most wanted is a bit revamped).
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