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Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
12-08-2013, 03:11 PM (This post was last modified: 12-11-2013 03:34 AM by aridapig.)
Post: #1
Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Title: Legend of Hero: Narisokonai
Genre: RPG
Region: JP
Format: ISO
Version: ALL
OS: Windows 7
Notes: Blackscreen from the start

Code:
37:47:139 EmuThread.cpp:113 I[BOOT]: Done.
37:51:801 System.cpp:290 I[BOOT]: PPSSPP v0.9.5-963-g08a0709
37:51:804 MemMap.cpp:99 I[MM]: Memory system initialized. RAM at 000000000F010000 (mirror at 0 @ 0000000087FF0000, uncached @ 00000000C7FF0000)
37:51:830 Loaders.cpp:176 I[LOAD]: Identifying file...
37:51:830 PSPLoaders.cpp:123 I[LOAD]: ULJS00177 : なりそこない英雄譚~太陽と月の物語~
37:51:830 PSPLoaders.cpp:194 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
37:51:831 HLE\sceKernelMemory.cpp:213 I[KERNEL]: Kernel and user memory pools initialized
37:51:857 HLE\sceKernel.cpp:142 I[KERNEL]: Kernel initialized.
37:51:885 Util\BlockAllocator.cpp:379 I[HLE]: -----------
37:51:885 Util\BlockAllocator.cpp:383 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
37:51:885 Util\BlockAllocator.cpp:383 I[HLE]: Block: 08804000 - 09a5d200 size 01259200 taken=1 tag=ELF
37:51:885 Util\BlockAllocator.cpp:383 I[HLE]: Block: 09a5d200 - 0c000000 size 025a2e00 taken=0 tag=(untitled)
37:51:885 Util\BlockAllocator.cpp:385 I[HLE]: -----------
37:51:885 HLE\sceKernelModule.cpp:803 I[LOAD]: Module SOL_MAIN: 0895e700 088f2a48 088f2a60
37:51:885 HLE\sceKernelModule.cpp:616 I[LOAD]: Function (sceLibm,12f83fbb) unresolved, storing for later resolving
37:51:885 HLE\sceKernelModule.cpp:616 I[LOAD]: Function (sceLibm,7e66d731) unresolved, storing for later resolving
37:51:917 HLE\sceKernelModule.cpp:997 I[LOAD]: Exporting ent 0 named SOL_MAIN, 2 funcs, 4 vars, resident 088f2c68
37:51:917 HLE\sceKernelModule.cpp:1282 I[LOAD]: Module entry: 08804124
37:51:949 root         N[BOOT]: EmuScreen.cpp:110 Loading E:/PSProm/Narisokonai_Eiyuutan.iso...
37:51:952 root         I[KERNEL]: HLE\sceKernelThread.cpp:2111 276=sceKernelCreateThread(name=user_main, entry=08804238, prio=20, stacksize=16384)
37:51:952 root         I[KERNEL]: HLE\sceKernelThread.cpp:2162 sceKernelStartThread(thread=276, argSize=33, argPtr=0bfffed0)
37:51:952 root         I[KERNEL]: HLE\sceKernelThread.cpp:2242 __KernelReturnFromThread: 0
37:51:953 user_main    I[HLE]: HLE\scePower.cpp:345 scePowerSetClockFrequency(333,333,166)
37:51:953 user_main    I[MODULE]: HLE\sceKernelModule.cpp:691 ~SCE module, skipping header
37:51:953 user_main    I[HLE]: ELF\PrxDecrypter.cpp:299 Missing key 5B, cannot decrypt module
37:51:953 user_main    I[MODULE]: HLE\sceKernelModule.cpp:1423 281=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/umd/libfont.prx,flag=00000000,(...))
37:51:953 user_main    E[IO]: HLE\sceUmd.cpp:263 UNTESTED 0=sceUmdDeactivate(2, disc0:)
37:51:953 user_main    I[MODULE]: HLE\sceKernelModule.cpp:1454 sceKernelStartModule(281,asize=00000000,aptr=00000000,retptr=0bfff540,00000000):​ faked (undecryptable module)
38:00:772 idle0        I[LOAD]: Config.cpp:609 Config saved: C:\a\ppsspp\memstick/PSP/SYSTEM/ppsspp.ini
38:00:773 idle0        I[LOAD]: Config.cpp:621 Controller config saved: C:\a\ppsspp\memstick/PSP/SYSTEM/controls.ini
38:00:787 idle0        I[LOAD]: Config.cpp:609 Config saved: C:\a\ppsspp\memstick/PSP/SYSTEM/ppsspp.ini
38:00:788 idle0        I[LOAD]: Config.cpp:621 Controller config saved: C:\a\ppsspp\memstick/PSP/SYSTEM/controls.ini
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12-08-2013, 04:53 PM (This post was last modified: 12-08-2013 04:53 PM by [Unknown].)
Post: #2
RE: Legend of Hero: Narisokonai (ULJS-00177)
Function (sceLibm,12f83fbb) unresolved, storing for later resolving
Function (sceLibm,7e66d731) unresolved, storing for later resolving

Huh. That's weird. FWIW those are asinf and atan2f. Maybe it's expecting them to come from libfont or something... or maybe it just means to load them later.

-[Unknown]
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12-10-2013, 10:21 PM
Post: #3
RE: Legend of Hero: Narisokonai (ULJS-00177)
1:
Attach debug log of v0.9.5-1030-g8dcfab6

Not sure this probrem.
Code:
19:17:505 idle0        D[SCEGE]: gles\framebuffer.cpp:559 Finding no FBO matching address 00000000
19:17:505 idle0        D[SCEGE]: gles\framebuffer.cpp:904 Found no FBO to display! displayFBPtr = 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: 26000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: 28000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: 5e000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: cc000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: e6000000 @ 00000000

2:
Do the the game another name is "Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari"


Attached File(s)
.zip  ppsspplog.zip (Size: 30.37 KB / Downloads: 484)
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12-10-2013, 10:23 PM
Post: #4
RE: Legend of Hero: Narisokonai (ULJS-00177)
(12-10-2013 10:21 PM)sum2012 Wrote:  2:
Do the the game another name is "Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari"

Yes, indeed Smile

♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing
♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing
♦ PSP-3004 | 6.60 PRO-C2
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12-11-2013, 03:34 AM
Post: #5
RE: Legend of Hero: Narisokonai (ULJS-00177)
(12-10-2013 10:21 PM)sum2012 Wrote:  1:
Attach debug log of v0.9.5-1030-g8dcfab6

Not sure this probrem.
Code:
19:17:505 idle0        D[SCEGE]: gles\framebuffer.cpp:559 Finding no FBO matching address 00000000
19:17:505 idle0        D[SCEGE]: gles\framebuffer.cpp:904 Found no FBO to display! displayFBPtr = 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: 26000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: 28000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: 5e000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: cc000000 @ 00000000
19:17:523 idle0        D[G3D]: gpu\gpucommon.cpp:932 DL Unknown: e6000000 @ 00000000

2:
Do the the game another name is "Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari"

ThankBig Grin
title has been corrected
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12-11-2013, 05:27 AM
Post: #6
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Hmm, it seems not to be happy with what happens after sceUmdDeactivate(), keeps calling sceUmdGetDriveStat().

If possible, a JpcspTrace of the following functions would help:

sceUmdGetDriveStat
sceUmdDeactivate
sceUmdActivate
sceUmdCancelWaitDriveSta
sceKernelLoadModule
sceKernelStartModule

I also notice it activates and deactivates different units, we very possibly may not handle that right...

-[Unknown]
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12-11-2013, 11:37 AM (This post was last modified: 12-11-2013 11:38 AM by sum2012.)
Post: #7
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
@Unknown
Attach the JpcspTrace.

If possable,next time you tell me to do JpcspTrace ,
please tell me the config.Thanks.
Code:
sceUmdGetDriveStat 0x6B4A146C 1
sceUmdDeactivate 0xE83742BA 2
sceUmdActivate 0xC6183D47 2
sceUmdCancelWaitDriveStat 0x6af9b50a 1
sceKernelLoadModule 0x977DE386 3
sceKernelStartModule 0x50F0C1EC 5

(12-11-2013 03:34 AM)aridapig Wrote:  ThankBig Grin
title has been corrected
Thanks


Attached File(s)
.txt  log.txt (Size: 6.02 KB / Downloads: 491)
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12-11-2013, 03:09 PM
Post: #8
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
What happens if you change, in sceUmd.cpp:

// TODO: My tests give PSP_UMD_READY but I suppose that's when it's been sitting in the drive?
else
state |= PSP_UMD_NOT_READY;

To:

// TODO: My tests give PSP_UMD_READY but I suppose that's when it's been sitting in the drive?
else
state |= PSP_UMD_READY;

Although, I'm not sure if that's correct, there are probably other cases... or maybe there's some sort of time it takes to become ready again...

-[Unknown]
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12-11-2013, 08:01 PM
Post: #9
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Well done fixed black screen
but I find a font issue.


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.zip  ppsspplog.zip (Size: 336 KB / Downloads: 464)
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12-11-2013, 08:43 PM
Post: #10
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Hmm, that seems like a buffer width issue. If you step through the GE debugger (step prim) until it seems to be drawing the text (red boxes where the characters would go), it'd help to know the "Tex 0 address" and "Tex format" values under the Texture tab.

It seems to use its own custom font: disc0:/PSP_GAME/USRDIR/umd/irem_font.pgf
Possible we're just not loading it properly..

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12-11-2013, 09:57 PM
Post: #11
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Not sure if I do it correctly


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12-12-2013, 01:24 AM
Post: #12
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Hmm, so theoretically we're upgrading that width to 32 automatically (since it's 4 bit.)

I wonder why that wouldn't be working...

As an experiment, what happens if you change this:
https://github.com/hrydgard/ppsspp/blob/...oder.h#L79

To:
0x7FF & ~(((8 * 32) / 4) - 1), //GE_TFMT_CLUT4,

Or:

0x7FF & ~(((8 * 8) / 4) - 1), //GE_TFMT_CLUT4,

Does either one make it look better?

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12-12-2013, 01:56 PM
Post: #13
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
Both do not look better


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12-25-2013, 12:15 PM (This post was last modified: 12-25-2013 12:34 PM by aridapig.)
Post: #14
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
test v0.9.6-190-gca0fd61

Thanks dev team!
It can ingame now! however,font problems still to be resolved,and the frame rate does not seem normal.


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12-26-2013, 11:54 AM
Post: #15
RE: Narisokonai Eiyuutan: Taiyou to Tsuki no Monogatari (ULJS-00177)
I think this thread can move to "In-game" section.

I want to be a crash fixer
PM me if you want to me look a game
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