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Full Version: Ghost in the Shell: Stand Alone Complex - US - ULUS10020
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r1537:

shows the starting screens screens

[attachment=961]
This is the last one

and then gives this error

Code:
170675 [KokakuLoad] WARN  hle - sceDisplaySetFrameBuf(topaddr=0x0,bufferwidth=0,pixelformat=0,sync=1) bad params
170675 [KokakuLoad] INFO  compiler - Replacing CodeBlock at 0x08829450 by Native Code 'nop'
170691 [KokakuLoad] INFO  compiler - Replacing CodeBlock at 0x088244B4 by Native Code 'nop'
170769 [GUI] WARN  ge - Unknown/unimplemented video command [cte](0)
170784 [KokakuLoad] WARN  hle - sceDisplaySetFrameBuf(topaddr=0x0,bufferwidth=0,pixelformat=0,sync=1) bad params
170784 [KokakuLoad] WARN  hle - sceDisplaySetFrameBuf(topaddr=0x0,bufferwidth=0,pixelformat=0,sync=1) bad params

The emu pauses, resuming results in a non responsive state
r2315
Gets to menu and plays New Game opening intro, crashes on loading screen (invalid memory)
Code:
checkSasHandleGood bad sasCoreUid 0x0
sceKernelLoadModule: partition=2, position=0
These functions have been improved in r2317 and r2318. Could you test again?

Thanks!
(09-19-2011, 08:04 PM)gid15 Wrote: [ -> ]
Code:
checkSasHandleGood bad sasCoreUid 0x0
sceKernelLoadModule: partition=2, position=0
These functions have been improved in r2317 and r2318. Could you test again?

Thanks!

nice work, gets in-game now no more crashes everything else seems to work (besides mono at3)
[Image: j959hv.jpg][Image: 2rf6fz7.jpg]
[Image: el8kfs.jpg][Image: 2n9ysci.jpg]
what settings do you guys use for this?... I only ask because my text is all funky and stacked on top of each other .
( i have the EUR version if that helps)
[attachment=7919][attachment=7916][attachment=7917][attachment=7918]
(02-08-2012, 10:51 AM)ThatGuy Wrote: [ -> ]what settings do you guys use for this?... I only ask because my text is all funky and stacked on top of each other .
( i have the EUR version if that helps)

What setting are you using? I have the game and started running it but I'm getting graphical glitches of giant black patches.
r2788
regression (not sure what revision broke it, looks font related though Smile ) - java error shortly after pressing run
Code:
Running Jpcsp 64bit...
java.lang.NullPointerException
    at jpcsp.HLE.modules150.sceFont$FontLib.<init>(sceFont.java:488)
    at jpcsp.HLE.modules150.sceFont.sceFontNewLib(sceFont.java:720)
    at _S1_2_8A87AAC.s(_S1_2_8A87AAC.java:4)
    at _S1_2_896FA90.s(_S1_2_896FA90.java:124)
    at _S1_2_881D148.s(_S1_2_881D148.java:676)
    at _S1_2_881DC10.s881de74(_S1_2_881DC10.java:716)
    at _S1_2_881DC10.s(_S1_2_881DC10.java:612)
    at _S1_2_881DC10.exec(_S1_2_881DC10.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:648)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:684)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
Code:
00:28:04  WARN hle.SysMemUserForUser - KokakuGame - malloc cannot allocate partition=2, name='sceFont', type=PSP_SMEM_Low, size=0xC, addr=0x00000000, maxFreeMem=0x0, totalFreeMem=0x0
00:28:04 ERROR  runtime - KokakuGame - Catched Throwable in RuntimeThread:
java.lang.NullPointerException
    at jpcsp.HLE.modules150.sceFont$FontLib.<init>(sceFont.java:488)
    at jpcsp.HLE.modules150.sceFont.sceFontNewLib(sceFont.java:720)
The memory allocation for sceFontNewLib has been improved in r2790. Could you test again and provide a log with sceFont on DEBUG level?
(10-20-2012, 06:05 PM)gid15 Wrote: [ -> ]
Code:
00:28:04  WARN hle.SysMemUserForUser - KokakuGame - malloc cannot allocate partition=2, name='sceFont', type=PSP_SMEM_Low, size=0xC, addr=0x00000000, maxFreeMem=0x0, totalFreeMem=0x0
00:28:04 ERROR  runtime - KokakuGame - Catched Throwable in RuntimeThread:
java.lang.NullPointerException
    at jpcsp.HLE.modules150.sceFont$FontLib.<init>(sceFont.java:488)
    at jpcsp.HLE.modules150.sceFont.sceFontNewLib(sceFont.java:720)
The memory allocation for sceFontNewLib has been improved in r2790. Could you test again and provide a log with sceFont on DEBUG level?

No longer gets the java error, now the game shows a few screens then gets an invalid memory error.
(using ignore invalid memory access allows it to bypass the error, but then eventually crashed again)

using r 3264
shows 4 developers screens then pauses with an error
click run and nothing but a black screen
here is a compiler log