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Full Version: Tokimeki Memorial 4 - JAP - NPJH50127
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History:
http://jpcsp.org/forum/viewtopic.php?f=29&t=7349

r1605

Compatibility:
Misc: Ignore Unmapped Imports
Video: Use Viewport

Looks better now, hangs after the scene at the door (last picture)
r1923

playable

I've finished the game

Still have some problems:
No voice and the bottom of the figure is cut off (2nd picture)
r1945

Settings: Use Media Engine + Decode with SonicStage

I can confirm what sc2000 posted (thanks!), I only would suggest to use r1933+ because HiMDRenderer crashed before at every voice (and this was really annoying), Voice is not played, Movie plays well, Music is OK but does not loop
2097 test
don'k work
[attachment=5070]

2096 can run game
but Anime Character have some problems
[attachment=5071]

btw game voice is mono at3 format, so no voice
r2156

BGM looping only once
It`s still not fixed
Tested with r21e6501
game cant loading in
[attachment=19392]



game can loading in after add <logger name='hle.sceUtility'> <level value='debug' /> </logger> to LogSettings.xml

[attachment=19393]
Code:
09:57:47 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataShutdownStart
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=0
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus status 4
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=1
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataInitStart paramsAddr=0x09FAA450
This code sequence (calling InitStart without waiting for the status being 0) should now be improved in ea6838e. Is it really fixed for this game?
(09-04-2015, 04:49 AM)gid15 Wrote: [ -> ]
Code:
09:57:47 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataShutdownStart
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=0
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus status 4
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=1
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataInitStart paramsAddr=0x09FAA450
This code sequence (calling InitStart without waiting for the status being 0) should now be improved in ea6838e. Is it really fixed for this game?

Think you, now it load in.