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Full Version: God Eater 2 Trial - NPJH90338
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using r 3350
using the iso version
[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
[X] Save Stencil to Memory (more accurate but slower)
I run this game in almost full fps. but there are many bug

VIDEO
http://www.tudou.com/programs/view/gscyzP4Pytk/

log
http://pan.baidu.com/share/link?shareid=...2282369784
The demo was tested with r3369. It seems that it could go a little further than before, but the game is not considered playable. The first tutorial mission can now be done but the second mission will cause JPCSP to crash. When the second mission is started, JPCSP will be stuck on Pause. Clicking on Run a few times will make the Cmd display "java.lang.RuntimeException: Cannot find executable." The final image attached is where I am getting the Error and attempt at clicking on Run before JPCSP crashes. The errors that are listed in my last test (Post #18) still exist with the exception of the first problem which seems fixed.

Enabling "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" before the game loads will display a black screen that flashes and flickers once the character is playable. Enabling this option on-the-fly will cause a white screen and display this:
Code:
14:07:29 ERROR       ge - GUI - Error blitFramebuffer: GL_INVALID_OPERATION
jpcsp.graphics.textures.GETexture.copyStencilToTextureAlpha(GETexture.java:428)
jpcsp.graphics.textures.GETexture.copyScreenToTexture(GETexture.java:201)
jpcsp.HLE.modules150.sceDisplay.copyGeToMemory(sceDisplay.java:1522)
jpcsp.HLE.modules150.sceDisplay.hleDisplaySetGeBuf(sceDisplay.java:1159)
jpcsp.HLE.modules150.sceDisplay.hleDisplaySetGeBuf(sceDisplay.java:1088)
jpcsp.graphics.VideoEngine.updateGeBuf(VideoEngine.java:7176)
The option "Save Stencil to Memory (more accurate but slower)" will then be disabled even though it is enabled in the Configuration. The option needs to be disabled then enabled again in order for it to work. When enabling "Ignore invalid memory access (not recommended for test reports, but improves performance)" I can progress slightly further into the game. I can attempt the first mission with Julius and Nana, but JPCSP will Pause after the cutscene where Julius is talking.
Code:
15:06:41 ERROR      hle - Main - Unmapped import at 0x0896FE48 - $a0=0x09F331A0 $a1=0x099E7040 $a2=0x00000000
Even if I activate "Ignore unmapped imports (not recommended)" on-the-fly, the game will not progress any further. The user would need to close JPCSP, then open it and start the game again to start the mission with Julius and Nana. After a certain point, the game will crash no matter what options are enabled.
The demo was tested with r3405. Problems from earlier posts may still apply to this revision. Some cutscenes are not rendered at 30 FPS and I sometimes get a black screen when I try to buy items from the shop. Any changes to Configuration will not fix the black screen and I need to close JPCSP and restart the emulator. Using "Use Software Rendering (very experimental, not yet complete, slow)" will cause cutscenes to be covered with a black screen. It also causes the graphics to have some graphical garbage scattered around the screen and the graphics are more pixelated.

Beginning with this Mission (1st Picture), the option to Ignore Unmapped Imports needs to be checked or JPCSP will crash. With these Missions (3rd & 5th Picture), there is a chance that JPCSP will crash as soon as the Mission begins even though the Ignore Unmapped Imports option is enabled.

The Unmapped Import Errors seem to have inconsistent addresses. An example is this:
Code:
00:43:29  WARN      hle - Main - IGNORING: Unmapped import at 0x0896FE48 - $a0=0x09FACD50 $a1=0x09BFC1E0 $a2=0x00000000
When I try the same Mission again, JPCSP crashes with another address for the Unmapped Import.
can i requesting for a save data from the official demo version with all item at the inventory and all blood arts?
This demo was tested with r3423. The problems that are listed in previous posts still occur on this revision. One annoying problem that occurs in the demo is that there is some lag when the player's character interacts with other people, a Hint appears, and when the Terminal is used. There is also some lag while the player is on a Mission. In cutscenes, there is an equal sign that randomly appears when the resolution is greater than 1x. It is possible for the player to activate Continue (Multi) since one can change the PSP Model to PSP-2000 before starting the demo. The SAVEDATA created by JPCSP (using Crypto) does not work on a real PSP.
This game was tested on revision 69298aa. The problems that affect the full game also affect the trial game. Beginning with revision e38c3e9, after a new game is started, attempting to load the second cutscene (and any subsequent cutscene) will crash the game with the following:
Code:
02:39:57  INFO   stdout - Main - cassert : src/god_g001_Demo/event_demo.c 327 :  : (N/A)
02:39:57 DEBUG compiler - Main - Compiling _S1_2_8835E6C
02:39:57 DEBUG compiler - Main - CodeInstruction.compile 0x8835E6C - nop[03E00008,00000000]()
02:39:57 DEBUG compiler - Main - Replacing CodeBlock at 0x08835E6C (08835E6C-0x08835E70, length 2) by nop[03E00008,00000000]()
02:39:57 ERROR      emu - Main - 0x088236E4 - Allegrex break 0x00000

On revision 2837a87 (last working revision), the compiler output is different:
Code:
11:56:27 DEBUG compiler - Main - Compiling _S1_2_8E72E98
11:56:27 DEBUG compiler - Main - CodeInstruction.compile  > 0x88236E0 - sync
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88236E4 - break      0x00000
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88236E8 - jr         $ra
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88236EC - nop
11:56:27 DEBUG compiler - Main - CodeInstruction.compile  > 0x88264B0 - addiu      $sp, $sp, -16
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264B4 - lui        $v1, 0x08AD <=> li $v1, 0x08AD0000
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264B8 - addiu      $v0, $zr, 1 <=> li $v0, 1
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264BC - sw         $s0, 0($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264C0 - addu       $s0, $a0, $zr <=> move $s0, $a0
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264C4 - sw         $ra, 8($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264C8 - sw         $s1, 4($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264CC - lbu        $s1, 29480($v1)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile <  0x88264D0 - jal        0x08826384
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264D4 - sb         $v0, 29480($v1)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264D8 - lui        $a0, 0x08A7 <=> li $a0, 0x08A70000
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264DC - lw         $t0, 12($s0)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264E0 - lw         $a1, 0($s0)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264E4 - lw         $a2, 4($s0)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264E8 - lw         $a3, 8($s0)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile <  0x88264EC - jal        0x088262B0
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264F0 - addiu      $a0, $a0, 26636
11:56:27 DEBUG compiler - Main - CodeInstruction.compile v  0x88264F4 - bne        $s1, $zr, 0x08826504
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88264F8 - addiu      $a0, $zr, 1 <=> li $a0, 1
11:56:27 DEBUG compiler - Main - CodeInstruction.compile <  0x88264FC - jal        0x08835E6C
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8826500 - nop
11:56:27 DEBUG compiler - Main - CodeInstruction.compile  > 0x8826504 - lw         $ra, 8($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8826508 - lw         $s1, 4($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x882650C - lw         $s0, 0($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile ^  0x8826510 - j          0x088236E0
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8826514 - addiu      $sp, $sp, 16
11:56:27 DEBUG compiler - Main - CodeInstruction.compile  > 0x8831658 - addiu      $sp, $sp, -16
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x883165C - sw         $s1, 4($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831660 - lui        $s1, 0x08AD <=> li $s1, 0x08AD0000
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831664 - sw         $s0, 0($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831668 - addu       $s0, $a0, $zr <=> move $s0, $a0
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x883166C - sw         $ra, 8($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile <  0x8831670 - jal        0x0882BE44
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831674 - lw         $a0, 28384($s1)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831678 - lui        $a0, 0x08AC <=> li $a0, 0x08AC0000
11:56:27 DEBUG compiler - Main - CodeInstruction.compile v  0x883167C - bgez       $v0, 0x0883168C
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831680 - addiu      $a0, $a0, 19508
11:56:27 DEBUG compiler - Main - CodeInstruction.compile <  0x8831684 - jal        0x088264B0
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831688 - nop
11:56:27 DEBUG compiler - Main - CodeInstruction.compile  > 0x883168C - lw         $a0, 28384($s1)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831690 - lui        $v0, 0x08AE <=> li $v0, 0x08AE0000
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831694 - addiu      $v0, $v0, -9344
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8831698 - addiu      $v1, $zr, 1 <=> li $v1, 1
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x883169C - sw         $s0, 216($v0)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile <  0x88316A0 - jal        0x0882BE84
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316A4 - sb         $v1, 212($v0)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316A8 - lui        $a0, 0x08AC <=> li $a0, 0x08AC0000
11:56:27 DEBUG compiler - Main - CodeInstruction.compile v  0x88316AC - bgez       $v0, 0x088316C8
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316B0 - addiu      $a0, $a0, 19492
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316B4 - lw         $ra, 8($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316B8 - lw         $s1, 4($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316BC - lw         $s0, 0($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile ^  0x88316C0 - j          0x088264B0
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316C4 - addiu      $sp, $sp, 16
11:56:27 DEBUG compiler - Main - CodeInstruction.compile  > 0x88316C8 - lw         $ra, 8($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316CC - lw         $s1, 4($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316D0 - lw         $s0, 0($sp)
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316D4 - jr         $ra
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88316D8 - addiu      $sp, $sp, 16
11:56:27 DEBUG compiler - Main - CodeInstruction.compile v> 0x88536C8 - bltz       $a0, 0x088536D8
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88536CC - nop
11:56:27 DEBUG compiler - Main - CodeInstruction.compile ^  0x88536D0 - j          0x08831658
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88536D4 - addu       $a0, $a1, $zr <=> move $a0, $a1
11:56:27 DEBUG compiler - Main - CodeInstruction.compile  > 0x88536D8 - jr         $ra
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x88536DC - nop
11:56:27 DEBUG compiler - Main - CodeInstruction.compile ^> 0x8E72E98 - j          0x088536C8
11:56:27 DEBUG compiler - Main - CodeInstruction.compile    0x8E72E9C - nop

While the option "Load file..." has been updated to be able to load ISO/CSO files in 5855b89, demo/trial games (in encrypted EBOOT.PBP format) aren't able to load using this option. The emulator will show "General error: File format not supported!" even though the file is placed in the ms0/PSP/GAME directory. The following message appears in the logger when attempting to use "Load file..." instead of using "Load UMD...":
Code:
14:20:51  INFO   loader - GUI - PBP meta data:
APP_VER = 01.00
BOOTABLE = 1
CATEGORY = EG
DISC_ID = NPJH90338
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.01
HRKGMP_VER = 128
PARENTAL_LEVEL = 0
PSP_SYSTEM_VER = 6.60
REGION = 32768
TITLE = GOD EATER 2 体験版
USE_USB = 0
14:20:51 DEBUG   loader - GUI - Loader: Not a ELF
14:20:51  INFO   loader - GUI - Unrecognized file format
14:20:51  INFO   loader - GUI - File magic 6A 63 F3 28
14:20:51 DEBUG   loader - GUI - File header:
0x00000000 6A 63 F3 28 D5 2C B4 11 05 25 82 5A 85 3B CC 7C  >jc.(.,...%.Z.;.|<
0x00000010 BF B3 CA 11 AC 93 66 88 14 2D 30 0F 1B 10 39 40  >......f..-0...9@<
0x00000020 66 E8 04 3F 3E 00 0D 64 48 C3 76 83 16 84 43 59  >f..?>..dH.v...CY<
0x00000030 A7 C9 F7 2D 8B F8 D8 59 4B 9A B1 2A 50 32 12 30  >...-...YK..*P2.0<
0x00000040 32 E0 28 10 0A 4A 4A 77 22 DA 97 B5 9E 66 64 E6  >2.(..JJw"....fd.<
0x00000050 BA 72 29 5A EA DE D7 1C 5D F9 E8 49 E3 CD 6C 43  >.r)Z....]..I..lC<
0x00000060 00 78 F4 3D 91 4C AC C2 7B EF E1 CE 22 C2 2A 52  >.x.=.L..{...".*R<
0x00000070 DD 83 59 6A 93 75 5D 08 5C DB 64 EE 34 BA 94 C2  >..Yj.u].\.d.4...<
0x00000080 44 5A 2A 4B 21 1A B7 FB 0D 04 55 01 30 D5 29 33  >DZ*K!.....U.0.)3<
0x00000090 8F F1 BC D6 69 DB B6 65 B9 1D 4E 42 24 45 06 73  >....i..e..NB$E.s<
0x000000A0 93 22 47 4D 65 22 F7 A1 A2 11 D1 7B 77 B7 8C 48  >."GMe".....{w..H<
0x000000B0 15 06 CC AD B6 B6 DE EF D6 47 1F 03 04 0F 8F 48  >.........G.....H<
0x000000C0 22 AA AD AC F7 21 5A 6C 58 26 12 5C 6B 2D 5A B6  >"....!ZlX&.\k-Z.<
0x000000D0 6D 05 C8 DC 09 19 11 EE 69 7D 5C 9F 9F CC 82 89  >m.......i}\.....<
0x000000E0 86 8D F0 60 62 1B 23 22 F5 70 8B 98 67 26 33 5A  >...`b.#".p..g&3Z<
0x000000F0 AD 60 22 10 8B BC BD 1B AC EB BA 00 D4 47 17 51  >.`"..........G.Q<

If you are willing to test out this trial game, you can use the attached save to get near the first instance of the game crashing. After loading the save, skip the first cutscene by pressing Enter and let the second cutscene attempt to load. The link to the trial game is available on the first topic post.
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