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Tenshin Ranman: Happy Go Lucky - ULJM05634 - Printable Version

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+----- Thread: Tenshin Ranman: Happy Go Lucky - ULJM05634 (/showthread.php?tid=5855)

Pages: 1 2


RE: Tenshin Ranman: Happy Go Lucky - ULJM05634 - onelight - 03-09-2020

(03-08-2020, 06:40 PM)gid15 Wrote:
(03-08-2020, 05:07 PM)onelight Wrote: Movie still flashes, but I find a way to help
If XBRZ4JPCSP is enable (should enable before Launch game or will broken graphics)
movie will play slower (1/3 fps, sound crackling sometime and end before video)
and none flashes.
OK, it sounds like a timing issue. Could you please provide a log at INFO level with the following lines added to LogSettings.xml:
Code:
<logger name='compiler'> <level value='debug' /> </logger>
<logger name='hle.sceMpegbase'> <level value='trace' /> </logger>
<logger name='hle.sceVideocodec'> <level value='trace' /> </logger>
<logger name='hle.sceMpeg'> <level value='trace' /> </logger>
<logger name='hle.scePsmfPlayer'> <level value='trace' /> </logger>
<logger name='hle.scePsmf'> <level value='debug' /> </logger>
<logger name='hle.sceMp4'> <level value='trace' /> </logger>
<logger name='hle.mp4msv'> <level value='trace' /> </logger>
<logger name='hle.IoFileMgrForUser'> <level value='trace' /> </logger>
<logger name='hle.sceDisplay'> <level value='debug' /> </logger>
<logger name='hle.sceGe_user'> <level value='debug' /> </logger>
Thank you!

http://www.mediafire.com/file/tsg5krxi5pm76xi/log-Tenshin_Ranman_Happy_Go_Lucky.7z/file


RE: Tenshin Ranman: Happy Go Lucky - ULJM05634 - gid15 - 03-17-2020

(03-09-2020, 01:28 PM)onelight Wrote:
(03-08-2020, 06:40 PM)gid15 Wrote:
(03-08-2020, 05:07 PM)onelight Wrote: Movie still flashes, but I find a way to help
If XBRZ4JPCSP is enable (should enable before Launch game or will broken graphics)
movie will play slower (1/3 fps, sound crackling sometime and end before video)
and none flashes.
OK, it sounds like a timing issue. Could you please provide a log at INFO level with the following lines added to LogSettings.xml:
Code:
<logger name='compiler'> <level value='debug' /> </logger>
<logger name='hle.sceMpegbase'> <level value='trace' /> </logger>
<logger name='hle.sceVideocodec'> <level value='trace' /> </logger>
<logger name='hle.sceMpeg'> <level value='trace' /> </logger>
<logger name='hle.scePsmfPlayer'> <level value='trace' /> </logger>
<logger name='hle.scePsmf'> <level value='debug' /> </logger>
<logger name='hle.sceMp4'> <level value='trace' /> </logger>
<logger name='hle.mp4msv'> <level value='trace' /> </logger>
<logger name='hle.IoFileMgrForUser'> <level value='trace' /> </logger>
<logger name='hle.sceDisplay'> <level value='debug' /> </logger>
<logger name='hle.sceGe_user'> <level value='debug' /> </logger>
Thank you!

http://www.mediafire.com/file/tsg5krxi5pm76xi/log-Tenshin_Ranman_Happy_Go_Lucky.7z/file
In order to try to understand the reason for the timing issue, could you please test this game on a real PSP using JpcspTrace with the following lines added into the configuration file JpcspTrace.config:
Code:
LogBufferLength 0x2000
sceMpegAvcCsc 0x31BD0272 5 !xxpdx
sceGeDrawSync 0xB287BD61 1 !d
sceCtrlReadBufferPositive 0x1F803938 2 !xx
Thank you!


RE: Tenshin Ranman: Happy Go Lucky - ULJM05634 - onelight - 03-19-2020

(03-17-2020, 08:57 PM)gid15 Wrote:
(03-09-2020, 01:28 PM)onelight Wrote:
(03-08-2020, 06:40 PM)gid15 Wrote:
(03-08-2020, 05:07 PM)onelight Wrote: Movie still flashes, but I find a way to help
If XBRZ4JPCSP is enable (should enable before Launch game or will broken graphics)
movie will play slower (1/3 fps, sound crackling sometime and end before video)
and none flashes.
OK, it sounds like a timing issue. Could you please provide a log at INFO level with the following lines added to LogSettings.xml:
Code:
<logger name='compiler'> <level value='debug' /> </logger>
<logger name='hle.sceMpegbase'> <level value='trace' /> </logger>
<logger name='hle.sceVideocodec'> <level value='trace' /> </logger>
<logger name='hle.sceMpeg'> <level value='trace' /> </logger>
<logger name='hle.scePsmfPlayer'> <level value='trace' /> </logger>
<logger name='hle.scePsmf'> <level value='debug' /> </logger>
<logger name='hle.sceMp4'> <level value='trace' /> </logger>
<logger name='hle.mp4msv'> <level value='trace' /> </logger>
<logger name='hle.IoFileMgrForUser'> <level value='trace' /> </logger>
<logger name='hle.sceDisplay'> <level value='debug' /> </logger>
<logger name='hle.sceGe_user'> <level value='debug' /> </logger>
Thank you!

http://www.mediafire.com/file/tsg5krxi5pm76xi/log-Tenshin_Ranman_Happy_Go_Lucky.7z/file
In order to try to understand the reason for the timing issue, could you please test this game on a real PSP using JpcspTrace with the following lines added into the configuration file JpcspTrace.config:
Code:
LogBufferLength 0x2000
sceMpegAvcCsc 0x31BD0272 5 !xxpdx
sceGeDrawSync 0xB287BD61 1 !d
sceCtrlReadBufferPositive 0x1F803938 2 !xx
Thank you!


.zip   log.zip (Size: 95.28 KB / Downloads: 93)


RE: Tenshin Ranman: Happy Go Lucky - ULJM05634 - gid15 - 03-26-2020

Code:
19:24:13 DEBUG hle.sceMpeg - user_main - sceMpegAvcCsc mpeg=0x09FDF910, sourceAddr=0x092F0E80, rangeAddr=0x09FFF4F0, frameWidth=0x200, destAddr=0x09413D80
This game is decoding the video frames into RAM (0x09413D80) instead of usually VRAM. I have created a test application on a PSP (vramspeed.pbp) and found major speed differences when a texture is rendered from RAM as compared to VRAM.
I have tried to mimic the timing behavior in 8afa36f. This is producing good results using the test application.
Could you please try this game with this change to see if there is any impact?

The same changes have also been implemented into the external software renderer (watch the new build under the "Live Downloads" when available)


RE: Tenshin Ranman: Happy Go Lucky - ULJM05634 - onelight - 03-27-2020

(03-26-2020, 05:11 PM)gid15 Wrote:
Code:
19:24:13 DEBUG hle.sceMpeg - user_main - sceMpegAvcCsc mpeg=0x09FDF910, sourceAddr=0x092F0E80, rangeAddr=0x09FFF4F0, frameWidth=0x200, destAddr=0x09413D80
This game is decoding the video frames into RAM (0x09413D80) instead of usually VRAM. I have created a test application on a PSP (vramspeed.pbp) and found major speed differences when a texture is rendered from RAM as compared to VRAM.
I have tried to mimic the timing behavior in 8afa36f. This is producing good results using the test application.
Could you please try this game with this change to see if there is any impact?

The same changes have also been implemented into the external software renderer (watch the new build under the "Live Downloads" when available)

It's better but still flashes some time
edit: add log
http://www.mediafire.com/file/4ck06kgpm6yso8f/Tenshin_Ranman_Happy_Go_Lucky_log.7z/file