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God Eater 2 - NPJH50832
#41
(07-07-2015, 11:45 PM)DragonNeos Wrote: This game was tested on 4098f5d. God Eater 2 (Ver 1.00) works for the most part except that during certain cutscenes, this error will appear in the log and freeze the game temporarily as a character is about to say something.
Code:
16:47:20 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
Could you post a log file at INFO level, but with sceAtrac3plus at DEBUG level?

LogSettings.xml:
Code:
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#42
Here are the logs. I also made a log with hle.sceSasCore at DEBUG level in case you needed it.

Is there some fundamental problem with how JPCSP handles SPRX files that causes any patched version of this game to crash or is it something else such as unimplemented functions? I added a Debug Log from PPSSPP v1.0.1-756-g1ba2b1c in the case that the log may reveal what needs to be worked on.


Attached Files
.zip   Log_r4098f5d(64bit)_INFO (sceAtrac3+).zip (Size: 595.95 KB / Downloads: 95)
.zip   Log_r4098f5d(64bit)_INFO (sceSasCore).zip (Size: 249.68 KB / Downloads: 90)
.7z   PPSSPP v1.0.1-756-g1ba2b1c Log (GE 2 Ver 1.40).7z (Size: 1.66 MB / Downloads: 78)
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#43
This game was tested with revision 21e6501. During certain cutscenes, an error will appear in the log and temporarily freeze the game as a character is about to say something.
Code:
17:20:31 DEBUG hle.sceAtrac3plus - Sound - decodeData returning ERROR_ATRAC_ALL_DATA_DECODED
17:20:31 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
17:20:31 DEBUG hle.sceAtrac3plus - Sound - decodeData returning ERROR_ATRAC_ALL_DATA_DECODED
17:20:31 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
17:20:31 DEBUG hle.sceAtrac3plus - Sound - decodeData returning ERROR_ATRAC_ALL_DATA_DECODED
17:20:31 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
17:20:31 DEBUG hle.sceAtrac3plus - Sound - decodeData returning ERROR_ATRAC_ALL_DATA_DECODED
17:20:31 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
17:20:31 DEBUG hle.sceAtrac3plus - Sound - decodeData returning ERROR_ATRAC_ALL_DATA_DECODED
17:20:31 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
...
Cutscenes that have more than one subtitle line will have an equal sign appearing at the end of the first line. This issue occurs at any resolution (1x, 2x, etc.).


Attached Files Thumbnail(s)
   

.zip   Log_r21e6501(64bit)_INFO (sceAtrac3+).zip (Size: 252.41 KB / Downloads: 94)
.zip   Log_r21e6501(64bit)_INFO (sceSasCore).zip (Size: 254.49 KB / Downloads: 95)
Reply
#44
using jpcsp bdff0ee920
still has a problem with the voices
here is an info log


Attached Files
.zip   log.zip (Size: 147.61 KB / Downloads: 86)
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#45
This game was tested with revision f1a485d. The audio problem still occurs in cutscenes and during missions when characters are speaking.


Attached Files
.zip   Log_rf1a485d(64bit)_INFO (Ver 1.40).zip (Size: 477.12 KB / Downloads: 91)
Reply
#46
After doing some testing, the last revision to not have the audio problem was 7787f9e. Starting with f25f23f, there are problems with the audio in cutscenes and during missions when characters are speaking which can cause the game to lag.

I have attached the following logs (7787f9e (last working revision), f25f23f (first broken revision), & 91a3ea9 (latest revision)) with these two lines added on LogSettings.xml:
Code:
<logger name='hle.sceSasCore'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>


Attached Files
.zip   Log_r91a3ea9(64bit)_INFO.zip (Size: 571.66 KB / Downloads: 101)
.zip   Log_r7787f9e(64bit)_INFO.zip (Size: 520.61 KB / Downloads: 78)
.zip   Log_rf25f23f(64bit)_INFO.zip (Size: 538.89 KB / Downloads: 93)
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#47
(03-19-2016, 06:59 AM)DragonNeos Wrote: After doing some testing, the last revision to not have the audio problem was 7787f9e. Starting with f25f23f, there are problems with the audio in cutscenes and during missions when characters are speaking which can cause the game to lag.

I have attached the following logs (7787f9e (last working revision), f25f23f (first broken revision), & 91a3ea9 (latest revision)) with these two lines added on LogSettings.xml:
Code:
<logger name='hle.sceSasCore'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>

Have you try revision a6c19f1 ?
Reply
#48
Revision a6c19f1 doesn't fix the audio problem.


Attached Files
.zip   Log_ra6c19f1(64bit)_INFO.zip (Size: 752.5 KB / Downloads: 197)
Reply
#49
(03-19-2016, 06:59 AM)DragonNeos Wrote: After doing some testing, the last revision to not have the audio problem was 7787f9e. Starting with f25f23f, there are problems with the audio in cutscenes and during missions when characters are speaking which can cause the game to lag.

I have attached the following logs (7787f9e (last working revision), f25f23f (first broken revision), & 91a3ea9 (latest revision)) with these two lines added on LogSettings.xml:
Code:
<logger name='hle.sceSasCore'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>

I see a lot of ERROR messages being logged when reaching the end of one audio. This could slow down Jpcsp a bit, causing lag. I've removed these messages in 9bf0cb7. Does it help?
Code:
01:50:03 DEBUG hle.sceAtrac3plus - Sound - decodeData returning ERROR_ATRAC_ALL_DATA_DECODED
01:50:03 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
01:50:03 DEBUG hle.sceSasCore - Sound - SampleSourceAtrac3 decode: bufferedSamples=0, currentSample=81920, endSample=81916
01:50:03 DEBUG hle.sceAtrac3plus - Sound - decodeData returning ERROR_ATRAC_ALL_DATA_DECODED
01:50:03 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#50
Using revision 9bf0cb7 and up (currently using d854f37) does fix the problem and allows the game to be playable. One issue that occurs often with God Eater 2 on the emulator is the memory allocation. It requires a lot of memory to be reserved in order for the game to play or the emulator will crash after a period of time. I'm not sure if this is a problem with Java or the emulator but whenever it crashes or doesn't respond, the settings of JPCSP occasionally get erased.

Are the options "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" and "Save Stencil to Memory (more accurate but slower)" similar? If so, I was wondering if the following log message can be suppressed if either option is enabled.
Code:
05:13:50  WARN       ge - GUI - UNSUPPORTED: Both different SFIX (0xFEFEFE) and DFIX (0x808080) are not supported (blend equation=0), approximating with 0xFFFFFF/0x808080
I can use the option "Save Stencil to Memory (more accurate but slower)" which helps to reduce the bright lighting and bloom. As I mentioned in an earlier post, the option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" doesn't work on my computer.

There is also a problem with using a particular version of God Eater 2, namely Ver 1.01. After the opening video, the emulator will pause with memory errors. Clicking on Run a couple of times will allow the game to load the Title Screen. However, it doesn't seem to be rendered correctly as the "Press START Button" is not showing up. Furthermore, once the user presses the designated button for Start, a black screen appears. Nothing gets produced in the INFO log and the game doesn't respond to any pressed keys.


Attached Files
.zip   Log_rd854f37(64bit)_INFO (Ver 1.01).zip (Size: 113.57 KB / Downloads: 96)
.zip   Log_rd854f37(64bit)_INFO (Ver 1.40).zip (Size: 523.59 KB / Downloads: 101)
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