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Ghost in the Shell: Stand Alone Complex - US - ULUS10020
#1
r1537:

shows the starting screens screens

   
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


Attached Files
.7z   log.7z (Size: 10.18 KB / Downloads: 120)
JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit
PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
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#2
r2315
Gets to menu and plays New Game opening intro, crashes on loading screen (invalid memory)


Attached Files Thumbnail(s)
       

.rar   log.rar (Size: 17.78 KB / Downloads: 93)
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#3
Code:
checkSasHandleGood bad sasCoreUid 0x0
sceKernelLoadModule: partition=2, position=0
These functions have been improved in r2317 and r2318. Could you test again?

Thanks!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#4
(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]


Attached Files
.rar   log.rar (Size: 8.67 KB / Downloads: 95)
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#5
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)
               
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#6
(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.
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#7
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)


Attached Files
.zip   Log_r2788(64bit)_INFO.zip (Size: 89.07 KB / Downloads: 117)
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#8
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$FontLib.<init>(sceFont.java:488)
    at jpcsp.HLE.modules150.sceFont.sceFontNewLib(sceFont.java:720)
The memory allocation for sceFontNewLib has been improved in r2790. Could you test again and provide a log with sceFont on DEBUG level?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#9
(10-20-2012, 06:05 PM)gid15 Wrote:
Code:
00:28:04  WARN hle.SysMemUserForUser - KokakuGame - malloc cannot allocate partition=2, name='sceFont', type=PSP_SMEM_Low, size=0xC, addr=0x00000000, maxFreeMem=0x0, totalFreeMem=0x0
00:28:04 ERROR  runtime - KokakuGame - Catched Throwable in RuntimeThread:
java.lang.NullPointerException
    at jpcsp.HLE.modules150.sceFont$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)



Attached Files
.zip   Log_r2790(64bit)_scefont.zip (Size: 105.57 KB / Downloads: 103)
.zip   Log_r2790(64bit)_IgnoreInvalid,scefont.zip (Size: 37.18 KB / Downloads: 97)
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#10
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


Attached Files
.zip   log.zip (Size: 867.52 KB / Downloads: 114)
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