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Boku no Natsuyasumi Portable - Mushi Mushi Hakase to Teppen-yama no Himit - UCJS10038
#1
stuck after NEW GAME.


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.rar   jpcsp2367_UCJS10038_log.rar (Size: 95.96 KB / Downloads: 94)
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#2
using r 2830
on the title screen crashes out with a java.lang.StackOverflowError

here is the info log


by the way could a mod change the title to its proper name please
Boku no Natsuyasumi Portable - Mushi Mushi Hakase to Teppen-yama no Himitsu!!
or if that is to long just
Boku no Natsuyasumi Portable



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.zip   log.zip (Size: 5.13 KB / Downloads: 104)
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#3
using r 2887
doesn't crash out on the title screen any more

need software rendering ticked otherwise during the intro the screen is black with just the text and with it ticked the graphics are all glitched up

few warnings in the log

21:50:00 WARN loader - GUI - Failed to map import at 0x088F2E54 [0x552E0C4F] Module 'sceNetAdhocTransfer'(attempt 1)
21:50:00 WARN loader - GUI - Failed to map import at 0x088F2E5C [0x69F19666] Module 'sceNetAdhocTransfer'(attempt 1)
21:50:00 WARN loader - GUI - Failed to map import at 0x088F2E64 [0x658833CC] Module 'sceNetAdhocTransfer'(attempt 1)

21:50:37 WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x982797C

here is the info log

by the way could a mod change the title to its proper name please
Boku no Natsuyasumi Portable - Mushi Mushi Hakase to Teppen-yama no Himitsu!!


Attached Files
.zip   log.zip (Size: 4.47 KB / Downloads: 97)
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#4
(12-03-2012, 01:54 PM)nash67 Wrote: by the way could a mod change the title to its proper name please
Boku no Natsuyasumi Portable - Mushi Mushi Hakase to Teppen-yama no Himitsu!!
Changed thread name
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#5
This game has not been retested for a long time. Could someone please recheck it?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#6
This game was tested with revision cc4e331. In terms of graphics renderer, OpenGL is essentially unplayable since character models are floating in air in cutscenes and models are not visible most of the time in-game (possibly floating offscreen, compare 5th (OpenGL) and 6th Screenshot (External Software Renderer)). Even if there aren't any options selected with OpenGL, the character models are still floating in the air. The game is playable if the user chooses the External Software Renderer as the character models are correctly on the ground instead of being on an elevated invisible plane.

With the External Software Renderer, there are two graphical glitches:

1) There are two lines (one horizontal and one vertical) that appear in the Title Screen (2nd Screenshot - shown with red arrow pointing down, 1st Screenshot - OpenGL)

2) Graphics and text shown using this backend is not as sharp in comparison to OpenGL (2nd Screenshot - Game Title appears lighter in color and not as sharp, 6th Screenshot - Text is more grainy and some letters appear lighter than the rest with the letters underlined in red)

There is also another case of the emulator not detecting the end of a video correctly. As you can see in the log, I waited five minutes before pressing the Start button in order to get the game to proceed.
Code:
00:04:45  INFO hle.sceMpeg - user_main - sceMpegInit
00:04:45  INFO hle.sceMpeg - user_main - sceMpegInit returning 0x0
00:04:45  INFO hle.scePsmfPlayer - user_main - PSMF Player Data: displayBuffer=0x09828700, displayBufferSize=0x300000, playbackThreadPriority=34
00:04:45  INFO hle.scePsmfPlayer - user_main - Loading PSMF file 'disc0:/sce_lbn0x13830_size0x270e000'
00:04:45  INFO hle.sceMpeg - user_main - Found PSMF MPEG video stream data: streamID=0xE0, privateStreamID=0x0, unk1=0x20, unk2=0xFB, EPMapOffset=0xa2, EPMapNumEntries=154, frameWidth=480, frameHeight=272
00:04:45  INFO hle.sceMpeg - user_main - Found PSMF MPEG audio stream data: streamID=0xBD, privateStreamID=0x0, unk1=0x20, unk2=0x4, audioChannelConfig=2, audioSampleFrequency=2
00:04:45  INFO hle.scePsmfPlayer - user_main - Found play info data: videoCodec=0x0, videoStreamNum=0, audioCodec=0xF, audioStreamNum=0, playMode=0, playSpeed=1
00:05:22 ERROR atrac3plus - mplayer_audio - Invalid gain location: ch=1, sb=0, pos=1, val=33
00:05:22 ERROR hle.sceMpeg - mplayer_audio - Error received from codec.decode: 0xFFFFFFFF
00:10:30  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x971B07C
00:10:30  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0
00:10:30  INFO hle.sceMpeg - user_main - sceMpegFinish
00:10:30  INFO hle.sceMpeg - user_main - sceMpegFinish returning 0x0

The graphical style of this game doesn't seem to work well with upscaling (seems similar to Digimon Adventure). In terms of comparison between OpenGL (Screenshot 7, 9, & 10) and the External Software Renderer (Screenshot 8 & 11), there are positives and negatives for each graphics renderer.

OpenGL - Better at environments, character models still appear to be in 1x resolution, unusual lines may appear on the character (shown with red arrow)

External Software Renderer - Outlines appear for most objects in the environment, character models are upscaled better to match chosen resolution, random lines appear in the environment


Attached Files Thumbnail(s)
                                           

.zip   Log_rcc4e331(64bit)_INFO.zip (Size: 126.25 KB / Downloads: 87)
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#7
From the profiler, this game is displaying a lot using skinning (GU_WEIGHTS):
Code:
GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_WEIGHT_16BIT|GU_WEIGHTS(4)|GU_TRANSFORM_3D size=32: used 4172675 times in PRIM, average 70.2 per GE list
GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_WEIGHT_16BIT|GU_WEIGHTS(3)|GU_TRANSFORM_3D size=32: used 1423600 times in PRIM, average 24.0 per GE list
I need to review this part in the OpenGL renderer to probably resolve the "floating characters" issue.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#8
(05-09-2017, 07:15 AM)DragonNeos Wrote: There is also another case of the emulator not detecting the end of a video correctly. As you can see in the log, I waited five minutes before pressing the Start button in order to get the game to proceed.
I've added a small improvement to scePsmfPlayer in ddedd7b. If it doesn't help, I would need to log with "hle.scePsmfPlayer" at the debug level...

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#9
Videos are able to end correctly on its own when I tested the game with revision f6e6ba6. On OpenGL, the floating characters issue has been fixed as well. Although the performance could use some improvement in some maps, the game is considered playable on either graphics renderer.

The videos start and stop correctly in the game, but this warning appears after the end of each video with varying addresses.
Code:
06:58:21  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x982797C
06:58:21  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0
...
07:00:58  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x982797C
07:00:58  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0
...
07:05:38  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x971EF3C
07:05:38  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0
...
07:09:54  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x971D4FC
07:09:54  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0
...
07:10:51  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak psmfPlayer=0x971D4FC
07:10:51  WARN hle.scePsmfPlayer - user_main - Unimplemented scePsmfPlayerBreak returning 0x0


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.zip   Log_rf6e6ba6(64bit)_INFO.zip (Size: 134.05 KB / Downloads: 97)
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