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Boku no Natsuyasumi Portable - Mushi Mushi Hakase to Teppen-yama no Himit - UCJS10038
#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: 96)
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Boku no Natsuyasumi Portable - Mushi Mushi Hakase to Teppen-yama no Himit - UCJS10038 - by DragonNeos - 05-09-2017, 07:15 AM

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