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Eiyuu Densetsu Sora no Kiseki FC Kai HD - JPN - NPJB00293 (pseudo-ULJM05170)
#21
Code:
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - sceAtracSetDataAndGetID buffer=0x09F4A340, bufferSize=0x3B9A4
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - FileSize 0x3B9A4
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - WAVE format: magic=0x20746D66('fmt '), chunkSize=52, compressionCode=0xFFFE, channels=2, sampleRate=44100, bitrate=32041, bytesPerFrame=0x5D0, hiBytesPerSample=0, codingMode=0
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - Additional chunk data: 22 00 00 08 03 00 00 00 BF AA 23 E9 58 CB 71 44 A1 19 FF FA 01 E4 CE 62 01 00 28 B9 00 00 00 00 00 00 00 00
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - FACT Chunk: endSample=332297, sampleOffset=2048
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - DATA Chunk: data offset=0x64, data size=0x3B940
...
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - sceAtracGetBufferInfoForResetting atID=0x0, sample=0x0, bufferInfoAddr=0x0BB9DB38
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - sceAtracGetBufferInfoForReseting returning writeAddr=0x09F4A340, writeMaxSize=0x3B9A4, writeMinSize=0xBA0, readPosition=0x64
04:55:02 DEBUG hle.sceAtrac3plus - SOUND_THREAD - sceAtracResetPlayPosition atID=0x0, sample=0x0, bytesWrittenFirstBuf=0x3B940, bytesWrittenSecondBuf=0x0
This case (where the complete data was already available) was not properly handled in sceAtracGetBufferInfoForResetting. Could you retry with r3647?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#22
The music that plays before the Title Screen appears in the game is back on r3647. I have a question about patch files. From the README:
Code:
- Patch files:
To avoid repeatedly editing the settings each time you want to play a different
game you can save them in a patch file that will get automatically loaded with
the game. Patch files go in the "patches" directory and are named after the
game's Disc ID.

Please note when a game is using a patch file all compatibility settings in
the user interface will be overridden regardless of their state.
How would I place Settings to be used in patch files such as ULJM05170-55C069C631B22685.properties? Do I need to change the one(s) as true and do I need to delete the emu. before each option?
Code:
# Eiyuu Densetsu Sora no Kiseki FC Kai HD Remaster
# UMD_DATA.BIN contains "ULJM-05170|55C069C631B22685|0001|G             |"
memory64MB=true
maxTextureSize=1024
hasRightAnalogController=true
emu.compiler=1
emu.compiler.methodMaxInstructions=3000
emu.enabledynamicshaders=1
emu.enablegetexture=1
emu.useMediaEngine=1
emu.useVertexCache=1
emu.useshaders=1


Attached Files
.zip   Log_r3647(64bit)_INFO.zip (Size: 205.68 KB / Downloads: 102)
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#23
(10-05-2014, 03:30 AM)DragonNeos Wrote: The music that plays before the Title Screen appears in the game is back on r3647. I have a question about patch files. From the README:
Code:
- Patch files:
To avoid repeatedly editing the settings each time you want to play a different
game you can save them in a patch file that will get automatically loaded with
the game. Patch files go in the "patches" directory and are named after the
game's Disc ID.

Please note when a game is using a patch file all compatibility settings in
the user interface will be overridden regardless of their state.
How would I place Settings to be used in patch files such as ULJM05170-55C069C631B22685.properties? Do I need to change the one(s) as true and do I need to delete the emu. before each option?
Code:
# Eiyuu Densetsu Sora no Kiseki FC Kai HD Remaster
# UMD_DATA.BIN contains "ULJM-05170|55C069C631B22685|0001|G             |"
memory64MB=true
maxTextureSize=1024
hasRightAnalogController=true
emu.compiler=1
emu.compiler.methodMaxInstructions=3000
emu.enabledynamicshaders=1
emu.enablegetexture=1
emu.useMediaEngine=1
emu.useVertexCache=1
emu.useshaders=1
The above patch file seems correct. Keep exactly the same names as in Settings.properties (including the "emu." prefix if one is present).
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#24
Would the h264j java decoder allow videos from this game series to be displayed in future revisions? I made a log using r3661 with the following lines added onto LogSettings.xml:
Code:
<logger name='compiler'> <level value='debug' /> </logger>
<logger name='hle.sceMp4'> <level value='debug' /> </logger>
<logger name='hle.sceMpeg'> <level value='debug' /> </logger>
<logger name='hle.scePsmfPlayer'> <level value='debug' /> </logger>
<logger name='hle.scePsmf'> <level value='debug' /> </logger>


Attached Files
.zip   Log_r3661(64bit)_INFO.zip (Size: 1.4 MB / Downloads: 90)
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#25
I made an INFO log for this game using r3688 since some sceMp4 support was added in through r3686. JPCSP shows a warning as it isn't able to read the file header of the MP4.

Code:
03:44:17  WARN hle.sceMpeg - user_main - sceMpegAvcResourceInit unknown=0x1
03:44:17  WARN hle.sceMpeg - user_main - Unimplemented sceMpegAvcResourceGetAvcDecTopAddr unknown=0x8A00000
03:44:17  INFO hle.IoFileMgrForUser - user_main - hleIoOpen filename = disc0:/sce_lbn0b2e93_size0xc917e flags = 4001 permissions = 03567
03:44:17  WARN hle.sceMp4 - user_main - Unimplemented sceMp4Init unk1=true, unk2=true
03:44:18  WARN hle.sceMp4 - user_main - Unimplemented sceMp4Create mp4=0xA0091EC, callbacks=0x0A00D26C, readBufferAddr=0x09FDB880, readBufferSize=0x1000
03:44:18  WARN hle.sceMp4 - user_main - Invalid MP4 file header 0x52494646 0x76910C00 0x41564920:
0x09FDB880 52 49 46 46 76 91 0C 00 41 56 49 20 4C 49 53 54  >RIFFv...AVI LIST<
03:44:18  WARN hle.sceMp4 - user_main - Unimplemented sceMp4GetMovieInfo mp4=0xA0091EC, movieInfo=0x0A00D27C
03:44:18  WARN hle.sceMp4 - user_main - Unimplemented sceMp4GetNumberOfSpecificTrack mp4=0xA0091EC, trackType=0x11
03:44:18  WARN hle.sceMp4 - user_main - Unimplemented sceMp4Finish


Attached Files
.zip   Log_r3688(64bit)_INFO.zip (Size: 163.58 KB / Downloads: 87)
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#26
On r3693, the emulator will crash before reaching the Title Screen.


Attached Files
.zip   Log_r3693(64bit)_INFO.zip (Size: 126.6 KB / Downloads: 102)
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#27
Code:
java.lang.ArithmeticException: / by zero
    at jpcsp.HLE.modules150.sceMp4.sampleToFrameDuration(sceMp4.java:982)
    at jpcsp.HLE.modules150.sceMp4.sceMp4GetMovieInfo(sceMp4.java:1047)
Should now be fixed in r3694. Could you check again?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#28
The game is able to load again in r3696.


Attached Files
.zip   Log_r3696(64bit)_INFO.zip (Size: 172 KB / Downloads: 91)
Reply
#29
This game was tested with revision f1a485d. The audio doesn't play at all at the Title Screen and any audio that does play will loop and play improperly. For example, when pressing LOAD, there is a persisting sound that never seems to end even as the user exits back to the Title Screen. Audio in any cutscene is looping with no resemblance to what is supposed to be played at that point in the game.

Messages from the log seem to indicate that there is something wrong with FFmpeg's decoding of audio.


Attached Files
.zip   Log_rf1a485d(64bit)_INFO.zip (Size: 126.62 KB / Downloads: 92)
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