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Tokimeki Memorial 4 - JAP - NPJH50127
06-23-2010, 07:22 AM (This post was last modified: 06-26-2013 07:26 AM by nash67.)
Post: #1
Tokimeki Memorial 4 - JAP - NPJH50127
History:
http://jpcsp.org/forum/viewtopic.php?f=29&t=7349

r1605

Compatibility:
Misc: Ignore Unmapped Imports
Video: Use Viewport

Looks better now, hangs after the scene at the door (last picture)


Attached File(s) Thumbnail(s)
                   

.7z  tokimeki4.7z (Size: 25.36 KB / Downloads: 38)

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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12-23-2010, 03:55 PM
Post: #2
RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted]
r1923

playable

I've finished the game

Still have some problems:
No voice and the bottom of the figure is cut off (2nd picture)


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12-30-2010, 07:24 PM (This post was last modified: 12-30-2010 09:07 PM by Darth1701.)
Post: #3
RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted]
r1945

Settings: Use Media Engine + Decode with SonicStage

I can confirm what sc2000 posted (thanks!), I only would suggest to use r1933+ because HiMDRenderer crashed before at every voice (and this was really annoying), Voice is not played, Movie plays well, Music is OK but does not loop

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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04-22-2011, 11:41 AM (This post was last modified: 04-22-2011 11:48 AM by minipig2.)
Post: #4
RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted]
2097 test
don'k work

.rar  log.rar (Size: 6.63 KB / Downloads: 6)

2096 can run game
but Anime Character have some problems
   

btw game voice is mono at3 format, so no voice
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05-28-2011, 12:25 PM
Post: #5
RE: Tokimeki Memorial 4 - JAP - NPJH50127 [encrypted]
r2156

BGM looping only once
It`s still not fixed


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08-29-2015, 02:02 AM
Post: #6
RE: Tokimeki Memorial 4 - JAP - NPJH50127
Tested with r21e6501
game cant loading in

.zip  INFO-log.zip (Size: 6.9 KB / Downloads: 2)



game can loading in after add <logger name='hle.sceUtility'> <level value='debug' /> </logger> to LogSettings.xml


.zip  sceUtility-DEBUG-log.zip (Size: 13.79 KB / Downloads: 2)
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09-04-2015, 04:49 AM
Post: #7
RE: Tokimeki Memorial 4 - JAP - NPJH50127
Code:
09:57:47 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataShutdownStart
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=0
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus status 4
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=1
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataInitStart paramsAddr=0x09FAA450
This code sequence (calling InitStart without waiting for the status being 0) should now be improved in ea6838e. Is it really fixed for this game?

Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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09-04-2015, 05:02 AM
Post: #8
RE: Tokimeki Memorial 4 - JAP - NPJH50127
(09-04-2015 04:49 AM)gid15 Wrote:  
Code:
09:57:47 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataShutdownStart
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=0
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataGetStatus status 4
09:57:48 DEBUG hle.sceUtility - SceUtilityShutdown - hleUtilityThread action=1
09:57:48 DEBUG hle.sceUtility - InitGame - sceUtilitySavedataInitStart paramsAddr=0x09FAA450
This code sequence (calling InitStart without waiting for the status being 0) should now be improved in ea6838e. Is it really fixed for this game?

Think you, now it load in.
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