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Super Puzzle Fighter II Turbo HD Remix [NPUB30017]
#1
Settings:
Core
CPU
Interpreter & DisAsm
Ignore Read/Write errors (disabled)

SPU
Interpreter

Graphics
Write Depth Buffer and Write Color Buffers (enabled)
It was only possible to view the images with them enabled.

Loads the Capcom logo and after a time emulation, you can hear the audio in the process!


Pressing the ENTER key during the boot was interpreted this way:
Code:
[E : PPU[1] Thread (CPUThread)[0x0031f0b8]]: sys_io error: cellPadSetPressMode(port_no=0)
[E : PPU[1] Thread (CPUThread)[0x0031f07c]]: sys_io error: cellPadSetPressMode(port_no=0)
[E : PPU[1] Thread (CPUThread)[0x0031f0b8]]: sys_io error: cellPadSetPressMode(port_no=1)
[E : PPU[1] Thread (CPUThread)[0x0031f07c]]: sys_io error: cellPadSetPressMode(port_no=1)


Attached Files Thumbnail(s)
                                       

.zip   SuperPuzzleFighterIIHD_logfile.zip (Size: 86.63 KB / Downloads: 138)
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#2
Did you test with the SPU recompiler?
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#3
Tested, but hangs when loading SPUmultistrream.


Attached Files
.zip   SuperPuzzleFighterIIHD_logfile.zip (Size: 86.63 KB / Downloads: 98)
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#4
Probably after this update :
* Merge pull request # 204 from darkf / padfix
pad: Send all button states are release events fire

CellPadInfoSensorMode and cellPadInfoPressMode infinite loop occurs before the the first graphics screen, thus freezing progress at the black screen with locked frames.

log: http://pastebin.com/ewmJGSKM

[E : PPU[1] Thread (CPUThread)[0x0031f058]]: sys_io error: cellPadInfoSensorMode(port_no=0)
[E : PPU[1] Thread (CPUThread)[0x0031f004]]: sys_io error: cellPadInfoPressMode(port_no=0)


Only with the Pad Handler null process continued.


Attached Files Thumbnail(s)
       
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#5
With the latest updates of textures, the Capcom logo got its normal color!

However, to continue progress is necessary to disable the pad handler (null).

and
What effect will the startup be resolved this error below?
Code:
TODO: cellGcmSetBackPolygonMode(0x1b02)


Attached Files Thumbnail(s)
   
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#6
I have seen a lot of games that kind of loop on cellGcmSetBackPolygonMode. Not sure how much it breaks though.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#7
@emunewzdecade , How this game looks like now in latest build ? (is it color buffer disable yield no graphic?)

Meanwhile , possibly try 720x480 as i seen some games good in 1280x720 and some good in 720x480 .
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#8
(05-20-2014, 02:29 AM)jacky400 Wrote: @emunewzdecade , How this game looks like now in latest build ? (is it color buffer disable yield no graphic?)

Meanwhile , possibly try 720x480 as i seen some games good in 1280x720 and some good in 720x480 .

With the Write Colors and Depth buffer disabled chart continues to show the black screen.

Since with the pad handler activated, the progress is stopped as shown below.
Code:
[W : PPU[17] Thread (crCommandQueue)[0x002f5034]]: cellGcmSys warning: cellGcmSetFlipMode(mode=1)
[W : RSXThread]: m_set_restart_index requires glPrimitiveRestartIndex()
[! : RSXThread]: RSX thread exit...
[!]: Closing memory...
So having to close it.

Log file for these settings.
With Pad Handler enabled.


Attached Files Thumbnail(s)
   
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#9
So u keep pad handler null but keyboard handler as window , right?
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#10
(05-20-2014, 04:30 AM)jacky400 Wrote: So u keep pad handler null but keyboard handler as window , right?

All null.
pad handler null.
keyborad handler null
mouse handler null
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