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Hexyz Force - ULUS10506
#21
Any audio decoding improvement in r1939 (new audio now decoded)?
Code:
hleAtracSetData atracID=154,
bufferSize=0x4000, fileSize=0x4e0
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#22
I'm curretnly using r1940. A lot of sounds are still missing and there is no improvement in that regard from r1931 as far as I can tell.

On a sidenote: after choosing to play as Levant, the game shows picture of Cecile on phase screen for some reason.

[Image: newbitmapimagesd.png]

I'm not sure if it's a bug with the game or emulator, but the review playthrough on the actual PSP has proper Levant picture on chapter screen (3:35):

http://www.youtube.com/watch?v=H6I39w5EN...re=related
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#23
yeah audio still has issues, some audio is un-decodable in both himdrender and ffmpeg (like the button press sounds when advancing text)
attached custom log (every option checked besides for ThreadManForUser option to avoid "[CRI Wave out] WARN hle.ThreadManForUser - sceKernelUnlockLwMutex not locked" filling the logs up.)

here the lockup happened in battle when attacking.
it seems every time it gets the random lockup it has this error
Code:
ERROR       ge - GUI - Waiting too long on an END command, aborting the list id=0x8 PSP_GE_LIST_END_REACHED
ERROR       ge - GUI - Waiting too long on an END command, aborting the list id=0x8 PSP_GE_LIST_END_REACHED
ERROR       ge - GUI - Waiting too long on an END command, aborting the list id=0x8 PSP_GE_LIST_END_REACHED
ERROR       ge - GUI - Waiting too long on an END command, aborting the list id=0x8 PSP_GE_LIST_END_REACHED
ERROR       ge - GUI - Waiting too long on an END command, aborting the list id=0x8 PSP_GE_LIST_END_REACHED
ERROR       ge - GUI - Aborting current list processing due to too many errors


Attached Files
.7z   customlog.7z (Size: 110.64 KB / Downloads: 75)
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#24
still possible to finish the game but sometimes stops in battle
cant go directly to the tower of judgment you have to go first in black precipice
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#25
guys, shortly after levant's first scene with axel and natulle i always got black screen.. i wonder what caused it?

my setting for this game is just with media engine enabled and sonic stage enabled..
and i'm using jpcsp 1946..
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#26
I have tried to load Hexyz force cso, but the jpcsp says that the cso files is not supported by the jpcsp. anyone know how to fix that?
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#27
unpack the cso?
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#28
r198x when trying to load a game, the load window pops up but then jpcsp completely locks up, sometimes it works but mostly locks up jpcsp, can anyone else confirm this?
Logs/console don't say anything since its a freeze-up
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#29
(02-09-2011, 11:36 AM)hyakki Wrote: r198x when trying to load a game, the load window pops up but then jpcsp completely locks up, sometimes it works but mostly locks up jpcsp, can anyone else confirm this?
Logs/console don't say anything since its a freeze-up

I have no problems loading a game at all even after more than a dozen tries, but with certain settings I get crashes during battles. What settings did you use? On my system, the game is stable with the following settings: Use vertex cache, Use shaders, Use a Geometry Shader, Ignore invalid memory access, Use Media Engine, Decode audio files with SonicStage, Use compiler (dynarec), and 500 Maximum method size.

If I set Maximum method size to 50, I experience OutOfMemory errors during battle. If I set Enable VAO, the emulator crashes to desktop due to EXCEPTION_ACCESS_VIOLATION error with the following message in the hs_err log file:
Code:
Stack: [0x4c380000,0x4c3d0000],  sp=0x4c3cf340,  free space=316k
Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code)
C  0x4df1fda4

Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
J  org.lwjgl.opengl.GL11.nglDrawArrays(IIIJ)V
J  jpcsp.graphics.RE.BaseRenderingEngineProxy.drawArrays(III)V
J  jpcsp.graphics.RE.StateProxy.drawArrays(III)V
j  jpcsp.graphics.VideoEngine.drawCurvedSurface([[Ljpcsp/graphics/VertexState;IIZZZ)V+326
j  jpcsp.graphics.VideoEngine.drawSpline(IIII)V+443
j  jpcsp.graphics.VideoEngine.executeCommandSPLINE()V+128
J  jpcsp.graphics.VideoEngine.executeCommand(I)V
J  jpcsp.graphics.VideoEngine.executeList(Ljpcsp/HLE/kernel/types/PspGeList;)V
j  jpcsp.graphics.VideoEngine.update()Z+98
j  jpcsp.HLE.modules150.sceDisplay.paintGL()V+496
j  org.lwjgl.opengl.AWTGLCanvas.paint(Ljava/awt/Graphics;)V+165
j  org.lwjgl.opengl.AWTGLCanvas.update(Ljava/awt/Graphics;)V+2
j  sun.awt.RepaintArea.updateComponent(Ljava/awt/Component;Ljava/awt/Graphics;)V+6
j  sun.awt.RepaintArea.paint(Ljava/lang/Object;Z)V+263
j  sun.awt.windows.WComponentPeer.handleEvent(Ljava/awt/AWTEvent;)V+107
j  java.awt.Component.dispatchEventImpl(Ljava/awt/AWTEvent;)V+853
j  java.awt.Component.dispatchEvent(Ljava/awt/AWTEvent;)V+2
j  java.awt.EventQueue.dispatchEvent(Ljava/awt/AWTEvent;)V+46
j  java.awt.EventDispatchThread.pumpOneEventForFilters(I)Z+204
j  java.awt.EventDispatchThread.pumpEventsForFilter(ILjava/awt/Conditional;Ljava/awt/EventFilter;)V+30
j  java.awt.EventDispatchThread.pumpEventsForHierarchy(ILjava/awt/Conditional;Ljava/awt/Component;)V+11
j  java.awt.EventDispatchThread.pumpEvents(ILjava/awt/Conditional;)V+4
j  java.awt.EventDispatchThread.pumpEvents(Ljava/awt/Conditional;)V+3
j  java.awt.EventDispatchThread.run()V+9
v  ~StubRoutines::call_stub
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#30
(02-09-2011, 11:36 AM)hyakki Wrote: r198x when trying to load a game, the load window pops up but then jpcsp completely locks up, sometimes it works but mostly locks up jpcsp, can anyone else confirm this?
Logs/console don't say anything since its a freeze-up

Had very similiar problem. Checking both shader options helped. However game freezes when getting into battle after masked woman.

EDIT: "Only GE graphics" seems to have fixed my freezing problem Tongue Itaru settings + this seems to be optimal. IMHO

EDIT2: Now I cannot save again though.. geez

EDIT3: Checking both shaders options on don't help Tongue .Loading works randomly anyway. And I could save only once and trying to save once again crashes emu... so far every time

Using rev 1984
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