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Hero of Sparta - USA - NPUZ00005
#1
r1891
Load with decrypted boot.bin
Code:
1967 [GUI] INFO  emu - Jpcsp v0.6
1973 [GUI] INFO  emu - UMD param.sfo :
ATTRIBUTE = 23068673
BOOTABLE = 1
CATEGORY = UG
DISC_ID = NPUZ00005
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 01.01
PARENTAL_LEVEL = 9
PSP_SYSTEM_VER = 5.50
REGION = 32768
TITLE = Hero of Sparta
USE_USB = 0
probably homebrew? false
1979 [GUI] DEBUG hle - Loading HLE firmware up to version 550
1983 [GUI] INFO  emu - Loading global compatibility settings
1983 [GUI] INFO  ge - Only GE Graphics: false
2011 [GUI] INFO  hle.sceAudio - Audio ChReserve disabled: false
2012 [GUI] INFO  hle.sceAudio - Audio Blocking disabled: false
2012 [GUI] INFO  hle.ThreadManForUser - Audio threads disabled: false
2012 [GUI] INFO  memory - Ignore invalid memory access: false
2014 [GUI] DEBUG emu - No patch file found for this game
2016 [GUI] DEBUG runtime - RuntimeContext.reset
2102 [GUI] DEBUG hle - Loading HLE firmware up to version 550
2118 [GUI] DEBUG emu - Loader: Relocation required (PRX)
2119 [GUI] DEBUG memory - PH#0: loading program 08804000 - 089325D0 - 089325D0
2132 [GUI] DEBUG memory - PH#1: loading program 08932600 - 089330A8 - 08A3C554
2132 [GUI] DEBUG memory - PH alloc consumption 00238554 (mem 001094AC)
2132 [GUI] DEBUG memory - .sbss: ignoring zero-length type 8 section 089330B0
2133 [GUI] DEBUG memory - .bss: clearing section 089330C0 - 08A2F51C (len 000FC45C)
2133 [GUI] DEBUG memory - .bss.0001: clearing section 08A2F540 - 08A3C554 (len 0000D014)
2134 [GUI] DEBUG memory - PH#2: relocating 39675 entries
2158 [GUI] INFO  emu - Found ModuleInfo name:'HeroOfSparta' version:0101 attr:00000000 gp:0893b0a0
2159 [GUI] DEBUG memory - Reserving 0x238554 bytes at 0x08804000 for module 'disc0:/PSP_GAME/SYSDIR/BOOT.BIN'
2159 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x238554, addr=0x08804000: returns 0x08804000
2161 [GUI] INFO  emu - Found 174 imports from 19 modules
2162 [GUI] DEBUG emu - module_start found: nid=0xD632ACDB, function=0x08804108
2162 [GUI] DEBUG emu - module_stop found: nid=0xCEE8593C, function=0x088044E0
2163 [GUI] DEBUG emu - module_start_thread_parameter found: nid=0x0F7C276C, priority=32, stacksize=1024, attr=0x80000000
2163 [GUI] DEBUG emu - module_stop_thread_parameter found: nid=0xCF0CC697, priority=32, stacksize=1024, attr=0x80000000
2163 [GUI] DEBUG emu - module_info found: nid=0xF01D73A7, addr=0x0892068C
2163 [GUI] WARN  emu - module_sdk_version found: nid=0x11B97506, sdk_version=0x05050010
2164 [GUI] INFO  emu - 174 NIDS mapped
2166 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
2268 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x400, addr=0x00000000: returns 0x09FFFC00
2269 [GUI] DEBUG runtime - Switching to Thread root
2270 [GUI] INFO  hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
2300 [GUI] INFO  ge - Using RenderingEngineLwjgl31
2300 [GUI] INFO  ge - OpenGL version: 4.1.0
2300 [GUI] INFO  ge - Shading Language version: 4.10 NVIDIA via Cg compiler
2300 [GUI] INFO  ge - GL_CONTEXT_FLAGS; 0x0
2301 [GUI] INFO  ge - GL_CONTEXT_PROFILE_MASK: 0x0
2307 [GUI] INFO  ge - Using VBO
2308 [GUI] DEBUG ge - bindBuffer 0, 1
2308 [GUI] DEBUG ge - setBufferData target=0, size=2880, buffer size=2880, usage=6
2309 [GUI] INFO  ge - Using shaders with Skinning
2310 [GUI] INFO  ge - Using Uniform Buffer Object (UBO)
2438 [GUI] DEBUG ge - useProgram 3
2438 [GUI] DEBUG ge - bindBuffer 1, 2
2438 [GUI] DEBUG ge - setBufferData target=1, size=688, buffer size=0, usage=6
2444 [GUI] DEBUG ge - bindBuffer 0, 3
2445 [GUI] DEBUG ge - setBufferData target=0, size=8388608, buffer size=8388608, usage=0
2458 [GUI] DEBUG ge - bindBuffer 0, 4
2458 [GUI] DEBUG ge - setBufferData target=0, size=8388608, buffer size=8388608, usage=0
2467 [GUI] DEBUG ge - bindBuffer 0, 5
2467 [GUI] DEBUG ge - setBufferData target=0, size=64, buffer size=64, usage=6
2467 [GUI] DEBUG ge - genTexture
2468 [GUI] DEBUG ge - bindTexture 1
2468 [GUI] DEBUG ge - setTexImage level=0, internalFormat=3, 512x512, format=3, type=3, textureSize=0
2469 [GUI] DEBUG ge - setTextureMipmapMinFilter 0
2470 [GUI] DEBUG ge - setTextureMipmapMagFilter 0
2470 [GUI] DEBUG ge - setTextureMipmapMaxLevel 0
2470 [GUI] DEBUG ge - setTextureWrapMode 1, 1
2471 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
2471 [GUI] DEBUG ge - useProgram 3
2471 [GUI] DEBUG ge - disableFlag GU_LIGHT0
2471 [GUI] DEBUG ge - disableFlag GU_LIGHT1
2472 [GUI] DEBUG ge - disableFlag GU_LIGHT2
2472 [GUI] DEBUG ge - disableFlag GU_LIGHT3
2472 [GUI] DEBUG ge - startDisplay
2472 [GUI] DEBUG ge - setViewport x=0, y=0, width=480, height=272
2473 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
2473 [GUI] DEBUG ge - bindTexture 1
2473 [GUI] DEBUG ge - setPixelStore rowLength=512, alignment=3
2473 [GUI] DEBUG ge - setTexSubImage level=0, xOffset=0, yOffset=0, width=512, height=272, format=3, type=3, textureSize=557056
2474 [GUI] DEBUG ge - disableFlag GU_DEPTH_TEST
2475 [GUI] DEBUG ge - disableFlag GU_BLEND
2475 [GUI] DEBUG ge - disableFlag GU_ALPHA_TEST
2475 [GUI] DEBUG ge - disableFlag GU_FOG
2475 [GUI] DEBUG ge - disableFlag GU_LIGHTING
2475 [GUI] DEBUG ge - disableFlag GU_COLOR_LOGIC_OP
2476 [GUI] DEBUG ge - disableFlag GU_STENCIL_TEST
2476 [GUI] DEBUG ge - disableFlag GU_CULL_FACE
2476 [GUI] DEBUG ge - disableFlag GU_SCISSOR_TEST
2476 [GUI] DEBUG ge - enableFlag GU_TEXTURE_2D
2476 [GUI] DEBUG ge - setTextureMipmapMinFilter 0
2477 [GUI] DEBUG ge - setTextureMipmapMagFilter 0
2477 [GUI] DEBUG ge - setTextureMipmapMaxLevel 0
2477 [GUI] DEBUG ge - setTextureWrapMode 1, 1
2477 [GUI] DEBUG ge - setDepthMask disabled
2478 [GUI] DEBUG ge - setTextureFunc func=3 ALPHA
2478 [GUI] DEBUG ge - setTextureMapMode mode=0, proj=1
2478 [GUI] DEBUG ge - setFrontFace clockwise
2478 [GUI] DEBUG ge - setBones count=0
2479 [GUI] DEBUG ge - setProjectionMatrix 0,004 0,000 0,000 0,000
2480 [GUI] DEBUG ge - setProjectionMatrix 0,000 -0,007 0,000 0,000
2480 [GUI] DEBUG ge - setProjectionMatrix 0,000 0,000 -1,000 0,000
2480 [GUI] DEBUG ge - setProjectionMatrix -1,000 1,000 -0,000 1,000
2481 [GUI] DEBUG ge - setModelViewMatrix 1,000 0,000 0,000 0,000
2481 [GUI] DEBUG ge - setModelViewMatrix 0,000 1,000 0,000 0,000
2481 [GUI] DEBUG ge - setModelViewMatrix 0,000 0,000 1,000 0,000
2481 [GUI] DEBUG ge - setModelViewMatrix 0,000 0,000 0,000 1,000
2482 [GUI] DEBUG ge - setTextureMatrix 1,000 0,000 0,000 0,000
2482 [GUI] DEBUG ge - setTextureMatrix 0,000 1,000 0,000 0,000
2482 [GUI] DEBUG ge - setTextureMatrix 0,000 0,000 1,000 0,000
2482 [GUI] DEBUG ge - setTextureMatrix 0,000 0,000 0,000 1,000
2483 [GUI] DEBUG ge - startDirectRendering texture=true, depth=false, color=true, ortho=true, inverted=false, 480x272
2483 [GUI] DEBUG ge - disableClientState 0
2483 [GUI] DEBUG ge - enableVertexAttribArray 0
2483 [GUI] DEBUG ge - disableClientState 1
2484 [GUI] DEBUG ge - disableClientState 2
2484 [GUI] DEBUG ge - disableClientState 3
2484 [GUI] DEBUG ge - enableVertexAttribArray 4
2484 [GUI] DEBUG ge - bindBuffer 0, 5
2485 [GUI] DEBUG ge - setVertexAttribPointer id=0, size=2, type=6, normalized=false, stride=16, offset=0
2485 [GUI] DEBUG ge - setVertexAttribPointer id=4, size=2, type=6, normalized=false, stride=16, offset=8
2485 [GUI] DEBUG ge - setBufferData target=0, size=64, buffer size=64, usage=6
2486 [GUI] DEBUG ge - bindBuffer 1, 2
2486 [GUI] DEBUG ge - drawArrays type=7, first=0, count=4
2486 [GUI] DEBUG ge - disableFlag GU_TEXTURE_2D
2486 [GUI] DEBUG ge - setTextureFunc func=0
2487 [GUI] DEBUG ge - setTextureMapMode mode=0, proj=0
2487 [GUI] DEBUG ge - setTextureWrapMode 0, 0
2487 [GUI] DEBUG ge - setFrontFace counter-clockwise
2487 [GUI] DEBUG ge - endDirectRendering
2488 [GUI] DEBUG ge - useProgram 0
2488 [GUI] DEBUG ge - endDisplay
2488 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
2694 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
2694 [GUI] DEBUG ge - useProgram 3
2694 [GUI] DEBUG ge - disableFlag GU_LIGHT0
2695 [GUI] DEBUG ge - disableFlag GU_LIGHT1
2695 [GUI] DEBUG ge - disableFlag GU_LIGHT2
2695 [GUI] DEBUG ge - disableFlag GU_LIGHT3
2695 [GUI] DEBUG ge - startDisplay
2695 [GUI] DEBUG ge - setViewport x=0, y=0, width=480, height=272
2696 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
2696 [GUI] DEBUG ge - bindTexture 1
2696 [GUI] DEBUG ge - setPixelStore rowLength=512, alignment=3
2697 [GUI] DEBUG ge - setTexSubImage level=0, xOffset=0, yOffset=0, width=512, height=272, format=3, type=3, textureSize=557056
2697 [GUI] DEBUG ge - disableFlag GU_DEPTH_TEST
2697 [GUI] DEBUG ge - disableFlag GU_BLEND
2698 [GUI] DEBUG ge - disableFlag GU_ALPHA_TEST
2698 [GUI] DEBUG ge - disableFlag GU_FOG
2698 [GUI] DEBUG ge - disableFlag GU_LIGHTING
2698 [GUI] DEBUG ge - disableFlag GU_COLOR_LOGIC_OP
2698 [GUI] DEBUG ge - disableFlag GU_STENCIL_TEST
2699 [GUI] DEBUG ge - disableFlag GU_CULL_FACE
2699 [GUI] DEBUG ge - disableFlag GU_SCISSOR_TEST
2699 [GUI] DEBUG ge - enableFlag GU_TEXTURE_2D
2699 [GUI] DEBUG ge - setTextureMipmapMinFilter 0
2699 [GUI] DEBUG ge - setTextureMipmapMagFilter 0
2700 [GUI] DEBUG ge - setTextureMipmapMaxLevel 0
2700 [GUI] DEBUG ge - setTextureWrapMode 1, 1
2700 [GUI] DEBUG ge - setDepthMask disabled
2700 [GUI] DEBUG ge - setTextureFunc func=3 ALPHA
2700 [GUI] DEBUG ge - setTextureMapMode mode=0, proj=1
2700 [GUI] DEBUG ge - setFrontFace clockwise
2701 [GUI] DEBUG ge - setBones count=0
2701 [GUI] DEBUG ge - setProjectionMatrix 0,004 0,000 0,000 0,000
2701 [GUI] DEBUG ge - setProjectionMatrix 0,000 -0,007 0,000 0,000
2701 [GUI] DEBUG ge - setProjectionMatrix 0,000 0,000 -1,000 0,000
2702 [GUI] DEBUG ge - setProjectionMatrix -1,000 1,000 -0,000 1,000
2702 [GUI] DEBUG ge - setModelViewMatrix 1,000 0,000 0,000 0,000
2702 [GUI] DEBUG ge - setModelViewMatrix 0,000 1,000 0,000 0,000
2702 [GUI] DEBUG ge - setModelViewMatrix 0,000 0,000 1,000 0,000
2703 [GUI] DEBUG ge - setModelViewMatrix 0,000 0,000 0,000 1,000
2703 [GUI] DEBUG ge - setTextureMatrix 1,000 0,000 0,000 0,000
2703 [GUI] DEBUG ge - setTextureMatrix 0,000 1,000 0,000 0,000
2703 [GUI] DEBUG ge - setTextureMatrix 0,000 0,000 1,000 0,000
2704 [GUI] DEBUG ge - setTextureMatrix 0,000 0,000 0,000 1,000
2704 [GUI] DEBUG ge - startDirectRendering texture=true, depth=false, color=true, ortho=true, inverted=false, 480x272
2704 [GUI] DEBUG ge - disableClientState 0
2704 [GUI] DEBUG ge - disableClientState 1
2704 [GUI] DEBUG ge - disableClientState 2
2705 [GUI] DEBUG ge - disableClientState 3
2705 [GUI] DEBUG ge - bindBuffer 0, 5
2705 [GUI] DEBUG ge - setVertexAttribPointer id=0, size=2, type=6, normalized=false, stride=16, offset=0
2705 [GUI] DEBUG ge - setVertexAttribPointer id=4, size=2, type=6, normalized=false, stride=16, offset=8
2705 [GUI] DEBUG ge - setBufferData target=0, size=64, buffer size=64, usage=6
2706 [GUI] DEBUG ge - bindBuffer 1, 2
2706 [GUI] DEBUG ge - drawArrays type=7, first=0, count=4
2706 [GUI] DEBUG ge - disableFlag GU_TEXTURE_2D
2706 [GUI] DEBUG ge - setTextureFunc func=0
2706 [GUI] DEBUG ge - setTextureMapMode mode=0, proj=0
2707 [GUI] DEBUG ge - setTextureWrapMode 0, 0
2707 [GUI] DEBUG ge - setFrontFace counter-clockwise
2707 [GUI] DEBUG ge - endDirectRendering
2707 [GUI] DEBUG ge - useProgram 0
2707 [GUI] DEBUG ge - endDisplay
2708 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
Running with dynarec compiler (log level set to INFO)
Compability options used: Use shaders


Attached Files Thumbnail(s)
                               
Reply
#2
using r 2750
after you start a new game it freezes up on the loading screen
here is the info log


Attached Files
.zip   log.html.zip (Size: 16.26 KB / Downloads: 97)
Reply
#3
using r2793
here is a debug log

i had it on info to get past the menus then on the loading screen i changed it to debug way before it freezes up


Attached Files
.zip   log.zip (Size: 431.29 KB / Downloads: 104)
Reply
#4
Code:
72746   user_main   INFO   compiler   Splitting _S1_2_8841110 (62528/3000)  
101686   user_main   INFO   compiler   Splitting _S1_2_8841110 (62528/2250)  
116437   user_main   INFO   compiler   Compiling for Interpreter _S1_2_8841110
Jpcsp is spending a lot of time in compiling a huge code sequence... and fails. The interpreter is then used as a fallback, which could explain why it is slow from that point.

Could you dump the code of this huge code sequence: Debug -> Tools -> Debugger -> Dump code
start address: 8841110
end address: 887E210
Post the generated file dump.txt

Thanks!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#5
Code:
------------------------------------------------------------
Thread ID - 0x0000000B
Th Name   - user_main
zr:0x00000000 at:0xDEADBEEF v0:0x00000001 v1:0x00000001
a0:0x09944988 a1:0x097FCB78 a2:0xFFFFFD71 a3:0xFFFFFFFF
t0:0x09FBF508 t1:0xFFFFFD71 t2:0x00000000 t3:0x00000000
t4:0xFFFFFD71 t5:0x099F47C8 t6:0x091D73A0 t7:0x09BA78D0
s0:0x09944988 s1:0x09FBF508 s2:0x00000000 s3:0x00000000
s4:0x00000021 s5:0x08A40000 s6:0xDEADBEEF s7:0xDEADBEEF
t8:0x09FBF508 t9:0x088C1CEC k0:0x09FFFB00 k1:0x00000000
gp:0x0893B0A0 sp:0x09FFF620 fp:0xDEADBEEF ra:0x088C70F4
0x08842EA4: 0x8C8200AC - lw         $v0, 172($a0)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'LThread' ID: 0x0030 Module ID: 0x0001
Thread Status: 0x00000010 PSP_THREAD_STOPPED
Thread Attr: 0x80204000 Current Priority: 0x3F Initial Priority: 0x3F
Thread Entry: 0x088EB008 Stack: 0x08A61C00 - 0x08A62C00 Stack Size: 0x00001000
Thread Run Clocks: 0 Exit Code: 0x00000001
Thread Wait Type: None Us: 1000 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle0' ID: 0x0004 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08800000 - 0x08802000 Stack Size: 0x00002000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 200 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceWaveMain' ID: 0x0017 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x10 Initial Priority: 0x10
Thread Entry: 0x0891E56C Stack: 0x09FFFE00 - 0x0A000000 Stack Size: 0x00000200
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: EventFlag (0x0016) (forever) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle1' ID: 0x0006 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08802000 - 0x08804000 Stack Size: 0x00002000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 200 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'ATRAC3plus play thread' ID: 0x0019 Module ID: 0x0001
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x12 Initial Priority: 0x12
Thread Entry: 0x0880781C Stack: 0x08A62C00 - 0x08A6AC00 Stack Size: 0x00008000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: Blocked (delay 5000 us, rest 0 us) Us: 5000 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'LThread' ID: 0x005C Module ID: 0x0001
Thread Status: 0x00000010 PSP_THREAD_STOPPED
Thread Attr: 0x80204000 Current Priority: 0x3F Initial Priority: 0x3F
Thread Entry: 0x088EB008 Stack: 0x08A60400 - 0x08A61400 Stack Size: 0x00001000
Thread Run Clocks: 0 Exit Code: 0x00000001
Thread Wait Type: None Us: 1000 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'user_main' ID: 0x000B Module ID: 0x0001
Thread Status: 0x00000001 PSP_THREAD_RUNNING
Thread Attr: 0x80004000 Current Priority: 0x3F Initial Priority: 0x20
Thread Entry: 0x0880421C Stack: 0x09FBFC00 - 0x09FFFC00 Stack Size: 0x00040000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 1000 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Allocated memory:  017EB754 25081684 bytes
[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX]
Fragmented memory: 00014800 83968 bytes
[     XX                                                        X]
Free list: [addr=0x08A3C600-0x08A3D000, size=0xA00], [addr=0x08A4D000-0x08A60400, size=0x13400], [addr=0x08A61400-0x08A61C00, size=0x800], [addr=0x09FFFC00-0x09FFFE00, size=0x200]
Allocated blocks:
SysMemInfo[addr=0x08800000-0x08804000, uid=3, partition=1, name='ThreadMan-RootMem', type=PSP_SMEM_Addr, size=0x4000 (allocated=0x4000)]
SysMemInfo[addr=0x08804000-0x08A3C600, uid=2, partition=2, name='HeroOfSparta', type=PSP_SMEM_Addr, size=0x238554 (allocated=0x238600)]
SysMemInfo[addr=0x08A3D000-0x08A4D000, uid=d, partition=2, name='UserSbrk', type=PSP_SMEM_LowAligned, size=0x10000 (allocated=0x10000)]
SysMemInfo[addr=0x08A60400-0x08A61400, uid=5d, partition=2, name='ThreadMan-Stack-0x5c-LThread', type=PSP_SMEM_High, size=0x1000 (allocated=0x1000)]
SysMemInfo[addr=0x08A61C00-0x08A62C00, uid=31, partition=2, name='ThreadMan-Stack-0x30-LThread', type=PSP_SMEM_High, size=0x1000 (allocated=0x1000)]
SysMemInfo[addr=0x08A62C00-0x08A6AC00, uid=1a, partition=2, name='ThreadMan-Stack-0x19-ATRAC3plus play thread', type=PSP_SMEM_High, size=0x8000 (allocated=0x8000)]
SysMemInfo[addr=0x08A6AC00-0x09FBFC00, uid=f, partition=2, name='ThreadMan-Fpl-0xe-heap', type=PSP_SMEM_High, size=0x1555000 (allocated=0x1555000)]
SysMemInfo[addr=0x09FBFC00-0x09FFFC00, uid=c, partition=2, name='ThreadMan-Stack-0xb-user_main', type=PSP_SMEM_High, size=0x40000 (allocated=0x40000)]
SysMemInfo[addr=0x09FFFE00-0x0A000000, uid=18, partition=2, name='ThreadMan-Stack-0x17-SceWaveMain', type=PSP_SMEM_High, size=0x200 (allocated=0x200)]

------------------------------------------------------------


Attached Files
.7z   NPUZ00005_r2806_dump.7z (Size: 220.03 KB / Downloads: 97)
Reply
#6
using r 3092
still the same problem (stuck on the loading screen)
just keeps compiling and splitting
here is a compiler log


Attached Files
.7z   log.7z (Size: 1.32 MB / Downloads: 80)
Reply
#7
using r 3711
still the same problem (stuck on the loading screen)
on the options screen the background is to bright
here is an info log


Attached Files Thumbnail(s)
   

.zip   log.zip (Size: 3.53 KB / Downloads: 86)
Reply
#8
(04-09-2013, 05:25 AM)nash67 Wrote: just keeps compiling and splitting
I have tried to improve this situation with r3712. There still will be some delay, but overall it should be reduced.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#9
using r 3718 and software renderer plugin revision d09b9fd
goes ingame now
but on the options screen and ingame it is a bit bright
here is an info log


Attached Files Thumbnail(s)
   

.zip   log.zip (Size: 4.13 KB / Downloads: 79)
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