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Coded Arms - USA - ULUS10019
#1
r2506
Code:
3847 [GUI] INFO  emu - Java version: 1.7.0_03 (1.7.0_03-b05)
3848 [GUI] INFO  emu - Jpcsp v0.6 2506
3850 [GUI] INFO  emu - UMD param.sfo :
BOOTABLE = 1
CATEGORY = UG
DISC_ID = ULUS10019
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.01
PARENTAL_LEVEL = 5
PSP_SYSTEM_VER = 1.50
REGION = 32768
TITLE = CODED ARMS
probably homebrew? false
3856 [GUI] DEBUG hle - Loading HLE firmware up to version 150
4149 [GUI] DEBUG hle - Loading HLE firmware up to version 150
4253 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x16539E0, addr=0x08804000: returns 0x08804000
4257 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
4258 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
4259 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[addr=0x09FFFE00-0x0A000000, uid=5, partition=2, name='ThreadMan-Stack-0x4-idle0', type=PSP_SMEM_High, size=0x200 (allocated=0x200)]
4259 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
4260 [GUI] DEBUG hle.SysMemUserForUser - free SysMemInfo[addr=0x09FFFE00-0x0A000000, uid=7, partition=2, name='ThreadMan-Stack-0x6-idle1', type=PSP_SMEM_High, size=0x200 (allocated=0x200)]
4261 [GUI] INFO  hle.ThreadManForUser - Audio threads disabled: false
4337 [GUI] DEBUG hle.sceDisplay - Available Display Mode #0 = 1280 x 768 x 16 @60Hz
4337 [GUI] DEBUG hle.sceDisplay - Available Display Mode #1 = 720 x 480 x 16 @85Hz
4338 [GUI] DEBUG hle.sceDisplay - Available Display Mode #2 = 640 x 480 x 32 @59Hz
4338 [GUI] DEBUG hle.sceDisplay - Available Display Mode #3 = 1280 x 720 x 16 @60Hz
4338 [GUI] DEBUG hle.sceDisplay - Available Display Mode #4 = 1152 x 864 x 32 @60Hz
4338 [GUI] DEBUG hle.sceDisplay - Available Display Mode #5 = 1024 x 768 x 32 @85Hz
4339 [GUI] DEBUG hle.sceDisplay - Available Display Mode #6 = 640 x 480 x 32 @60Hz
4339 [GUI] DEBUG hle.sceDisplay - Available Display Mode #7 = 640 x 480 x 16 @75Hz
4340 [GUI] DEBUG hle.sceDisplay - Available Display Mode #8 = 1280 x 960 x 16 @60Hz
4340 [GUI] DEBUG hle.sceDisplay - Available Display Mode #9 = 1280 x 1024 x 32 @60Hz
4340 [GUI] DEBUG hle.sceDisplay - Available Display Mode #10 = 640 x 480 x 16 @85Hz
4341 [GUI] DEBUG hle.sceDisplay - Available Display Mode #11 = 1280 x 800 x 32 @60Hz
4341 [GUI] DEBUG hle.sceDisplay - Available Display Mode #12 = 720 x 576 x 16 @85Hz
4341 [GUI] DEBUG hle.sceDisplay - Available Display Mode #13 = 800 x 600 x 32 @85Hz
4342 [GUI] DEBUG hle.sceDisplay - Available Display Mode #14 = 1280 x 800 x 16 @60Hz
4342 [GUI] DEBUG hle.sceDisplay - Available Display Mode #15 = 640 x 480 x 32 @85Hz
4342 [GUI] DEBUG hle.sceDisplay - Available Display Mode #16 = 720 x 576 x 32 @85Hz
4343 [GUI] DEBUG hle.sceDisplay - Available Display Mode #17 = 800 x 600 x 16 @85Hz
4343 [GUI] DEBUG hle.sceDisplay - Available Display Mode #18 = 1280 x 768 x 32 @60Hz
4343 [GUI] DEBUG hle.sceDisplay - Available Display Mode #19 = 720 x 480 x 32 @85Hz
4343 [GUI] DEBUG hle.sceDisplay - Available Display Mode #20 = 640 x 480 x 16 @59Hz
4344 [GUI] DEBUG hle.sceDisplay - Available Display Mode #21 = 1280 x 1024 x 16 @60Hz
4344 [GUI] DEBUG hle.sceDisplay - Available Display Mode #22 = 1280 x 960 x 32 @60Hz
4344 [GUI] DEBUG hle.sceDisplay - Available Display Mode #23 = 640 x 480 x 32 @75Hz
4345 [GUI] DEBUG hle.sceDisplay - Available Display Mode #24 = 640 x 480 x 16 @60Hz
4345 [GUI] DEBUG hle.sceDisplay - Available Display Mode #25 = 1152 x 864 x 16 @60Hz
4345 [GUI] DEBUG hle.sceDisplay - Available Display Mode #26 = 1024 x 768 x 16 @85Hz
4345 [GUI] DEBUG hle.sceDisplay - Available Display Mode #27 = 1280 x 720 x 32 @60Hz
4346 [GUI] DEBUG hle.sceDisplay - Desktop Display Mode = 1024 x 768 x 32 @85Hz
4346 [GUI] DEBUG hle.sceDisplay - Current Display Mode = 1024 x 768 x 32 @85Hz
4346 [GUI] DEBUG hle.sceDisplay - initGL called = true, OpenGL Version = 4.2.0
4365 [GUI] INFO  hle.sceDisplay - Saving GE to Textures
4365 [GUI] INFO  ge - Only GE Graphics: false
4415 [GUI] INFO  hle.sceAudio - Audio ChReserve disabled: false
4415 [GUI] INFO  hle.sceAudio - Audio Blocking disabled: false
4417 [GUI] INFO  hle.sceMpeg - Media Engine enabled
4420 [GUI] INFO  hle - Using the external audio decoder (SonicStage)
4731 [GUI] INFO  hle.sceFont - Loading font file 'jpn0.pgf'. Font='Sazanami Gothic' Type='Gothic-Regular'
4738 [GUI] INFO  hle.sceFont - Loading font file 'ltn0.pgf'. Font='Liberation Sans' Type='Regular'
4742 [GUI] INFO  hle.sceFont - Loading font file 'ltn1.pgf'. Font='Liberation Serif' Type='Regular'
4746 [GUI] INFO  hle.sceFont - Loading font file 'ltn2.pgf'. Font='Liberation Sans' Type='Italic'
4751 [GUI] INFO  hle.sceFont - Loading font file 'ltn3.pgf'. Font='Liberation Serif' Type='Italic'
4755 [GUI] INFO  hle.sceFont - Loading font file 'ltn4.pgf'. Font='Liberation Sans' Type='Bold'
4759 [GUI] INFO  hle.sceFont - Loading font file 'ltn5.pgf'. Font='Liberation Serif' Type='Bold'
4763 [GUI] INFO  hle.sceFont - Loading font file 'ltn6.pgf'. Font='Liberation Sans' Type='Bold Italic'
4767 [GUI] INFO  hle.sceFont - Loading font file 'ltn7.pgf'. Font='Liberation Serif' Type='Bold Italic'
4771 [GUI] INFO  hle.sceFont - Loading font file 'ltn8.pgf'. Font='Liberation Sans' Type='Regular'
4775 [GUI] INFO  hle.sceFont - Loading font file 'ltn9.pgf'. Font='Liberation Serif' Type='Regular'
4779 [GUI] INFO  hle.sceFont - Loading font file 'ltn10.pgf'. Font='Liberation Sans' Type='Italic'
4783 [GUI] INFO  hle.sceFont - Loading font file 'ltn11.pgf'. Font='Liberation Serif' Type='Italic'
4787 [GUI] INFO  hle.sceFont - Loading font file 'ltn12.pgf'. Font='Liberation Sans' Type='Bold'
4791 [GUI] INFO  hle.sceFont - Loading font file 'ltn13.pgf'. Font='Liberation Serif' Type='Bold'
4795 [GUI] INFO  hle.sceFont - Loading font file 'ltn14.pgf'. Font='Liberation Sans' Type='Bold Italic'
4799 [GUI] INFO  hle.sceFont - Loading font file 'ltn15.pgf'. Font='Liberation Serif' Type='Bold Italic'
4859 [GUI] INFO  hle.sceFont - Loading font file 'kr0.pgf'. Font='UnDotum' Type='Regular'
4860 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x40000, addr=0x00000000: returns 0x09FC0000
4862 [GUI] DEBUG emu - Patch file not found
...
4864 [GUI] INFO  emu - Using the following settings:
4864 [GUI] INFO  emu - Configuration / Region
4866 [GUI] INFO  emu -     Language                                 [English]
4867 [GUI] INFO  emu -     Button preference:                       ["O" for "Enter"]
4867 [GUI] INFO  emu -     Daylight savings:                        [Off]
4867 [GUI] INFO  emu -     Time zone offset in minutes (GMT+/-):    [0]
4867 [GUI] INFO  emu -     Time format:                             [24H]
4868 [GUI] INFO  emu -     Date format:                             [YYYY-MM-DD]
4868 [GUI] INFO  emu -     WLAN power saving mode:                  [Off]
4868 [GUI] INFO  emu -     Ad hoc channel:                          [Auto]
4868 [GUI] INFO  emu -     Nickname:                                [server]
4869 [GUI] INFO  emu - Configuration / Video
4869 [GUI] INFO  emu -     [ ] Disable VBO (automatically disabled if not supported)
4869 [GUI] INFO  emu -     [ ] Only GE graphics (not recommended for homebrew)
4869 [GUI] INFO  emu -     [X] Use vertex cache
4870 [GUI] INFO  emu -     [X] Use shaders (experimental)
4870 [GUI] INFO  emu -     [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
4870 [GUI] INFO  emu -     [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
4870 [GUI] INFO  emu -     [X] Enable VAO (only relevant when using shaders and vertex cache)
4871 [GUI] INFO  emu -     [X] Enable saving GE screen to Textures instead of Memory
4871 [GUI] INFO  emu -     [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
4871 [GUI] INFO  emu -     [ ] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
4872 [GUI] INFO  emu -     [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
4872 [GUI] INFO  emu -     [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
4872 [GUI] INFO  emu -     [ ] Disable optimized VertexInfo reading (may improve compatibility)
4872 [GUI] INFO  emu -     [ ] Use Software Rendering (very experimental, not yet complete, slow)
4873 [GUI] INFO  emu - Configuration / Audio
4873 [GUI] INFO  emu -     [ ] Disable audio threads
4873 [GUI] INFO  emu -     [ ] Disable audio channels (not recommended)
4873 [GUI] INFO  emu -     [ ] Disable audio blocking
4874 [GUI] INFO  emu - Configuration / Memory
4874 [GUI] INFO  emu -     [ ] Ignore invalid memory access (not recommended for test reports, but improves performance)
4874 [GUI] INFO  emu -     [ ] Ignore unmapped imports (not recommended)
4874 [GUI] INFO  emu - Configuration / Media
4874 [GUI] INFO  emu -     [X] Use Media Engine
4875 [GUI] INFO  emu -     [ ] Extract media files to tmp folder
4875 [GUI] INFO  emu -     [X] Decode audio files with SonicStage (must be installed separately and requires Media Engine)
4875 [GUI] INFO  emu -     [ ] Use debug font (disable flash0 fonts)
4875 [GUI] INFO  emu - Configuration / Compiler
4876 [GUI] INFO  emu -     [X] Use compiler (dynarec)
4876 [GUI] INFO  emu -     [ ] Output profiler info to profiler.txt (only for compiler)
4876 [GUI] INFO  emu -     [3000] Maximum method size
4876 [GUI] INFO  emu - Configuration / Crypto
4877 [GUI] INFO  emu -     [ ] Extract decrypted EBOOT.BIN files to the TMP folder
4877 [GUI] INFO  emu -     [ ] Handle SAVEDATA in crypto mode
4877 [GUI] INFO  emu -     [ ] Extract original PGD files to the TMP folder
4877 [GUI] INFO  emu - Configuration / Display
4878 [GUI] INFO  emu -     Anti-aliasing:                           [OFF]
4878 [GUI] INFO  emu -     Resolution:                              [Native]
4878 [GUI] INFO  emu -     [ ] Start JPCSP in Full-Screen Exclusive Mode in the following runs
4878 [GUI] INFO  hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
4930 [GUI] INFO  ge - Using RenderingEngineLwjgl31
4930 [GUI] INFO  ge - Using VBO
4930 [GUI] INFO  ge - OpenGL version: 4.2.0
4930 [GUI] INFO  ge - Shading Language version: 4.20 NVIDIA via Cg compiler
4931 [GUI] INFO  ge - GL_CONTEXT_FLAGS; 0x0
4931 [GUI] INFO  ge - GL_CONTEXT_PROFILE_MASK: 0x0
4938 [GUI] INFO  ge - Using VAO (Vertex Array Object)
4938 [GUI] INFO  ge - Using shaders with Skinning
4940 [GUI] INFO  ge - Using Uniform Buffer Object (UBO)
4944 [GUI] DEBUG ge - Using shader version 140, available shading language version 420
4969 [GUI] DEBUG ge - Program 3 attribute locations: weights1=4, weights2=5, position=0, normal=3, color=2, texture=1
4972 [GUI] DEBUG ge - UBO Structure size: 884 (including endOfUBO)
4972 [GUI] INFO  ge - Using VAO (Vertex Array Object)
4972 [GUI] INFO  ge - Using shaders with Skinning
4973 [GUI] INFO  ge - Using Uniform Buffer Object (UBO)
4975 [GUI] DEBUG ge - Using shader version 140, available shading language version 420
4988 [GUI] DEBUG ge - Program 6 attribute locations: weights1=4, weights2=5, position=0, normal=3, color=2, texture=1
4990 [GUI] DEBUG ge - UBO Structure size: 884 (including endOfUBO)
4997 [GUI] INFO  ge - Using Async Vertex Cache
5022 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
5022 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
5023 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
5023 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
5039 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
5040 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
5040 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
5040 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
Running with dynarec compiler (log level set to INFO)
Compability options used: Use vertex cache, Use shaders, Enable VAO, Enable saving GE screen to Textures instead of Memory, Use Media Engine, Decode audio files with SonicStage
Code:
43982 [main] INFO  hle.LoadExecForUser - sceKernelRegisterExitCallback SceUID=e
43991 [GUI] INFO  ge - Compiling VertexInfoReader for GU_TRANSFORM_3D size=0
44016 [GUI] WARN  ge - Unimplemented VSCX: coordX=0
44017 [GUI] WARN  ge - Unimplemented VSCY: coordY=0
44017 [GUI] WARN  ge - Unimplemented VSCZ: coordZ=0
44017 [GUI] WARN  ge - Unimplemented VTCS: coordS=0.0
44017 [GUI] WARN  ge - Unimplemented VTCT: coordT=0.0
44017 [GUI] WARN  ge - Unimplemented VTCQ: coordQ=0.0
44018 [GUI] WARN  ge - Unimplemented VCV: colorR=0, colorG=0, colorB=0
44018 [GUI] WARN  ge - Unimplemented VAP: alpha=0, prim_type=0
44018 [GUI] WARN  ge - Unimplemented VFC: fog=0
44018 [GUI] WARN  ge - Unimplemented VSCV: colorR2=0, colorG2=0, colorB2=0
44064 [GUI] INFO  ge - Compiling VertexInfoReader for GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
44070 [GUI] INFO  ge - Compiling VertexInfoReader for GU_TEXTURE_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_2D size=20
44099 [GUI] INFO  ge - Compiling VertexInfoReader for GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12
Code:
...
82434 [main] DEBUG hle.ThreadManForUser - Context switching to 'idle0(Status PSP_THREAD_READY, Wait None, doCallbacks false)' after reschedule
82476 [main] DEBUG hle.ThreadManForUser - -------------------- unblock SceUID=c name:'main' caller:'sceDisplay.hleVblankStart'
82477 [main] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
82477 [main] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
82478 [main] DEBUG hle.ThreadManForUser - End of Interrupt
82478 [main] DEBUG hle.ThreadManForUser - Context switching to 'main(Status PSP_THREAD_READY, Wait None, doCallbacks false)' after reschedule
82478 [main] DEBUG hle.ThreadManForUser - ---------------------------------------- SceUID=c name:'main'
82479 [main] DEBUG hle.sceCtrl - hleCtrlExecuteSampling
82479 [main] DEBUG hle.ThreadManForUser - Triggering Interrupt VBLANK(0x1E)
82479 [main] DEBUG hle.ThreadManForUser - End of Interrupt
82479 [main] DEBUG hle.sceDisplay - sceDisplayWaitVblankStartCB
82479 [main] DEBUG hle.ThreadManForUser - -------------------- block SceUID=c name:'main' caller:'ThreadManForUser.hleBlockCurrentThreadCB'
82480 [main] DEBUG hle.ThreadManForUser - Context switching to 'idle0(Status PSP_THREAD_READY, Wait None, doCallbacks false)' after reschedule
...
Code:
142102 [GUI] ERROR hle - ------------------------------------------------------------
142103 [GUI] ERROR hle - Thread ID - 0x00000004
Th Name   - idle0
zr:0x00000000 at:0x00000000 v0:0x00000000 v1:0x00000000
a0:0x00000000 a1:0x00000000 a2:0x00000000 a3:0x00000000
t0:0x00000000 t1:0x00000000 t2:0x00000000 t3:0x00000000
t4:0x00000000 t5:0x00000000 t6:0x00000000 t7:0x00000000
s0:0x00000000 s1:0x00000000 s2:0x00000000 s3:0x00000000
s4:0x00000000 s5:0x00000000 s6:0x00000000 s7:0x00000000
t8:0x00000000 t9:0x00000000 k0:0x08801F00 k1:0x00000000
gp:0x08A917B0 sp:0x08801E00 fp:0x00000000 ra:0x08000000
0x88000000: 0x24040000 - addiu      $a0, $zr, 0 <=> li $a0, 0
142104 [GUI] ERROR hle - ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
142104 [GUI] ERROR hle - Thread Name: 'idle0' ID: 0x0004 Module ID: 0x0000
142104 [GUI] ERROR hle - Thread Status: 0x00000001 PSP_THREAD_RUNNING
142104 [GUI] ERROR hle - Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
142105 [GUI] ERROR hle - Thread Entry: 0x88000000 Stack: 0x08800000 - 0x08802000 Stack Size: 0x00002000
142105 [GUI] ERROR hle - Thread Run Clocks: 0 Exit Code: 0x800201A4
142105 [GUI] ERROR hle - Thread Wait Type: None Us: 200 Forever: false
142106 [GUI] ERROR hle - ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
142106 [GUI] ERROR hle - Thread Name: 'idle1' ID: 0x0006 Module ID: 0x0000
142106 [GUI] ERROR hle - Thread Status: 0x00000002 PSP_THREAD_READY
142106 [GUI] ERROR hle - Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
142107 [GUI] ERROR hle - Thread Entry: 0x88000000 Stack: 0x08802000 - 0x08804000 Stack Size: 0x00002000
142107 [GUI] ERROR hle - Thread Run Clocks: 0 Exit Code: 0x800201A4
142107 [GUI] ERROR hle - Thread Wait Type: None Us: 200 Forever: false
142108 [GUI] ERROR hle - ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
142108 [GUI] ERROR hle - Thread Name: 'user_main' ID: 0x000A Module ID: 0x0001
142108 [GUI] ERROR hle - Thread Status: 0x00000004 PSP_THREAD_WAITING
142108 [GUI] ERROR hle - Thread Attr: 0x80000000 Current Priority: 0x20 Initial Priority: 0x20
142109 [GUI] ERROR hle - Thread Entry: 0x089E460C Stack: 0x09F80000 - 0x09FC0000 Stack Size: 0x00040000
142109 [GUI] ERROR hle - Thread Run Clocks: 0 Exit Code: 0x800201A4
142109 [GUI] ERROR hle - Thread Wait Type: Sleep (forever) Us: 0 Forever: true
142109 [GUI] ERROR hle - ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
142110 [GUI] ERROR hle - Thread Name: 'main' ID: 0x000C Module ID: 0x0001
142110 [GUI] ERROR hle - Thread Status: 0x00000004 PSP_THREAD_WAITING
142110 [GUI] ERROR hle - Thread Attr: 0x80004000 Current Priority: 0x2A Initial Priority: 0x2A
142110 [GUI] ERROR hle - Thread Entry: 0x0892E4E0 Stack: 0x09FC0000 - 0x0A000000 Stack Size: 0x00040000
142111 [GUI] ERROR hle - Thread Run Clocks: 0 Exit Code: 0x800201A4
142111 [GUI] ERROR hle - Thread Wait Type: Blocked (delay 2000 us, rest 0 us) Us: 2000 Forever: false
142112 [GUI] ERROR hle - ------------------------------------------------------------


Attached Files Thumbnail(s)
   
Reply
#2
here is a new log


Attached Files
.zip   log.html.zip (Size: 2.62 KB / Downloads: 82)
Reply
#3
Code:
PSP_SYSTEM_VER = 1.50
Old games (PSP Version <= 2.00) stuck at the very beginning might be fixed by r2672. Could you retest?

Thanks!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#4
(08-07-2012, 06:24 PM)gid15 Wrote:
Code:
PSP_SYSTEM_VER = 1.50
Old games (PSP Version <= 2.00) stuck at the very beginning might be fixed by r2672. Could you retest?

Thanks!

Fixed Big Grin thanks Gid Smile
sorry i don't have time to post log and picsExclamation

Reply
#5
this is playable now
Reply


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