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Dungeon Siege: Throne of Agony - USA - ULUS10177
#1
ADHOC connection test. Unfortunately game is unplayable due to two constant bugs:
- players dying at game startup
- after respawn players can't move (stuck)

r2506
Code:
2774 [GUI] INFO  emu - Java version: 1.7.0_03 (1.7.0_03-b05)
2775 [GUI] INFO  emu - Jpcsp v0.6 2506
2777 [GUI] INFO  emu - UMD param.sfo :
BOOTABLE = 1
CATEGORY = UG
DISC_ID = ULUS10177
DISC_NUMBER = 1
DISC_TOTAL = 1
DISC_VERSION = 1.02
PARENTAL_LEVEL = 5
PSP_SYSTEM_VER = 2.71
REGION = 32768
TITLE = Dungeon Siege: Throne of Agony
probably homebrew? false
2783 [GUI] DEBUG hle - Loading HLE firmware up to version 271
3071 [GUI] DEBUG hle - Loading HLE firmware up to version 271
3165 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_Addr, size=0x2E3220, addr=0x08804000: returns 0x08804000
3170 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=1, type=PSP_SMEM_Addr, size=0x4000, addr=0x08800000: returns 0x08800000
3170 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
3171 [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)]
3172 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x200, addr=0x00000000: returns 0x09FFFE00
3172 [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)]
3173 [GUI] INFO  hle.ThreadManForUser - Audio threads disabled: false
3249 [GUI] DEBUG hle.sceDisplay - Available Display Mode #0 = 1280 x 768 x 16 @60Hz
3249 [GUI] DEBUG hle.sceDisplay - Available Display Mode #1 = 720 x 480 x 16 @85Hz
3249 [GUI] DEBUG hle.sceDisplay - Available Display Mode #2 = 640 x 480 x 32 @59Hz
3250 [GUI] DEBUG hle.sceDisplay - Available Display Mode #3 = 1280 x 720 x 16 @60Hz
3250 [GUI] DEBUG hle.sceDisplay - Available Display Mode #4 = 1152 x 864 x 32 @60Hz
3250 [GUI] DEBUG hle.sceDisplay - Available Display Mode #5 = 1024 x 768 x 32 @85Hz
3251 [GUI] DEBUG hle.sceDisplay - Available Display Mode #6 = 640 x 480 x 32 @60Hz
3251 [GUI] DEBUG hle.sceDisplay - Available Display Mode #7 = 640 x 480 x 16 @75Hz
3251 [GUI] DEBUG hle.sceDisplay - Available Display Mode #8 = 1280 x 960 x 16 @60Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #9 = 1280 x 1024 x 32 @60Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #10 = 640 x 480 x 16 @85Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #11 = 1280 x 800 x 32 @60Hz
3252 [GUI] DEBUG hle.sceDisplay - Available Display Mode #12 = 720 x 576 x 16 @85Hz
3253 [GUI] DEBUG hle.sceDisplay - Available Display Mode #13 = 800 x 600 x 32 @85Hz
3253 [GUI] DEBUG hle.sceDisplay - Available Display Mode #14 = 1280 x 800 x 16 @60Hz
3253 [GUI] DEBUG hle.sceDisplay - Available Display Mode #15 = 640 x 480 x 32 @85Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #16 = 720 x 576 x 32 @85Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #17 = 800 x 600 x 16 @85Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #18 = 1280 x 768 x 32 @60Hz
3254 [GUI] DEBUG hle.sceDisplay - Available Display Mode #19 = 720 x 480 x 32 @85Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #20 = 640 x 480 x 16 @59Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #21 = 1280 x 1024 x 16 @60Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #22 = 1280 x 960 x 32 @60Hz
3255 [GUI] DEBUG hle.sceDisplay - Available Display Mode #23 = 640 x 480 x 32 @75Hz
3256 [GUI] DEBUG hle.sceDisplay - Available Display Mode #24 = 640 x 480 x 16 @60Hz
3256 [GUI] DEBUG hle.sceDisplay - Available Display Mode #25 = 1152 x 864 x 16 @60Hz
3256 [GUI] DEBUG hle.sceDisplay - Available Display Mode #26 = 1024 x 768 x 16 @85Hz
3257 [GUI] DEBUG hle.sceDisplay - Available Display Mode #27 = 1280 x 720 x 32 @60Hz
3257 [GUI] DEBUG hle.sceDisplay - Desktop Display Mode = 1024 x 768 x 32 @85Hz
3257 [GUI] DEBUG hle.sceDisplay - Current Display Mode = 1024 x 768 x 32 @85Hz
3257 [GUI] DEBUG hle.sceDisplay - initGL called = true, OpenGL Version = 4.2.0
3275 [GUI] INFO  hle.sceDisplay - Saving GE to Textures
3276 [GUI] INFO  ge - Only GE Graphics: false
3326 [GUI] INFO  hle.sceAudio - Audio ChReserve disabled: false
3326 [GUI] INFO  hle.sceAudio - Audio Blocking disabled: false
3328 [GUI] INFO  hle.sceMpeg - Media Engine enabled
3331 [GUI] INFO  hle - Using the external audio decoder (SonicStage)
3644 [GUI] INFO  hle.sceFont - Loading font file 'jpn0.pgf'. Font='Sazanami Gothic' Type='Gothic-Regular'
3650 [GUI] INFO  hle.sceFont - Loading font file 'ltn0.pgf'. Font='Liberation Sans' Type='Regular'
3655 [GUI] INFO  hle.sceFont - Loading font file 'ltn1.pgf'. Font='Liberation Serif' Type='Regular'
3659 [GUI] INFO  hle.sceFont - Loading font file 'ltn2.pgf'. Font='Liberation Sans' Type='Italic'
3663 [GUI] INFO  hle.sceFont - Loading font file 'ltn3.pgf'. Font='Liberation Serif' Type='Italic'
3667 [GUI] INFO  hle.sceFont - Loading font file 'ltn4.pgf'. Font='Liberation Sans' Type='Bold'
3672 [GUI] INFO  hle.sceFont - Loading font file 'ltn5.pgf'. Font='Liberation Serif' Type='Bold'
3676 [GUI] INFO  hle.sceFont - Loading font file 'ltn6.pgf'. Font='Liberation Sans' Type='Bold Italic'
3680 [GUI] INFO  hle.sceFont - Loading font file 'ltn7.pgf'. Font='Liberation Serif' Type='Bold Italic'
3684 [GUI] INFO  hle.sceFont - Loading font file 'ltn8.pgf'. Font='Liberation Sans' Type='Regular'
3688 [GUI] INFO  hle.sceFont - Loading font file 'ltn9.pgf'. Font='Liberation Serif' Type='Regular'
3692 [GUI] INFO  hle.sceFont - Loading font file 'ltn10.pgf'. Font='Liberation Sans' Type='Italic'
3696 [GUI] INFO  hle.sceFont - Loading font file 'ltn11.pgf'. Font='Liberation Serif' Type='Italic'
3700 [GUI] INFO  hle.sceFont - Loading font file 'ltn12.pgf'. Font='Liberation Sans' Type='Bold'
3704 [GUI] INFO  hle.sceFont - Loading font file 'ltn13.pgf'. Font='Liberation Serif' Type='Bold'
3708 [GUI] INFO  hle.sceFont - Loading font file 'ltn14.pgf'. Font='Liberation Sans' Type='Bold Italic'
3712 [GUI] INFO  hle.sceFont - Loading font file 'ltn15.pgf'. Font='Liberation Serif' Type='Bold Italic'
3775 [GUI] INFO  hle.sceFont - Loading font file 'kr0.pgf'. Font='UnDotum' Type='Regular'
3776 [GUI] DEBUG hle.SysMemUserForUser - malloc partition=2, type=PSP_SMEM_High, size=0x400, addr=0x00000000: returns 0x09FFFC00
3777 [GUI] DEBUG emu - Patch file not found
...
3780 [GUI] INFO  emu - Using the following settings:
3780 [GUI] INFO  emu - Configuration / Region
3782 [GUI] INFO  emu -     Language                                 [English]
3782 [GUI] INFO  emu -     Button preference:                       ["O" for "Enter"]
3782 [GUI] INFO  emu -     Daylight savings:                        [Off]
3783 [GUI] INFO  emu -     Time zone offset in minutes (GMT+/-):    [0]
3783 [GUI] INFO  emu -     Time format:                             [24H]
3783 [GUI] INFO  emu -     Date format:                             [YYYY-MM-DD]
3783 [GUI] INFO  emu -     WLAN power saving mode:                  [Off]
3784 [GUI] INFO  emu -     Ad hoc channel:                          [Auto]
3784 [GUI] INFO  emu -     Nickname:                                [client]
3784 [GUI] INFO  emu - Configuration / Video
3784 [GUI] INFO  emu -     [ ] Disable VBO (automatically disabled if not supported)
3785 [GUI] INFO  emu -     [ ] Only GE graphics (not recommended for homebrew)
3785 [GUI] INFO  emu -     [X] Use vertex cache
3785 [GUI] INFO  emu -     [X] Use shaders (experimental)
3786 [GUI] INFO  emu -     [ ] Use a Geometry Shader for 2D rendering (only relevant when using shaders)
3786 [GUI] INFO  emu -     [ ] Disable UBO (automatically disabled if not supported, only relevant when using shaders)
3786 [GUI] INFO  emu -     [X] Enable VAO (only relevant when using shaders and vertex cache)
3786 [GUI] INFO  emu -     [X] Enable saving GE screen to Textures instead of Memory
3786 [GUI] INFO  emu -     [ ] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
3787 [GUI] INFO  emu -     [ ] Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)
3787 [GUI] INFO  emu -     [ ] Enable the shader implementation for the "Stencil Test" (more accurate but slower)
3787 [GUI] INFO  emu -     [ ] Enable the shader implementation for the "Color Mask" (more accurate but slower)
3788 [GUI] INFO  emu -     [ ] Disable optimized VertexInfo reading (may improve compatibility)
3788 [GUI] INFO  emu -     [ ] Use Software Rendering (very experimental, not yet complete, slow)
3788 [GUI] INFO  emu - Configuration / Audio
3788 [GUI] INFO  emu -     [ ] Disable audio threads
3789 [GUI] INFO  emu -     [ ] Disable audio channels (not recommended)
3789 [GUI] INFO  emu -     [ ] Disable audio blocking
3789 [GUI] INFO  emu - Configuration / Memory
3789 [GUI] INFO  emu -     [ ] Ignore invalid memory access (not recommended for test reports, but improves performance)
3790 [GUI] INFO  emu -     [ ] Ignore unmapped imports (not recommended)
3790 [GUI] INFO  emu - Configuration / Media
3790 [GUI] INFO  emu -     [X] Use Media Engine
3790 [GUI] INFO  emu -     [ ] Extract media files to tmp folder
3790 [GUI] INFO  emu -     [X] Decode audio files with SonicStage (must be installed separately and requires Media Engine)
3791 [GUI] INFO  emu -     [ ] Use debug font (disable flash0 fonts)
3791 [GUI] INFO  emu - Configuration / Compiler
3791 [GUI] INFO  emu -     [X] Use compiler (dynarec)
3791 [GUI] INFO  emu -     [ ] Output profiler info to profiler.txt (only for compiler)
3792 [GUI] INFO  emu -     [3000] Maximum method size
3792 [GUI] INFO  emu - Configuration / Crypto
3792 [GUI] INFO  emu -     [ ] Extract decrypted EBOOT.BIN files to the TMP folder
3792 [GUI] INFO  emu -     [ ] Handle SAVEDATA in crypto mode
3793 [GUI] INFO  emu -     [ ] Extract original PGD files to the TMP folder
3793 [GUI] INFO  emu - Configuration / Display
3793 [GUI] INFO  emu -     Anti-aliasing:                           [OFF]
3793 [GUI] INFO  emu -     Resolution:                              [Native]
3794 [GUI] INFO  emu -     [ ] Start JPCSP in Full-Screen Exclusive Mode in the following runs
3794 [GUI] INFO  hle.IoFileMgrForUser - pspiofilemgr - filepath disc0/
3841 [GUI] INFO  ge - Using RenderingEngineLwjgl31
3842 [GUI] INFO  ge - Using VBO
3842 [GUI] INFO  ge - OpenGL version: 4.2.0
3842 [GUI] INFO  ge - Shading Language version: 4.20 NVIDIA via Cg compiler
3842 [GUI] INFO  ge - GL_CONTEXT_FLAGS; 0x0
3843 [GUI] INFO  ge - GL_CONTEXT_PROFILE_MASK: 0x0
3850 [GUI] INFO  ge - Using VAO (Vertex Array Object)
3850 [GUI] INFO  ge - Using shaders with Skinning
3852 [GUI] INFO  ge - Using Uniform Buffer Object (UBO)
3856 [GUI] DEBUG ge - Using shader version 140, available shading language version 420
3881 [GUI] DEBUG ge - Program 3 attribute locations: weights1=4, weights2=5, position=0, normal=3, color=2, texture=1
3884 [GUI] DEBUG ge - UBO Structure size: 884 (including endOfUBO)
3884 [GUI] INFO  ge - Using VAO (Vertex Array Object)
3885 [GUI] INFO  ge - Using shaders with Skinning
3885 [GUI] INFO  ge - Using Uniform Buffer Object (UBO)
3888 [GUI] DEBUG ge - Using shader version 140, available shading language version 420
3901 [GUI] DEBUG ge - Program 6 attribute locations: weights1=4, weights2=5, position=0, normal=3, color=2, texture=1
3902 [GUI] DEBUG ge - UBO Structure size: 884 (including endOfUBO)
3909 [GUI] INFO  ge - Using Async Vertex Cache
3934 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3935 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3935 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
3936 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - end display
3961 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - start display
3962 [GUI] DEBUG hle.sceDisplay - sceDisplay.paintGL - rendering the FB 0x04000000
3962 [GUI] DEBUG ge - GETexture.copyTextureToScreen GETexture[0x04000000-0x04088000, 480x272, bufferWidth=512, pixelFormat=3(PSM_8888)] at 0x0
3962 [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

[Image: ULUS10177_r2506_test.avi]
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#2
Game works now without those bugs
But it has new problem
graphic goes weird after moving
First in right corner appears green circle which then engulf whole screen in yellow
after that yellow circle appears and engulfs whole screen in white

only character portraits are normally visible and mini map

toon can still move and kill mobs (blindly)
so game works but u cant see nothing

The whole screen color bug was caused by "texture to memory"
if u turn off that game is almost ok,there is still big yellow/white right bottom part of screen covering half of screen
and it looks super ugly without texture to memory


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