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Kingdom Hearts Birth by Sleep Final Mix - ULJM05775
This game was tested with revision 9de5f87. There are many issues with this game in terms of graphics, gameplay, and video.

32-bit only:

1) Graphics displayed in either OpenGL or the External Software Renderer are not accurate in terms of colors (see attached Screenshots.7z).

2) External Software Renderer will crash as soon as the user enters the game from the Title Screen.

Both 32-bit and 64-bit:

1) Although the game goes to the Title Screen after the opening video, the game takes a long time to recognize that the video has ended. Using mpeg.prx allows the game to immediately get to the Title Screen after the video has ended. As you can see in the log, it takes an extra two minutes to recognize that the video has ended (video is only two minutes long):
Code:
07:43:26  INFO hle.sceUtility - user_main - Loading: sceUtilityLoadModule(module=0x0303) flash0:/kd/mpeg.prx
07:43:26  INFO hle.ModuleMgrForUser - user_main - hleKernelLoadModule(path='flash0:/kd/mpeg.prx') HLE module mpeg loaded
07:43:26  INFO hle.ModuleMgrForUser - user_main - IGNORING:sceKernelStartModule HLE module 'mpeg'
07:43:26  INFO hle.sceUtility - user_main - sceUtilityLoadModule(module=0x0303) flash0:/kd/mpeg.prx loaded
07:43:26  INFO hle.sceMpeg - user_main - sceMpegInit
07:43:26  INFO hle.sceMpeg - user_main - sceMpegInit returning 0x0
07:43:26  INFO hle.IoFileMgrForUser - user_main - hleIoOpen filename = umd1: flags = 1 permissions = 00
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG video stream data: streamID=0xE0, privateStreamID=0x0, unk1=0x20, unk2=0xFB, EPMapOffset=0xa2, EPMapNumEntries=99, frameWidth=480, frameHeight=272
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG audio stream data: streamID=0xBD, privateStreamID=0x0, unk1=0x20, unk2=0x4, audioChannelConfig=2, audioSampleFrequency=2
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG video stream data: streamID=0xE0, privateStreamID=0x0, unk1=0x20, unk2=0xFB, EPMapOffset=0xa2, EPMapNumEntries=99, frameWidth=480, frameHeight=272
07:43:26  INFO hle.sceMpeg - user_main - Found PSMF MPEG audio stream data: streamID=0xBD, privateStreamID=0x0, unk1=0x20, unk2=0x4, audioChannelConfig=2, audioSampleFrequency=2
...
07:47:22  INFO hle.sceMpeg - user_main - sceMpegFinish
07:47:22  INFO hle.sceMpeg - user_main - sceMpegFinish returning 0x0
07:47:22  INFO hle.sceUtility - user_main - sceUtilityUnloadModule(module=0x0303) flash0:/kd/mpeg.prx unloaded

2) The game doesn't display the correct ICON0.PNG (using a generic image) when loading SAVEDATA (2nd Screenshot).

3) The option "Use shaders" doesn't work well with this game. Using this option makes the characters have incorrect shadows and randomly displays garbage textures as mentioned in previous posts. The option "Enable dynamic shader generation (only relevant when using shaders, recommended for AMD/ATI)" also doesn't work well with this game as characters will be covered in black shadow.

3rd Screenshot - OpenGL with Settings (incorrect shadow, renders better environment lighting, Focus Gauge and lightbulbs not glowing)

4th Screenshot - OpenGL without any Settings (garbage textures appear in loading screens, Focus Gauge and lightbulbs not glowing, cutscenes appear blurry at certain times)

5th Screenshot - External Software Renderer (floor textures and HP bar look slightly stretched in comparison to OpenGL, Focus Gauge not glowing, lightbulbs glowing texture is slightly off)

6th Screenshot - PPSSPP OpenGL
Code:
[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory

4) Hit detection: The character Terra has problems connecting consecutive attacks for combos (being able to hit the first and second attack, but completely missing the third attack despite being close to the opponent). Other characters may have hit detection issues in different situations. How would one test for this function anyway?

5) There is a particular cutscene in the Last Episode that can stop the game from continuing. After going through two battles, videos and cutscenes take users through the rest of the game. The first cutscene will play without any issue, but the second (and possibly subsequent cutscenes) will Pause the game with invalid memory address errors. Users can keep clicking on Run until the game continues with the cutscene. Using mpeg.prx allows the user to view all videos and cutscenes without any problems.
Code:
13:58:05 ERROR   memory - user_main - read32 - Invalid memory address: 0x0A000000 PC=0x08000020

6) At the SAVEDATA screen, if the user chooses to exit without saving, the following appears in the log and an error will display onscreen (8th Screenshot):
Code:
19:02:52  INFO hle.sceUtility - user_main - sceUtilityMsgDialogInitStart 0x0962FFF4-0x096302B8: result 0x00000000
mode PSP_UTILITY_MSGDIALOG_MODE_ERROR
errorValue 0x80110388
message ''
options 0x00000000
buttonPressed 0x00000000'
enterButtonString ''
backButtonString ''

General (can affect other games):

1) External Software Renderer should not be affected by OpenGL settings, but when the option "Only GE graphics (not recommended for homebrew)" is enabled, the screen is black.


Attached Files Thumbnail(s)
                               

.zip   Log_r9de5f87(32bit)_INFO (External Software Renderer).zip (Size: 12.62 KB / Downloads: 71)
.zip   Log_r9de5f87(32bit)_INFO (OpenGL).zip (Size: 85.19 KB / Downloads: 91)
.zip   Log_r9de5f87(64bit)_INFO (without mpeg.prx).zip (Size: 353.99 KB / Downloads: 80)
.zip   Log_r9de5f87(64bit)_INFO (with mpeg.prx).zip (Size: 231.88 KB / Downloads: 78)
.7z   Screenshots.7z (Size: 625.71 KB / Downloads: 75)
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RE: Kingdom Hearts Birth by Sleep Final Mix - ULJM05775 - by DragonNeos - 05-21-2017, 03:30 AM

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