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Full Version: Disgaea 2: Dark Hero Days - ULES01392
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r 1591

Log:
[attachment=1201]

Screenshot:
[attachment=1202]
r1594
big progress: now it show "save screen", try to play intro video, and freeze:
Code:
102422 [user_main] WARN  hle - PARTIAL: sceAtracGetAtracID: codecType = 0x1000
102422 [user_main] WARN  hle - PARTIAL: sceAtracGetAtracID: codecType = 0x1000
102422 [user_main] WARN  hle - PARTIAL: sceAtracGetAtracID: codecType = 0x1000
102422 [user_main] WARN  hle - malloc cannot allocate partition=2, type=PSP_SMEM_High, size=0x14000, addr=0x00000000
102422 [user_main] WARN  hle - sceKernelCreateThread not enough memory to create the stack
102438 [user_main] WARN  hle - checkThreadID not found thread 80020190 (uid<0) caller:'ThreadManForUser.sceKernelResumeThread'
102547 [user_main] WARN  hle - checkThreadID not found thread 80020190 (uid<0) caller:'ThreadManForUser.sceKernelStartThread'
[attachment=1211]
i think r1595 may fix this now...
(06-21-2010, 05:57 PM)shakirmole Wrote: [ -> ]i think r1595 may fix this now...
r1606 - no changes.
(06-22-2010, 07:16 PM)Agent69 Wrote: [ -> ]
(06-21-2010, 05:57 PM)shakirmole Wrote: [ -> ]i think r1595 may fix this now...
r1606 - no changes.
Could you post a log with DEBUG level up to the first
Code:
102422 [user_main] WARN  hle - sceKernelCreateThread not enough memory to create the stack

Thanks!
It's a biig debug log withs some cheating (jump to "info" for skip video)
If this no helpiful - i try to make rip video, and waiting hour for dump huuuge log ^_^
sorry: i can't attach this
http://rapidshare.com/files/402490827/log.7z.html
Is it now better in r1611?

Thanks for reporting the logs!
Thanks. Big progress: after r1611 game run menu.
If start new game, logs say this:
Code:
...
122047 [user_main] INFO  compiler - Splitting _S1_3_88797C8 (16694/3000)
125469 [user_main] INFO  compiler - Splitting _S1_3_88797C8 (16694/2250)
127563 [user_main] INFO  compiler - Compiling for Interpreter _S1_3_88797C8
127578 [Atrac3 Play Thread] INFO  runtime - Thread exit detected SceUID=10a7 name:'Atrac3 Play Thread' return:0x0
127672 [user_main] INFO  compiler - Replacing CodeBlock at 0x0883E9E0 by Native Code 'nop'
127906 [user_main] INFO  compiler - Replacing CodeBlock at 0x0883FA40 by Native Code 'nop'
127906 [user_main] INFO  compiler - Replacing CodeBlock at 0x0883F908 by Native Code 'nop'
127922 [user_main] INFO  compiler - Replacing CodeBlock at 0x0884399C by Native Code 'nop'
128016 [user_main] INFO  compiler - Compiling for Interpreter _S1_3_8838F64
128141 [user_main] INFO  compiler - Replacing CodeBlock at 0x08842AC4 by Native Code 'nop'
129641 [user_main] INFO  compiler - Splitting _S1_3_8878E68 (17283/3000)
132891 [user_main] INFO  compiler - Splitting _S1_3_8878E68 (17283/2250)
135031 [user_main] INFO  compiler - Compiling for Interpreter _S1_3_8878E68
135125 [Atrac3 Play Thread] INFO  hle - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/SOUND_01_US.DAT flags = 1 permissions = 00
135125 [Atrac3 Play Thread] WARN  hle - malloc cannot allocate partition=2, type=PSP_SMEM_High, size=0x2000, addr=0x00000000
135141 [Atrac3 Play Thread] INFO  hle - hleAtracSetData atracID=4262, bufferSize=0xc000, fileSize=ef80c
135156 [Atrac3 Play Thread] WARN  hle - IGNORING: sceAtracIsSecondBufferNeeded atracId=4262
135156 [Atrac3 Play Thread] WARN  hle - PARTIAL: sceAtracGetBitrate: atracID = 4262, bitrateAddr =0x8a96a50
135219 [user_main] WARN  hle - __sceSasSetKeyOff bad voice number -1
135313 [user_main] WARN  hle - PARTIAL: sceAtracSetLoopNum: atracID = 4262, loopNbr = -1
135328 [user_main] ERROR runtime - java.lang.ArrayIndexOutOfBoundsException: 0
135344 [user_main] INFO  runtime - Thread exit detected SceUID=1007 name:'user_main' return:0x1
135344 [Atrac3 Play Thread] WARN  hle - PARTIAL: sceAtracSetLoopNum: atracID = 4262, loopNbr = -1

Code:
java.lang.ArrayIndexOutOfBoundsException: 0
        at org.objectweb.asm.Frame.a(Unknown Source)
        at org.objectweb.asm.Frame.a(Unknown Source)
        at org.objectweb.asm.MethodWriter.visitMaxs(Unknown Source)
        at jpcsp.Allegrex.compiler.CodeBlock.compile(Unknown Source)
        at jpcsp.Allegrex.compiler.CodeBlock.getExecutable(Unknown Source)
        at jpcsp.Allegrex.compiler.Compiler.analyse(Unknown Source)
        at jpcsp.Allegrex.compiler.Compiler.compile(Unknown Source)
        at jpcsp.Allegrex.compiler.Compiler.compile(Unknown Source)
        at jpcsp.Allegrex.compiler.CompilerClassLoader.findClass(Unknown Source)

        at java.lang.ClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClass(Unknown Source)
        at java.lang.ClassLoader.loadClassInternal(Unknown Source)
        at _S1_3_882E51C.s(_S1_3_882E51C.java:292)
        at _S1_3_882A9E8.s(_S1_3_882A9E8.java:36)
        at _S1_3_8836060.s(_S1_3_8836060.java:28)
        at _S1_3_88290E4.s(_S1_3_88290E4.java:2676)
        at _S1_3_881331C.s(_S1_3_881331C.java:536)
        at _S1_3_8804114.s(_S1_3_8804114.java:240)
        at _S1_3_8804114.exec(_S1_3_8804114.java)
        at jpcsp.Allegrex.compiler.RuntimeContext.runThread(Unknown Source)
        at jpcsp.Allegrex.compiler.RuntimeThread.run(Unknown Source)
Code:
java.lang.ArrayIndexOutOfBoundsException: 0
        at org.objectweb.asm.Frame.a(Unknown Source)
        at org.objectweb.asm.Frame.a(Unknown Source)
        at org.objectweb.asm.MethodWriter.visitMaxs(Unknown Source)
        at jpcsp.Allegrex.compiler.CodeBlock.compile(Unknown Source)
        at jpcsp.Allegrex.compiler.CodeBlock.getExecutable(Unknown Source)
        at jpcsp.Allegrex.compiler.Compiler.analyse(Unknown Source)
        at jpcsp.Allegrex.compiler.Compiler.compile(Unknown Source)
        at jpcsp.Allegrex.compiler.Compiler.compile(Unknown Source)
        at jpcsp.Allegrex.compiler.CompilerClassLoader.findClass(Unknown Source)
Is it fixed in r1630?

Thanks!
(06-28-2010, 03:20 PM)gid15 Wrote: [ -> ]Is it fixed in r1630?

Thanks!
Yes. Now it goto ingame.
some problems:
Crazy geometry in main location. Another locations (i tested few hours) is fine. But if make snapshot and load it, all be fine. Loocs like recompiler fault.
Code:
---------------after see this in console can use loadstate... before the end intro text.
95250 [user_main] INFO  compiler - Splitting _S1_3_8877E88 (18266/3000)
99313 [user_main] INFO  compiler - Splitting _S1_3_8877E88 (18266/2250)
101891 [user_main] INFO  compiler - Compiling for Interpreter _S1_3_8877E88
105813 [user_main] INFO  compiler - Splitting _S1_3_887CE30 (13269/3000)
107750 [user_main] INFO  compiler - Splitting _S1_3_887CE30 (13269/2250)
109000 [user_main] INFO  compiler - Compiling for Interpreter _S1_3_887CE30
Also game cannot load savegame
Code:
------------------------try to load saved game-------------------------
63203 [user_main] INFO  hle - PARTIAL:sceUtilitySavedataInitStart Address 0x089F5F68, mode=4, gameName=ULUS10461, saveName=DISGAEA000, fileName=DATA.BIN
66063 [user_main] INFO  hle - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/START_VM_US.LZS flags = 4001 permissions = 00
66063 [user_main] WARN  hle - PSP_O_NBUF - disc0:/PSP_GAME/USRDIR/START_VM_US.LZS doesn't use media buffer!
66063 [user_main] WARN  hle - malloc cannot allocate partition=2, type=PSP_SMEM_High, size=0x2000, addr=0x00000000
66078 [user_main] INFO  hle - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/START_VM_US.LZS flags = 1 permissions = 00
66078 [user_main] WARN  hle - malloc cannot allocate partition=2, type=PSP_SMEM_High, size=0x2000, addr=0x00000000
66156 [user_main] INFO  hle - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/START_VM2_US.LZS flags = 4001 permissions = 00
66172 [user_main] WARN  hle - PSP_O_NBUF - disc0:/PSP_GAME/USRDIR/START_VM2_US.LZS doesn't use media buffer!
66172 [user_main] WARN  hle - malloc cannot allocate partition=2, type=PSP_SMEM_High, size=0x2000, addr=0x00000000
66188 [user_main] INFO  hle - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/START_VM2_US.LZS flags = 1 permissions = 00
66188 [user_main] WARN  hle - malloc cannot allocate partition=2, type=PSP_SMEM_High, size=0x2000, addr=0x00000000

During the game often "Splitting \ Compiling for Interpreter(dramaticaly slowdowns), for example during animation showing the impact, but apparently compiled piece of code is cached, and the next time the interpreter is not called.

So, game look's like playable. Thanks.
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