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Full Version: Xyanide Resurrection - ULES00634
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e47fd83 version
jpcsp hang after intro video

Code:
05:19:59 ERROR  runtime - DecodeThread - Catched Throwable in RuntimeThread:
java.lang.NullPointerException
    at jpcsp.media.codec.atrac3plus.Atrac3plusDecoder.decode(Atrac3plusDecoder.java:105)
    at jpcsp.HLE.modules.sceMpeg.hleMpegAtracDecode(sceMpeg.java:2355)
    at jpcsp.HLE.modules.sceMpeg.sceMpegAtracDecode(sceMpeg.java:3581)
    at _S1_2_893BE88.s(_S1_2_893BE88.java:4)
    at _S1_2_8906270.s(_S1_2_8906270.java:444)
    at _S1_2_8904B38.s(_S1_2_8904B38.java:92)
    at _S1_2_8904B38.exec(_S1_2_8904B38.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:685)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:726)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
Code:
05:19:59  WARN hle.sceMpeg - DecodeThread - Audio frame length 0x810 with incorrect header (header: 01 01 01 01 01 01 01 01)
I've improved the handling of this case in ac10929. It seems the application is providing incorrect Mpeg-data at the end of the stream.
19617d7 version
can move to intro section
graphic problem.........
edit:Add log
[attachment=21669]
(08-19-2016, 11:36 AM)sum2012 Wrote: [ -> ]graphic problem.........
Have you tried the external software renderer or other options (maybe "Enable decoding of indexed textures (using CLUT) in shader" as the profiler is showing a frequent texture reload)?
Yes,Enable decoding of indexed textures fix it but hang in in-game
(08-19-2016, 02:14 PM)gid15 Wrote: [ -> ]
(08-19-2016, 11:36 AM)sum2012 Wrote: [ -> ]graphic problem.........
Have you tried the external software renderer or other options (maybe "Enable decoding of indexed textures (using CLUT) in shader" as the profiler is showing a frequent texture reload)?
I just a try of Internal Software Renderer
Can jpcsp avoid OutofMemory error ?
[attachment=34465]
(04-19-2018, 02:08 PM)sum2012 Wrote: [ -> ]I just a try of Internal Software Renderer
Can jpcsp avoid OutofMemory error ?
The internal software renderer has been somehow abandoned after the implementation of the external software renderer.
If you want to increase the available memory, increase the value into the start .bat file: "-Xmx1024m" => "-Xmx2048m"
9f137fc9 version
Can move to playable section

Code:
[X] Use vertex cache
[X] Use shaders
[X] Enable saving GE screen to textures instead of memory
[X] Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)
I beat the first enemy.So far no problem.
Pages: 1 2