11-10-2012, 01:59 AM
Pages: 1 2
11-10-2012, 03:48 PM
Remain sceAtracLowLevelInitDecoder and sceAtracLowLevelDecode have not been implemented.If implemented , most of games have sound. 

Code:
09:52:04 WARN hle.sceAtrac3plus - - Unimplemented sceAtracLowLevelInitDecoder atID=0x0, paramsAddr=0x09F64CA0
09:52:04 INFO hle.IoFileMgrForUser - - hleIoOpen filename = disc0:/sce_lbn0x66167_size0xD3140 flags = 1 permissions = 00
09:52:04 WARN hle.sceAtrac3plus - - Unimplemented sceAtracLowLevelDecode atID=0x0, sourceAddr=0x09FE5BF0, sourceBytesConsumedAddr=0x09FE5E50, samplesAddr=0x09FE2CC0, sampleBytesAddr=0x09FE5E54
04-20-2013, 07:50 AM
using r 3109
crashes out with a java error just after the developers screens
here is an info log
crashes out with a java error just after the developers screens
here is an info log
04-27-2013, 12:27 AM
using r 3127
comes up with one screen now then nothing but a black screen
here is a compiler log
comes up with one screen now then nothing but a black screen
here is a compiler log
05-02-2013, 01:22 PM
(04-27-2013, 12:27 AM)nash67 Wrote: [ -> ]using r 3127Probably broken by r3111: Hykem implemented sceIoDevctl command 0x01F300A7 but the implementation doesn't really make sense to me.
comes up with one screen now then nothing but a black screen
here is a compiler log
I will revert that part.
05-02-2013, 05:16 PM
(05-02-2013, 01:22 PM)gid15 Wrote: [ -> ]Now reverted in r3134.(04-27-2013, 12:27 AM)nash67 Wrote: [ -> ]using r 3127Probably broken by r3111: Hykem implemented sceIoDevctl command 0x01F300A7 but the implementation doesn't really make sense to me.
comes up with one screen now then nothing but a black screen
here is a compiler log
I will revert that part.
05-03-2013, 06:21 AM
using r 3137
goes ingame again
here is an info log
goes ingame again
here is an info log
05-11-2013, 04:02 PM
This game does not extract the PGD file when the option is checked.
Also it appears to crash loading a saved game.
Also it appears to crash loading a saved game.
06-12-2020, 12:31 PM
6d28d87 version
3 fps in jumping
3 fps in jumping
06-22-2020, 03:34 PM
(06-12-2020, 12:31 PM)sum2012 Wrote: [ -> ]6d28d87 version
3 fps in jumping
Code:
20:05:17 DEBUG ge - GUI - tflush 0x04088000, buffer_width=512 (64,64)
20:05:17 DEBUG ge - GUI - tflush texture_storage=0x7(PSM_32BIT_INDEXED), tex_clut_mode=0x3, tex_clut_addr=0x08A01E60, texture_swizzle=false
Selecting the option "Enable decoding of indexed textures (using CLUT) in shader (only relevant when using shaders)" might help in such situations. Keep both options "Use shaders" and "Enable saving GE screen to textures instead of memory" enabled.
Pages: 1 2