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Hunter x Hunter - Wonder Adventure - NPJH50624 - Printable Version

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+----- Thread: Hunter x Hunter - Wonder Adventure - NPJH50624 (/showthread.php?tid=95216)

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Hunter x Hunter - Wonder Adventure - NPJH50624 - nash67 - 11-10-2012

Hunter x Hunter - Wonder Adventure - NPJH5062
using r2839
missing music and speech
a few graphic glitches (shadow)
here is the info log


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - sum2012 - 11-10-2012

Remain sceAtracLowLevelInitDecoder and sceAtracLowLevelDecode have not been implemented.If implemented , most of games have sound. Tongue
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



RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - nash67 - 04-20-2013

using r 3109
crashes out with a java error just after the developers screens
here is an info log


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - nash67 - 04-27-2013

using r 3127
comes up with one screen now then nothing but a black screen
here is a compiler log


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - gid15 - 05-02-2013

(04-27-2013, 12:27 AM)nash67 Wrote: using r 3127
comes up with one screen now then nothing but a black screen
here is a compiler log
Probably broken by r3111: Hykem implemented sceIoDevctl command 0x01F300A7 but the implementation doesn't really make sense to me.
I will revert that part.


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - gid15 - 05-02-2013

(05-02-2013, 01:22 PM)gid15 Wrote:
(04-27-2013, 12:27 AM)nash67 Wrote: using r 3127
comes up with one screen now then nothing but a black screen
here is a compiler log
Probably broken by r3111: Hykem implemented sceIoDevctl command 0x01F300A7 but the implementation doesn't really make sense to me.
I will revert that part.
Now reverted in r3134.


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - nash67 - 05-03-2013

using r 3137
goes ingame again
here is an info log


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - chrrox - 05-11-2013

This game does not extract the PGD file when the option is checked.
Also it appears to crash loading a saved game.


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - sum2012 - 06-12-2020

6d28d87 version

3 fps in jumping


RE: Hunter x Hunter - Wonder Adventure - NPJH50624 - gid15 - 06-22-2020

(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
The application is using the rendering buffer as an indexed texture, probably to render some special effects (like recoloring the screen or rendering some shadows).

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.