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Final Fantasy IV Complete Collection - ULUS10560
(08-28-2011, 12:51 PM)mordaki987 Wrote: r2293 game just hangs at spinning blue crystal. doesn't go any further then that.
This game seems to use async IOs. Could you try again with r2295, there has been a fix for async read?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
(08-28-2011, 08:27 PM)gid15 Wrote:
(08-28-2011, 12:51 PM)mordaki987 Wrote: r2293 game just hangs at spinning blue crystal. doesn't go any further then that.
This game seems to use async IOs. Could you try again with r2295, there has been a fix for async read?

r2295 fixes the loading problem, these errors show in cmd window but game still loads ok.
Code:
Error calling :: hleModule='jpcsp.HLE.modules.ThreadManForUser@5bda13':: hleModu
leClass='class jpcsp.HLE.modules.ThreadManForUser':: hleModuleMethodName='sceKer
nelTerminateThread':: hleModuleMethod='public void jpcsp.HLE.modules150.ThreadMa
nForUser.sceKernelTerminateThread(jpcsp.Processor,int)'
Error calling :: hleModule='jpcsp.HLE.modules.ThreadManForUser@5bda13':: hleModu
leClass='class jpcsp.HLE.modules.ThreadManForUser':: hleModuleMethodName='sceKer
nelTerminateThread':: hleModuleMethod='public void jpcsp.HLE.modules150.ThreadMa
nForUser.sceKernelTerminateThread(jpcsp.Processor,int)'

not sure if its related to 2295 but the stencil test option is no longer working to display the dialog text


Attached Files
.rar   log.rar (Size: 5.22 KB / Downloads: 91)
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great work hyakki

1. i tried and it works great but its not showing a text:

[Image: dsaasdy.png]


2. intro works but when shows face of girl in crystal room = audio slows down


Sorry for my english
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(08-28-2011, 10:36 PM)bugmenot Wrote: great work hyakki

1. i tried and it works great but its not showing a text:

[Image: dsaasdy.png]


2. intro works but when shows face of girl in crystal room = audio slows down


Sorry for my english

I have the same problem
hyakki help Wink
Reply
(08-28-2011, 09:11 PM)hyakki Wrote:
(08-28-2011, 08:27 PM)gid15 Wrote:
(08-28-2011, 12:51 PM)mordaki987 Wrote: r2293 game just hangs at spinning blue crystal. doesn't go any further then that.
This game seems to use async IOs. Could you try again with r2295, there has been a fix for async read?

r2295 fixes the loading problem, these errors show in cmd window but game still loads ok.
Code:
Error calling :: hleModule='jpcsp.HLE.modules.ThreadManForUser@5bda13':: hleModu
leClass='class jpcsp.HLE.modules.ThreadManForUser':: hleModuleMethodName='sceKer
nelTerminateThread':: hleModuleMethod='public void jpcsp.HLE.modules150.ThreadMa
nForUser.sceKernelTerminateThread(jpcsp.Processor,int)'
Error calling :: hleModule='jpcsp.HLE.modules.ThreadManForUser@5bda13':: hleModu
leClass='class jpcsp.HLE.modules.ThreadManForUser':: hleModuleMethodName='sceKer
nelTerminateThread':: hleModuleMethod='public void jpcsp.HLE.modules150.ThreadMa
nForUser.sceKernelTerminateThread(jpcsp.Processor,int)'

not sure if its related to 2295 but the stencil test option is no longer working to display the dialog text

Ah, that's probably related to r2288, when I've restored the old stencil test method. Apparently "Worms 2" needs the old method, but it may be possible that this game needs the accurate shader version instead and they are probably conflicting.
Could you please check if this is in fact the issue? Thanks! Smile
Reply
The old stencil test method was very slow.
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Code:
Error calling :: hleModule='jpcsp.HLE.modules.ThreadManForUser@5bda13':: hleModu
leClass='class jpcsp.HLE.modules.ThreadManForUser':: hleModuleMethodName='sceKer
nelTerminateThread':: hleModuleMethod='public void jpcsp.HLE.modules150.ThreadMa
nForUser.sceKernelTerminateThread(jpcsp.Processor,int)'
Error calling :: hleModule='jpcsp.HLE.modules.ThreadManForUser@5bda13':: hleModu
leClass='class jpcsp.HLE.modules.ThreadManForUser':: hleModuleMethodName='sceKer
nelTerminateThread':: hleModuleMethod='public void jpcsp.HLE.modules150.ThreadMa
nForUser.sceKernelTerminateThread(jpcsp.Processor,int)'
This should be fixed in r2296. Thanks!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
(08-29-2011, 02:28 PM)Hykem Wrote: Ah, that's probably related to r2288, when I've restored the old stencil test method. Apparently "Worms 2" needs the old method, but it may be possible that this game needs the accurate shader version instead and they are probably conflicting.
Could you please check if this is in fact the issue? Thanks! Smile

the game wouldn't fully load in r2288 (stuck on loading screen) but in r2287 the dialog text showed up.
Reply
@hyakki

how to fix text in this ff?
Reply
(08-29-2011, 08:15 PM)hyakki Wrote:
(08-29-2011, 02:28 PM)Hykem Wrote: Ah, that's probably related to r2288, when I've restored the old stencil test method. Apparently "Worms 2" needs the old method, but it may be possible that this game needs the accurate shader version instead and they are probably conflicting.
Could you please check if this is in fact the issue? Thanks! Smile

the game wouldn't fully load in r2288 (stuck on loading screen) but in r2287 the dialog text showed up.

Hmm, I suspected that... Undecided
If you wish to debug this one by hand in the latest rev, you can try to comment out the restored stencil method's code and then compile a modified version.
In the file /trunk/src/jpcsp/graphics/RE/BaseRenderingEngineFunction.java (line 194 to line 198):
Code:
if (stencil) {
re.enableFlag(GU_STENCIL_TEST);
re.setStencilFunc(GeCommands.STST_FUNCTION_ALWAYS_PASS_STENCIL_TEST, 0, 0);
re.setStencilOp(GeCommands.SOP_KEEP_STENCIL_VALUE, GeCommands.SOP_KEEP_STENCIL_VALUE, GeCommands.SOP_ZERO_STENCIL_VALUE);
}

If the text shows up with that portion of code commented out, then we must review our shader's stencil test operation (for the "Worms 2" case) and remove that code again.
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