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Grisaia no Kajitsu: Le Fruit de la Grisaia - ULJM06232 & ULJM06233
#1
Rev3062: Change disc 2 work.
I notice error in log.
Code:
21:33:30 ERROR      vfs - Atrac - getPosition
java.io.IOException: Stream Closed
    at java.io.RandomAccessFile.getFilePointer(Native Method)
    at jpcsp.HLE.VFS.AbstractVirtualFile.getPosition(AbstractVirtualFile.java:42)
    at jpcsp.media.ExternalDecoder$IoListener.readFileData(ExternalDecoder.java:550)
    at jpcsp.media.ExternalDecoder.decodeAtrac(ExternalDecoder.java:347)
    at jpcsp.connector.AtracCodec.atracSetData(AtracCodec.java:233)
    at jpcsp.HLE.modules150.sceAtrac3plus$AtracID.setData(sceAtrac3plus.java:549)
    at jpcsp.HLE.modules250.sceAtrac3plus.sceAtracSetMOutHalfwayBuffer(sceAtrac3plus.java:69)
    at _S1_2_88E45D0.s(_S1_2_88E45D0.java:4)
    at _S1_2_8804D54.s(_S1_2_8804D54.java:484)
    at _S1_2_88057AC.s(_S1_2_88057AC.java:52)
    at _S1_2_88057AC.exec(_S1_2_88057AC.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:668)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:709)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
21:33:30 ERROR      vfs - Atrac - ioLseek
java.io.IOException: Stream Closed
    at java.io.RandomAccessFile.seek(Native Method)
    at jpcsp.HLE.VFS.AbstractVirtualFile.ioLseek(AbstractVirtualFile.java:103)
    at jpcsp.media.ExternalDecoder$IoListener.readFileData(ExternalDecoder.java:551)
    at jpcsp.media.ExternalDecoder.decodeAtrac(ExternalDecoder.java:347)
    at jpcsp.connector.AtracCodec.atracSetData(AtracCodec.java:233)
    at jpcsp.HLE.modules150.sceAtrac3plus$AtracID.setData(sceAtrac3plus.java:549)
    at jpcsp.HLE.modules250.sceAtrac3plus.sceAtracSetMOutHalfwayBuffer(sceAtrac3plus.java:69)
    at _S1_2_88E45D0.s(_S1_2_88E45D0.java:4)
    at _S1_2_8804D54.s(_S1_2_8804D54.java:484)
    at _S1_2_88057AC.s(_S1_2_88057AC.java:52)
    at _S1_2_88057AC.exec(_S1_2_88057AC.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:668)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:709)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
And some graphic glitches in font


Attached Files Thumbnail(s)
       

.zip   3062log.zip (Size: 104.44 KB / Downloads: 169)
.zip   profiler.zip (Size: 126.88 KB / Downloads: 151)
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#2
This game was tested with revision 8b0e685. Since there are issues that prevent the user from progressing in the game, I moved this to the Intro section. Currently, there are two issues with the game:

1) When the user loads Disc 1, the game will perform a Data Install into the SAVEDATA folder. After the Data Install, there is supposed to be a prompt that tells the user to switch to Disc 2. However, the prompt never appears as Disc 1 seems to stall after the Data Install. In an older revision (revision 2837a87 as an example), this is what will appear in the log:
Code:
14:16:24  INFO hle.sceUtility - user_main - sceUtilityGamedataInstallInitStart 0x08DBFD18-0x08DC02B0: unk1=0x00000001, gameName='ULJM06232', dataName='PAK', gameTitle='グリザイアの果実 -LE FRUIT DE LA GRISAIA-', dataTitle='インストールデータ', data='このファイルにはインストールデータが含まれています。', unk2=0x08
14:16:25  INFO hle.IoFileMgrForUser - user_main - hleIoOpen filename = disc0:/PSP_GAME/USRDIR/disc.txt flags = 1 permissions = 00
14:16:25  INFO compiler - user_main - Splitting _S1_2_882AC68 (4741/3000)
14:16:26  INFO       ge - Async Vertex Cache Thread - Compiling VertexInfoReader for GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D size=24
14:16:26  INFO       ge - GUI - Compiling VertexInfoReader for GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D size=24
14:16:31  INFO      emu - GUI - Switching to the UMD umdimages\Grisaia no Kajitsu - Le Fruit de la Grisaia Disc 2.iso
A workaround for the user would be to load Disc 1, get the Data Install, close and reopen the emulator, and start from Disc 2.

2) The game has a lot of audio issues that prevent the game from going any further. After going through a few screens, the emulator crashes with:
Code:
java.lang.NullPointerException
    at jpcsp.media.codec.atrac3plus.Atrac3plusDecoder.decode(Atrac3plusDecoder.java:82)
    at jpcsp.HLE.modules.sceAtrac3plus$AtracID.decodeData(sceAtrac3plus.java:310)
    at jpcsp.HLE.modules.sceAtrac3plus.sceAtracDecodeData(sceAtrac3plus.java:1285)
    at _S1_2_88E45E8.s(_S1_2_88E45E8.java:4)
    at _S1_2_8804D54.s(_S1_2_8804D54.java:1484)
    at _S1_2_88057AC.s(_S1_2_88057AC.java:52)
    at _S1_2_88057AC.exec(_S1_2_88057AC.java)
    at jpcsp.Allegrex.compiler.RuntimeContext.execWithReturnAddress(RuntimeContext.java:736)
    at jpcsp.Allegrex.compiler.RuntimeContext.runThread(RuntimeContext.java:797)
    at jpcsp.Allegrex.compiler.RuntimeThread.run(RuntimeThread.java:50)
Attempting to get a Debug Log of hle.sceAtrac3plus will bring up endless Invalid memory address errors after a certain point. I used libatrac3plus.prx and the game did progress further (although I had to click on Run often) until Invalid memory address errors stopped the game. Out of curiosity, I tested the game with the following files since the log showed the game asking for them: avcodec.prx, libatrac3plus.prx, mpeg.prx, & sc_sascore.prx and more than half of the Title Screen looked corrupted.


Attached Files Thumbnail(s)
   

.zip   Log_r2837a87(64bit)_INFO (Disc 1 & 2).zip (Size: 134.75 KB / Downloads: 167)
.zip   Log_r8b0e685(64bit)_INFO (Disc 1).zip (Size: 92.52 KB / Downloads: 177)
.zip   Log_r8b0e685(64bit)_INFO (Disc 2).zip (Size: 132.85 KB / Downloads: 165)
.zip   Log_r8b0e685(64bit)_INFO (Disc 2)(hle.sceAtrac3plus Debug).zip (Size: 156.01 KB / Downloads: 174)
.zip   Log_r8b0e685(64bit)_INFO (Disc 2)(avcodec, libatrac3plus, mpeg, & sc_sascore.prx).zip (Size: 136.82 KB / Downloads: 160)
.zip   Log_r8b0e685(64bit)_INFO (Disc 2)(libatrac3plus.prx Debug).zip (Size: 189.51 KB / Downloads: 152)
Reply
#3
Code:
14:16:24  INFO hle.sceUtility - user_main - sceUtilityGamedataInstallInitStart 0x08DBFD18-0x08DC02B0: unk1=0x00000001, gameName='ULJM06232', dataName='PAK', gameTitle='グリザイアの果実 -LE FRUIT DE LA GRISAIA-', dataTitle='インストールデータ', data='このファイルにはインストールデータが含まれています。', unk2=0x08
I've improved this function in d1609cd by adding a delay as it completes too quickly in comparison to a real PSP. The whole progress display is still missing in Jpcsp.

Code:
java.lang.NullPointerException
    at jpcsp.media.codec.atrac3plus.Atrac3plusDecoder.decode(Atrac3plusDecoder.java:82)
    at jpcsp.HLE.modules.sceAtrac3plus$AtracID.decodeData(sceAtrac3plus.java:310)
    at jpcsp.HLE.modules.sceAtrac3plus.sceAtracDecodeData(sceAtrac3plus.java:1285)
This NullPointerException should not longer happen in 45ad5ef, but this will probably not help to resolve the sound issues as the problem is elsewhere:
Code:
13:02:13 ERROR hle.sceAtrac3plus - Atrac - Not a RIFF/WAVE format! 2215A646 0E19245B
The reason might be that this game is using mono atrac3+ as the missing sceAudiocodec_3DD7EE1A seems to be related to mono atrac3+ (as opposed to stereo usually used).
I need to further investigate this direction...
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#4
This game was tested with revision d1609cd. The delay allows the game to display the previous behavior shown in earlier builds (without the progress display as you mentioned in your post). With regards to the audio issue, the HLE implementation plays most of the audio correctly but randomly cuts out every once in a while. It seems like the audio will most likely cut off when this is seen in the log:
Code:
23:31:53 ERROR   atrac3 - MusicAT3_1 - Sound Unit id != 0x28
Using libatrac3plus.prx will make the game play horrible audio.

Other issues:

1) ICON0.PNG is not produced correctly in JPCSP when SAVEDATA is created. In the game, when the user saves the game the ICON0.PNG would be a thumbnail of the exact scene where the game was saved. JPCSP creates a black ICON0.PNG and doesn't correct it even by overwriting the save.

2) The game is prone to random invalid memory address errors (can be triggered by loading an older save over and over again). The user can keep clicking on Run until the error goes away, but it does seem tedious to do so.
Code:
23:35:36 ERROR   memory - user_main - read8 - Invalid memory address: 0x00000000 PC=0x08831944

3) Certain scenes don't display correctly when an earlier save is loaded and the user plays through the scene again (take a look at ULJM06232-Shot-8.jpg & ULJM06232-Shot-9.jpg).


Attached Files
.zip   Log_rd1609cd(64bit)_INFO (hle.sceAtrac3plus Debug).zip (Size: 235.63 KB / Downloads: 179)
.zip   Log_rd1609cd(64bit)_INFO (libatrac3plus.prx Debug).zip (Size: 139.46 KB / Downloads: 162)
.7z   SAVEDATA.7z (Size: 240.57 KB / Downloads: 162)
.7z   SCREENSHOTS.7z (Size: 1.49 MB / Downloads: 163)
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#5
(04-26-2017, 10:15 AM)DragonNeos Wrote: 1) ICON0.PNG is not produced correctly in JPCSP when SAVEDATA is created. In the game, when the user saves the game the ICON0.PNG would be a thumbnail of the exact scene where the game was saved. JPCSP creates a black ICON0.PNG and doesn't correct it even by overwriting the save.
This is probably related to the use of the option "Enable saving GE screen to textures instead of memory". Could you try to disable this option and see if the ICON0.PNG is now correctly captured from the current screen?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#6
(04-27-2017, 01:13 PM)gid15 Wrote:
(04-26-2017, 10:15 AM)DragonNeos Wrote: 1) ICON0.PNG is not produced correctly in JPCSP when SAVEDATA is created. In the game, when the user saves the game the ICON0.PNG would be a thumbnail of the exact scene where the game was saved. JPCSP creates a black ICON0.PNG and doesn't correct it even by overwriting the save.
This is probably related to the use of the option "Enable saving GE screen to textures instead of memory". Could you try to disable this option and see if the ICON0.PNG is now correctly captured from the current screen?
Based on the information found in the profiler output, I hope to have identified the function capturing the screen and generating the ICON0.PNG out of it. I've added support in 9254329 and it should work even when the option "Enable saving GE screen to textures instead of memory" is enabled.
Could you please test it?

Thank you!

(04-26-2017, 10:15 AM)DragonNeos Wrote: This game was tested with revision d1609cd. The delay allows the game to display the previous behavior shown in earlier builds (without the progress display as you mentioned in your post). With regards to the audio issue, the HLE implementation plays most of the audio correctly but randomly cuts out every once in a while. It seems like the audio will most likely cut off when this is seen in the log:
Code:
23:31:53 ERROR   atrac3 - MusicAT3_1 - Sound Unit id != 0x28
Using libatrac3plus.prx will make the game play horrible audio.
The play of mono audio using libatrac3plus.prx should now be improved in 414ed5e.
Could you retest again using flash0/kd/libatrac3plus.prx?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#7
As you mentioned in your post, enabling the option "Enable saving GE screen to textures instead of memory" in builds before revision 9254329 caused the ICON0.PNG to become black. The ICON0.PNG is generated correctly testing with revision 2a38a70 when the option "Enable saving GE screen to textures instead of memory" is enabled. The audio is played correctly when libatrac3plus.prx is used. The HLE implementation of sceAtrac3plus also plays the audio correctly.

The font size of the HLE implementation is too large compared to the native PSP modules. The first and second screenshots are using HLE while the third, fourth, and fifth screenshots are using utility.prx and any dependent files. In the second screenshot (HLE), the text in the first line of the description goes offscreen compared to the fifth screenshot (using utility.prx). Also, the first save file that I created is considered Corrupted Save Data when using utility.prx.

With regards to the option "Enable saving GE screen to textures instead of memory", is it possible to improve this option as certain games have various graphical issues when it is enabled? Here are some examples of games that have various graphical issues with the option "Enable saving GE screen to textures instead of memory":

- Final Fantasy Tactics: The War of the Lions (some scenes may flicker and show something shown earlier in the game, like before a video is played the Title Screen appears for a second)

- The Legend of Heroes: Trails in the Sky Series (character models may appear for a second and there is random flicker during transitions in cutscenes, ICON0.PNG is not generated correctly (black) when creating SAVEDATA)

- Yu-Gi-Oh! (GX, 5D's, ARC-V) Tag Force Series (cards appear black in certain cases)


Attached Files Thumbnail(s)
                   

.zip   Log_r2a38a70(64bit)_INFO (hle.sceAtrac3plus Debug).zip (Size: 505.29 KB / Downloads: 166)
.zip   Log_r2a38a70(64bit)_INFO (libatrac3plus.prx Debug).zip (Size: 263.05 KB / Downloads: 193)
.zip   Log_r2a38a70(64bit)_INFO (utility.prx Test).zip (Size: 673.95 KB / Downloads: 157)
.7z   SAVEDATA.7z (Size: 145.2 KB / Downloads: 163)
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#8
As reported by sum2012, this game doesn't work (raising an invalid memory access) when using the Jpcsp font files and not the real PSP font files.
The fix in 20e4582 should help to support the Jpcsp font files as well.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#9
The game loads fine in revision 20e4582 using JPCSP font files.


Attached Files Thumbnail(s)
       

.zip   Log_r20e4582(64bit)_INFO.zip (Size: 141.68 KB / Downloads: 147)
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