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God Eater 2 - NPJH50832
#31
I get "Out of Memory" after first mission.
-xss16m don't help
edit:if solved this,I would give "consecutive missions" fix hint
   


Attached Files
.7z   r3698log.7z (Size: 19.6 KB / Downloads: 2)
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#32
This game was tested with r3701. Players are now able to go on consecutive missions on Ver 1.00. This warning likes to appear before or after a cutscene:
Code:
03:22:37  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x100000, addr=0x00000000, maxFreeMem=0xFAA00, totalFreeMem=0x128F00
03:22:37  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0xFC000, addr=0x00000000, maxFreeMem=0xFAA00, totalFreeMem=0x128F00
03:22:37  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0xFB000, addr=0x00000000, maxFreeMem=0xFAA00, totalFreeMem=0x128F00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x100000, addr=0x00000000, maxFreeMem=0x2E400, totalFreeMem=0x2EF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x80000, addr=0x00000000, maxFreeMem=0x2E400, totalFreeMem=0x2EF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x40000, addr=0x00000000, maxFreeMem=0x2E400, totalFreeMem=0x2EF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x30000, addr=0x00000000, maxFreeMem=0x2E400, totalFreeMem=0x2EF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x2F000, addr=0x00000000, maxFreeMem=0x2E400, totalFreeMem=0x2EF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x100000, addr=0x00000000, maxFreeMem=0xA00, totalFreeMem=0xF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x2000, addr=0x00000000, maxFreeMem=0xA00, totalFreeMem=0xF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x100000, addr=0x00000000, maxFreeMem=0xA00, totalFreeMem=0xF00
03:22:38  WARN hle.SysMemUserForUser - Back - malloc cannot allocate partition=2, name='mem', type=PSP_SMEM_Low, size=0x1000, addr=0x00000000, maxFreeMem=0xA00, totalFreeMem=0xF00

The emulator still can't load any patched versions of the game as it will crash. Would implementing this module possibly fix the error?
Code:
04:11:23  WARN hle.ModuleMgrForUser - Back - Unimplemented ModuleMgrForUser_F2D8D1B4 path=0x09FFD588('ms0:/PSP/GAME/NPJH50832/system.sprx'), flags=0x0, optionAddr=0x00000000
04:11:23  WARN      emu - Back - .shstrtab section not found
04:11:23 DEBUG hle.ModuleMgrForUser - Back - Module 'ms0:/PSP/GAME/NPJH50832/system.sprx' requires 2096 bytes memory

@sum2012: What are your settings for this game in JPCSP/JPCSPLauncher? I went through four consecutive missions without crashing (3 Tutorial Missions, 1 Random Mission).


Attached Files
.zip   Log_r3701(64bit)_INFO (Ver 1.00).zip (Size: 676.89 KB / Downloads: 2)
.zip   Log_r3701(64bit)_INFO (Ver 1.40).zip (Size: 69.2 KB / Downloads: 1)
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#33
(02-12-2015, 09:20 AM)DragonNeos Wrote: The emulator still can't load any patched versions of the game as it will crash.
As the crash seems to be at the very beginning, is it possible to generate a complete DEBUG log?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#34
I have attached a DEBUG Log of God Eater 2 Ver 1.40 using r3702. The log size is about 83.3 MB when extracted from the archive.

I also attached a partial DEBUG Log of God Eater 2 Ver 1.01 since the game crashes shortly after the opening video is finished. This log is about 64.9 MB when extracted from the archive.


Attached Files
.zip   Log_r3702(64bit)_DEBUG (Ver 1.01).zip (Size: 1.59 MB / Downloads: 1)
.zip   Log_r3702(64bit)_DEBUG (Ver 1.40).zip (Size: 1.99 MB / Downloads: 1)
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#35
Default setting
(02-12-2015, 09:20 AM)DragonNeos Wrote: @sum2012: What are your settings for this game in JPCSP/JPCSPLauncher? I went through four consecutive missions without crashing (3 Tutorial Missions, 1 Random Mission).
Reply

#36
This game was tested with r3711. The option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" doesn't seem to work with this game. When the user starts the game with this option, the screen will become white after loading the SAVEDATA (1st Screenshot, 3rd Screenshot - Attempting to use the Stencil Test on-the-fly, the screen occasionally flashes the player's name).

If the option "Enable the shader implementation for the "Stencil Test" (more accurate but slower)" is not enabled, there is too much lighting in the environment and the log spams messages about different SFIX and DFIX (2nd Screenshot). The lighting gets fixed if the option "Save Stencil to Memory (more accurate but slower)" is used, but the log still spams messages about SFIX and DFIX (4th Screenshot).

The External Software Renderer doesn't show the environment properly as many things look out of place (5th & 6th Screenshot).

@sum2012: Do you have a 32-bit or 64-bit computer? My Java Settings were -Xss=100m, -Xms=3072m, -Xmx=3072m, and -XX:MaxPermSize=3072m.


Attached Files Thumbnail(s)
                       

.zip   Log_r3711(64bit)_INFO (OpenGL).zip (Size: 203.16 KB / Downloads: 2)
.zip   Log_r3711(64bit)_INFO (External Software Renderer).zip (Size: 190.98 KB / Downloads: 4)
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#37
(02-23-2015, 09:56 AM)DragonNeos Wrote: The External Software Renderer doesn't show the environment properly as many things look out of place (5th & 6th Screenshot).
Is there any change with d09b9fd?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#38
This game was tested with r3731 and External Software Renderer d09b9fd. The External Software Renderer has improved enough to be able to show the environment more clearly. However, the faces of each character seem to be more pixelated than OpenGL. Due to changes in either r3724 or r3725, existing SAVEDATA will not work with JPCSP as the game will boot back to the Menu Screen. The user must create a new save file that will be compatible with the emulator.


Attached Files Thumbnail(s)
       

.zip   Log_r3731(64bit)_INFO.zip (Size: 333.39 KB / Downloads: 1)
.7z   NPJH50832_SAVEDATA.7z (Size: 1.01 MB / Downloads: 16)
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#39
(03-13-2015, 08:22 AM)DragonNeos Wrote: Due to changes in either r3724 or r3725, existing SAVEDATA will not work with JPCSP as the game will boot back to the Menu Screen. The user must create a new save file that will be compatible with the emulator.
unknownbrackets also mentioned in the related PPSSPP issue (#2845) that this change had also impact on this game for PPSSPP. Actually, he mentioned that the change was required to be able to import a save from a real PSP.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply

#40
This game was tested on 4098f5d. God Eater 2 (Ver 1.00) works for the most part except that during certain cutscenes, this error will appear in the log and freeze the game temporarily as a character is about to say something.
Code:
16:47:20 ERROR hle.sceSasCore - Sound - SampleSourceAtrac3 decodeData returned 0x80630024
As with other revisions, any patched version of God Eater 2 (Ver 1.01 - 1.40) does not work on JPCSP as it will crash a few seconds after the user clicks on Run.


Attached Files
.zip   Log_r4098f5d(64bit)_INFO (GE 2 Ver 1.00).zip (Size: 378.87 KB / Downloads: 3)
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