Open ZenoArrows opened 10 months ago
I'll test it. I need to put Simpsons folder into Data folder?
That's the thing, I don't know.
Ok, i'll try something
Oh btw, it might complain that the controllerP.p3d
file is missing. If that's the case, place this file controllerP.zip in art\frontend\dynaload\images\controller
.
Ok
It's crash right after boot up (error code C2-12828-1) game files located in Data folder
Try to make the application look for the Simpsons folder in the Data folder in ux0
I tried many places to place Simpsons folder, but there still no result
So from what I can see it is currently looking for the game data in app0. Is it possible to put the game data in the actual application folder or is that not on the SD card?
I seen't app0 folder
There's no app0 folder
Looking back at the ports from Android, the game resources were always thrown into the Data folder in ux0
So from what I can see it is currently looking for the game data in app0. Is it possible to put the game data in the actual application folder or is that not on the SD card?
I tried to put game files into application folder, but there still the same error
I'll try to rename Simpsons into app0 and see will there be any difference
And do I need to place files from release for Switch into resources of the game?
Still no result
Okay, this version will change the directory immediately to ux0:data/simpsons
(all lower-case), please put the game files there.
Ok
Error
And do I need to place files from release for Switch into resources of the game?
No, even on the Switch that's only needed to replace the PC-oriented interface. It will work with or without those resources.
There still crash after boot up, that's strange
You sure you write everything right? Game files located in ux0:data/simpsons
Let's try this one, this should write a log file called srr2.log
in ux0:data/simpsons
that should give us some more info about why it crashes.
Command Line Args:
ASSERT FAILED : [mWnd != NULL] Line : [322] File: [/mnt/d/Source/SimpsonsRR2/game/code/main/win32platform.cpp]
Cool, that's progress, let me look into that.
I think it's caused by specifying an invalid resolution, can you try this one? SRR2.zip
Ok
Still the same
Log too
Hopefully this one will give us some more useful log output: SRR2.zip
log's empty
How about this one? SRR2.zip
Still the same problem as before
ASSERT FAILED : [mWnd != NULL] Line : [322] File: [/mnt/d/Source/SimpsonsRR2/game/code/main/win32platform.cpp]
Ok, one last try for today: SRR2.zip
OpenGL support is either not configured in SDL or not available in current SDL video driver (VITA) or platformASSERT FAILED : [mWnd != NULL] Line : [322] File: [/mnt/d/Source/SimpsonsRR2/game/code/main/win32platform.cpp]
Ok, that makes sense, surprised it didn't print that out before. I'll need to make the renderer compile with the vitaGL wrapper.
Do you already have libshacccg.suprx extracted? Though we don't actually need it, since the SHAR only uses the fixed function pipeline.
No I don't
vitaGL links to this guide: https://cimmerian.gitbook.io/vita-troubleshooting-guide/shader-compiler/extract-libshacccg.suprx
It turns out I have libshacccg.suprx
I set it up for Bully
Ok, this version uses vitaGL: SRR2.zip
That looks terrifying...
Foundation Technologies - RadCore - Version 3.01>> Registered Game Data [0]: Save Game Info (16 bytes)>> Registered Game Data [1]: Input Manager (1 bytes)>> Registered Game Data [2]: Character Sheet (7128 bytes)Debug Console Failed: Make sure debug communication system initialized::RadScript Version 3.4::RadSound Version 3.7AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0]AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0]AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0]AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0]AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0]AUDIO: Sound Memory totals: Stream: [0x4ad800] Clip: [0xb1a000], Total: [0xfc7800]AUDIO: Sound Buffered Stream Memory Stream: [0x0], Clip: [0x0] Total:AUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x46800] BytesAUDIO: Allocating stream resource in sound memory: [0x8cc00] BytesAUDIO: Allocating stream resource in sound memory: [0x8cc00] BytesAUDIO: Allocating stream resource in sound memory: [0x8cc00] BytesAUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes>> Registered Game Data [3]: Sound Manager (20 bytes)
Problems with sound, how i see
Looks like it's not adding newlines, this should have a cleaner log: SRR2.zip
Foundation Technologies - RadCore - Version 3.01
Registered Game Data [0]: Save Game Info (16 bytes) Registered Game Data [1]: Input Manager (1 bytes) Registered Game Data [2]: Character Sheet (7128 bytes) Debug Console Failed: Make sure debug communication system initialized ::RadScript Version 3.4 ::RadSound Version 3.7 AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Sound Memory totals: Stream: [0x4ad800] Clip: [0xb1a000], Total: [0xfc7800] AUDIO: Sound Buffered Stream Memory Stream: [0x0], Clip: [0x0] Total: AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes Registered Game Data [3]: Sound Manager (20 bytes)
I doubt it's actually the sound manager, will look into this further tomorrow.
Bye til tomorrow, good luck with solution. When you fix it, just drop file here, i or someone else will check it
This one might be worth trying: SRR2.zip
And this one without the debug code might also be worth a shot: SRR2.zip
I've compiled a PS Vita version, but have no hardware to test it on. Nor do I have any knowledge about where the game assets should be placed.
However if anyone wants to try and figure that out, you can download a very early version of the port here to help with testing: https://github.com/ZenoArrows/The-Simpsons-Hit-and-Run/releases/tag/v0.4-vita
Please discuss issues with this port as comments in this ticket until the port is finalized.