Closed B1ackDaemon closed 5 years ago
Cool stuff :)
Just, wow.
It appears the PS3 has an emulator that emulates an enhanced PSP with support for more RAM and bigger textures than a real one, and this is how the PSP remasters are done. Crazy stuff :)
@hrydgard I pointed this out like a year ago on PS3HaX forum, I can even see what's going on with a debug firmware. The emulator on PS3 actualy emulates the developer version of PSP (higher specs). There were 2 revisions of that dev console, one had 128MB of RAM and the other 192MB. They intrestingly also offered 2 video feeds, saperately one on the device itself which was 480x272 and another one with an external cable that was showing debug info or was actually showing the game as is on 1024x580. There's a very simmilar thing for PSVita and 3DS.
1024x580? Very interesting. This could explain why there are graphic errors on JPCSP when using 2x (960x544)
@Darth1701 PS3 renders PSP/minis as default at 1024x580, you can also change that to 480x272 and 960x544 but you need to modify some stuff on your PS3. PSVita does something simmilar. This though doesn't explain anything about JPCSP and other emulator errors.
It may fix it to change the 0x3E000000 to 0x3C000000 in MemmapFunctions. This should allow 64 mb, I think.
-[Unknown]
Monster Hunter Portable 3rd HD now goes ingame, and looks very nice! :) Unfortunately, it requires right analog stick to control camera. :(
It should be very easy to add support for the right analog stick, JPCSP has got it figured out recently:
Dynasty Warriors Strikeforce 2 HD now also goes ingame (still unstable, but :P) after changing u32->u64 "SimpleBuf
@hrydgard , thanks a lot for getting this one also working! ;)
Send a pull request whenever you feel like it :)
@B1ackDaemon do textures work fine without that change now in master?
-[Unknown]
Are those PSP remastered games for PS3 or just HD version of PSP games? On internet i found only some informations about PSP remastered games for PS3, but nothing about HD versions of PSP games. So, which one are those HD games?
Well, what you said actually answered the question since one of the possibility doesn't actualy make sense so the other must be correct. PSP is not an HD console. Those games are PSP "Remasters" (pun intended) for PS3 that they run on PS3's PSP emulator. They are a pkg file that is mostly the contents of the PSP iso with updated textures etc, I guess you could make a PSP run them too, not sure how good but very theoriticaly it's kinda compatible.
Ok.. But how to run those HD games on PPSSPP? I saw BlackDeamon runned Monster Hunter 3rd HD ver. on PPSSPP..
It's not really easy and you need to own a PS3 that is hacked.
@VIRGINKLM Oh, then i can't do it.. I don't have a hacked PS3. :( :(
@hrydgard , unfortunately, i think it's still not finished for pull request - some games, like Pirates of Caribbean: Dead Man's Chest (this one using external loader) brokes after adding more ram (although, it's working on Jpcsp with forced more ram :p) (Log - http://pastie.org/7746924 ) ; / (Log from normal version, without memory patching - http://pastie.org/7746937 )
Btw, checked latest remaster - Eiyuu Densetsu Sora no Kiseki SC Kai HD, this one using >64Mb ram, after adding additional 16Mb i got it working on Jpcsp. (0x0BBFFFFF to 0x0CBFFFFF) http://rghost.ru/private/45666833/7e46f0584369892ed1cbc767e87e4b33
Well if PSP remasters start to work properly then the last thing that is left to make Sony look stupid is implement that: https://code.google.com/p/psp3dplugin/
Thanks a lot to [Unknown] for recent findings, Dynasty Warriors Strikeforce 2 HD looks like playable now. ;) http://www.youtube.com/watch?v=theSpPyIHjs And some graphics improvements in K-ON Houkago Live HD. :) http://rghost.ru/private/45701515/c59b3b42f975288406bff5743739cd5a
Requires adding changes to GPU\GLES\TextureCache.cpp, based on 42a4a1e4ba2561677f71e519d4ca5060974a9bf1
Cool !!!!!!! :P
If I remember correctly, PSP remasters support Force Feedback too right?
Just for the record, as I said above, ALOT of those functions on PS3's PSP emulator that PS3 takes advantage for the remasters are basicaly straight from the developer hardware of PSP, for example, you could choose the available RAM manually (revisions would let you select up to 512MB of RAM, obviously for debugging headroom, later used for remasters) Here's a video: http://www.youtube.com/watch?v=b_CUwB5Fma0
Were any texture changes needed to make Monster Hunter 3rd HD start a new game/load a saved game? On the latest builds it just crashes when trying to go ingame with these edits.
What about moving the changes needed to load a PSP remaster to a separate part so you would be able to normaly boot normal PSP games and PSP remasters without one affecting the other's compatibility?
@B1ackDaemon : sir.. when I load the MHP3rd... it says, "the fail is corrupted"... though i downloaded the file without any interruption and the .iso is safe... how did you play on PPSSPP?? Pls reply.. tnx sir....
@B1ackDaemon are you planning to put together a pull request soon? Do you know if we can easily detect that a game is a remaster so that we can turn on the bigger RAM and texture sizes etc?
@hrydgard The PARAM.SFO is different. Also you could make a list of remasters that check the name inside the PARAM.SFO that would trigger a RAM capacity change.
Would be nicer to check for a common difference in the PARAM.SFO than having a list to check. What is the difference exactly?
Ugh, the version. You still need a list. But there aren't many Remasters and I highly doubt that alot more will come out.
I wanted to ask something.. Does these remastered games have to be in iso format? My friend have Monster Hunter 3rd HD for PS3 and it's not in iso format.. I will take the game from here, so i ask do i have to make iso of those files, or there is some file inside game that PPSSPP can open? Tnx in advance, and sorry for my bad english. I hope you understood what i was asking. :)
Long story short, you'll have to pick the instalation folder from PS3's HDD which requires a CFW. I guess there's no other way.
@VIRGINKLM, hey man, can u picture folder of game so i can see what files are in there? So then i can compare to my friends.. If u have game, and if ur willing to do that.. Tnx u :)
I don't own anymore a PS3, it YLOD'd a year ago but I remember the structure of the games and I can guess what PPSSPP does to load them.
@VIRGINKLM, ok, tnx u for answer... I will get game tomorrow and try it.. Tnx again ;)
This thread is interesting, after i read the whole conversation actually I had a question. Is there any plan for further build so that ppsspp could boot-up/run PSP-Remaster games? I mean if our platform support to run those kind of games, and the dev teams have a good reason to make it possible it would be great.
thanks in advance. :)
@hrydgard @unknownbrackets This issue can probably be closed safely now, since HD Remasters work. Opinions?
You could close the issue but the whole Sora no Kiseki series still does not work. Maybe because of the lack of implementation of the exdata feature or maybe memory related:
56:16:156 EmuThread.cpp:122 I[BOOT]: Done.
56:21:531 EmuScreen.cpp:57 I[BOOT]: Starting up hardware.
56:21:531 System.cpp:71 I[HLE]: PPSSPP v0.8.1-331-g7960bd0
56:21:531 MemArena.cpp:369 I[MM]: Found valid memory base at 08400000 after 30 tries.
56:21:531 MemMap.cpp:93 I[MM]: Memory system initialized. RAM at 08420000 (mirror at 0 @ 10400000, uncached @ 10400000)
56:21:593 Loaders.cpp:132 I[LOAD]: Identifying file...
56:21:593 PSPLoaders.cpp:107 I[LOAD]: ULJM05170 : Þï▒Úøäõ╝ØÞ¬¼ÒÇÇþ®║Òü«Þ╗îÞÀí´╝ª´╝ú
56:21:593 PSPLoaders.cpp:172 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
56:21:593 HLE\sceKernelMemory.cpp:164 I[HLE]: Kernel and user memory pools initialized
56:21:593 HLE\sceIo.cpp:298 I[HLE]: Starting up I/O...
56:21:593 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\PPSSPP\ppsspp-org\memstick\
56:21:593 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\PPSSPP\ppsspp-org\memstick\
56:21:593 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\PPSSPP\ppsspp-org\flash0\
56:21:593 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\PPSSPP\ppsspp-org\flash0\
56:21:609 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path cheats
56:21:609 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists cheats
56:21:609 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\PPSSPP\ppsspp-org\memstick\PSP\PPSSPP_STATE
56:21:609 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\PPSSPP\ppsspp-org\memstick\PSP\PPSSPP_STATE
56:21:656 HLE\sceKernel.cpp:133 I[HLE]: Kernel initialized.
56:21:656 HLE\sceKernelModule.cpp:452 I[HLE]: Decrypting ~PSP file
56:21:734 C:\PPSSPP\ppsspp-org\Core/ELF/ElfReader.h:58 I[LOAD]: ElfReader: 0EBE0020
56:21:734 Util\BlockAllocator.cpp:359 I[HLE]: -----------
56:21:734 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
56:21:734 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08804000 - 08a33000 size 0022f000 taken=1 tag=ELF
56:21:734 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08a33000 - 0a000000 size 015cd000 taken=0 tag=(untitled)
56:21:750 ELF\ElfReader.cpp:516 N[LOAD]: ELF loading completed successfully.
56:21:796 HLE\sceKernelModule.cpp:554 I[LOAD]: Module kernel: 08a16fc0 089d6964 089d697c
56:21:796 HLE\sceKernelModule.cpp:721 I[HLE]: Exporting ent 0 named kernel, 2 funcs, 4 vars, resident 089d6d44
56:21:796 HLE\sceKernelModule.cpp:944 I[LOAD]: Module entry: 08804108
56:21:953 root N[BOOT]: EmuScreen.cpp:101 Loading D:\GAMES\PSP\UMD\ULJM-05170.iso...
56:21:953 root I[HLE]: HLE\sceKernelThread.cpp:1889 276=sceKernelCreateThread(name=user_main, entry=08804228, prio=20, stacksize=327680)
56:21:953 root I[HLE]: HLE\sceKernelThread.cpp:1932 sceKernelStartThread(thread=276, argSize=33, argPtr=09fffe00)
56:21:953 root I[HLE]: HLE\sceKernelThread.cpp:2018 __KernelReturnFromThread: 0
56:21:953 user_main E[HLE]: Util\BlockAllocator.cpp:58 Clearly bogus size: 024a3000 - failing allocation
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:359 -----------
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08804000 - 08a33000 size 0022f000 taken=1 tag=ELF
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08a33000 - 09fafc00 size 0157cc00 taken=0 tag=(untitled)
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fafc00 - 09fffc00 size 00050000 taken=1 tag=stack/user_main
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
56:21:953 user_main E[HLE]: HLE\sceKernelMemory.cpp:527 ARGH! sceKernelAllocPartitionMemory failed
56:21:953 user_main E[HLE]: Util\BlockAllocator.cpp:58 Clearly bogus size: 024a3000 - failing allocation
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:359 -----------
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08804000 - 08a33000 size 0022f000 taken=1 tag=ELF
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08a33000 - 09fafc00 size 0157cc00 taken=0 tag=(untitled)
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fafc00 - 09fffc00 size 00050000 taken=1 tag=stack/user_main
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
56:21:953 user_main E[HLE]: HLE\sceKernelMemory.cpp:527 ARGH! sceKernelAllocPartitionMemory failed
56:21:953 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: //----------------------------------------------//
56:21:953 user_main I[HLE]: HLE\sceIo.cpp:581 stdout:
56:21:953 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // //
56:21:953 user_main I[HLE]: HLE\sceIo.cpp:581 stdout:
56:21:953 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // YamanekoCoreSystem Init //
56:21:953 user_main I[HLE]: HLE\sceIo.cpp:581 stdout:
56:21:953 user_main E[HLE]: Util\BlockAllocator.cpp:58 Clearly bogus size: 024a3000 - failing allocation
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:359 -----------
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08804000 - 08a33000 size 0022f000 taken=1 tag=ELF
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08a33000 - 09fafc00 size 0157cc00 taken=0 tag=(untitled)
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fafc00 - 09fffc00 size 00050000 taken=1 tag=stack/user_main
56:21:953 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
56:21:953 user_main E[HLE]: HLE\sceKernelMemory.cpp:527 ARGH! sceKernelAllocPartitionMemory failed
56:21:953 user_main W[MM]: MemmapFunctions.cpp:122 WriteToHardware: Invalid address 00000000
Hmm, sceKernelAllocPartitionMemory()
. Sounds like it doesn't have enough memory.
Hmm, Clearly bogus size: 024a3000
is 36.6367 MB. That is not clearly bogus. So it definitely seems like this game is not being given the larger amount of memory.
@Darth1701, does it help to change anything in Core/HDRemaster.h?
Also, what was the exdata feature again? I remember you mentioned it before. It was for data outside the iso?
-[Unknown]
I have not looked into the file yet but this is surely wrong: { "BLJM85004", 0x4000000, 0x0BBFFFFF, true }, // Eiyuu Densetsu Sora no Kiseki FC Kai HD Edition As you can see in the log before it uses the some ID as the UMD game: ULJM05170. Changing the line to: { "ULJM05170", 0x4000000, 0x0BBFFFFF, true }, // Eiyuu Densetsu Sora no Kiseki FC Kai HD Edition makes the game at least allocate the memory:
59:48:484 EmuThread.cpp:122 I[BOOT]: Done.
59:52:859 EmuScreen.cpp:57 I[BOOT]: Starting up hardware.
59:52:859 System.cpp:71 I[HLE]: PPSSPP v0.8.1-332-ga599bf7
59:52:859 MemArena.cpp:369 I[MM]: Found valid memory base at 0C400000 after 46 tries.
59:52:859 MemMap.cpp:93 I[MM]: Memory system initialized. RAM at 08100000 (mirror at 0 @ 14400000, uncached @ 14400000)
59:52:921 Loaders.cpp:132 I[LOAD]: Identifying file...
59:52:921 PSPLoaders.cpp:107 I[LOAD]: ULJM05170 : Þï▒Úøäõ╝ØÞ¬¼ÒÇÇþ®║Òü«Þ╗îÞÀí´╝ª´╝ú
59:52:921 PSPLoaders.cpp:172 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
59:52:921 HLE\sceKernelMemory.cpp:164 I[HLE]: Kernel and user memory pools initialized
59:52:921 HLE\sceIo.cpp:298 I[HLE]: Starting up I/O...
59:52:921 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\PPSSPP\ppsspp-org\memstick\
59:52:921 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\PPSSPP\ppsspp-org\memstick\
59:52:921 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\PPSSPP\ppsspp-org\flash0\
59:52:921 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\PPSSPP\ppsspp-org\flash0\
59:52:937 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path cheats
59:52:937 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists cheats
59:52:937 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path C:\PPSSPP\ppsspp-org\memstick\PSP\PPSSPP_STATE
59:52:937 FileUtil.cpp:208 I[COMMON]: CreateFullPath: path exists C:\PPSSPP\ppsspp-org\memstick\PSP\PPSSPP_STATE
59:52:984 HLE\sceKernel.cpp:133 I[HLE]: Kernel initialized.
59:52:984 HLE\sceKernelModule.cpp:452 I[HLE]: Decrypting ~PSP file
59:53:062 C:\PPSSPP\ppsspp-org\Core/ELF/ElfReader.h:58 I[LOAD]: ElfReader: 10C00020
59:53:062 Util\BlockAllocator.cpp:359 I[HLE]: -----------
59:53:062 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
59:53:062 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08804000 - 08a33000 size 0022f000 taken=1 tag=ELF
59:53:062 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08a33000 - 0bbfffff size 031ccfff taken=0 tag=(untitled)
59:53:078 ELF\ElfReader.cpp:516 N[LOAD]: ELF loading completed successfully.
59:53:125 HLE\sceKernelModule.cpp:554 I[LOAD]: Module kernel: 08a16fc0 089d6964 089d697c
59:53:125 HLE\sceKernelModule.cpp:721 I[HLE]: Exporting ent 0 named kernel, 2 funcs, 4 vars, resident 089d6d44
59:53:125 HLE\sceKernelModule.cpp:944 I[LOAD]: Module entry: 08804108
59:53:281 root N[BOOT]: EmuScreen.cpp:101 Loading D:\GAMES\PSP\UMD\ULJM-05170.iso...
59:53:281 root I[HLE]: HLE\sceKernelThread.cpp:1889 276=sceKernelCreateThread(name=user_main, entry=08804228, prio=20, stacksize=327680)
59:53:281 root I[HLE]: HLE\sceKernelThread.cpp:1932 sceKernelStartThread(thread=276, argSize=33, argPtr=0bbffd00)
59:53:281 root I[HLE]: HLE\sceKernelThread.cpp:2018 __KernelReturnFromThread: 0
59:53:281 user_main I[HLE]: Util\BlockAllocator.cpp:359 -----------
59:53:281 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
59:53:281 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08804000 - 08a33000 size 0022f000 taken=1 tag=ELF
59:53:281 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 08a33000 - 0aed6000 size 024a3000 taken=1 tag=UserSbrk
59:53:281 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 0aed6000 - 0bbafb00 size 00cd9b00 taken=0 tag=(untitled)
59:53:281 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 0bbafb00 - 0bbffb00 size 00050000 taken=1 tag=stack/user_main
59:53:281 user_main I[HLE]: Util\BlockAllocator.cpp:363 Block: 0bbffb00 - 0bbfffff size 000004ff taken=0 tag=stack/root
59:53:296 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: //----------------------------------------------//
59:53:296 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // //
59:53:296 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // YamanekoCoreSystem Init //
59:53:406 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // //
59:53:406 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // YamanekoFileSystem Init //
59:53:406 user_main I[HLE]: HLE\sceKernelThread.cpp:1889 299=sceKernelCreateThread(name=AR_THREAD, entry=08978f88, prio=20, stacksize=49152)
59:53:406 user_main I[HLE]: HLE\sceKernelThread.cpp:1932 sceKernelStartThread(thread=299, argSize=0, argPtr=00000000)
59:53:406 user_main I[HLE]: HLE\scePower.cpp:243 scePowerSetClockFrequency(333,333,166)
59:53:406 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // //
59:53:406 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // YamanekoGraphicSystem Init Start... //
59:53:406 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // Texture Manager Format Finished... //
59:53:421 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // Memory Format Finished... //
59:53:421 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // Draw Format Finished... //
59:53:421 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // Yamaneko All Green //
59:53:421 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: // //
59:53:421 user_main I[HLE]: HLE\sceIo.cpp:581 stdout: //----------------------------------------------//
59:53:421 user_main W[HLE]: FileSystems\MetaFileSystem.cpp:83 RealPath: inPath is all prefix and no path: "umd0:"
59:53:421 user_main W[HLE]: FileSystems\MetaFileSystem.cpp:83 RealPath: inPath is all prefix and no path: "umd0:"
59:53:578 user_main W[MM]: MemmapFunctions.cpp:122 WriteToHardware: Invalid address 04800000
In JPCSP the UMD_DATA.bin was used to difference between the UMD version and the HD version.
Yes, the exdata are files outside the ISO file. It is called like this: exdata0:/data/map3/t0311.map and it points to a directory outside the ISO. In JPCSP it is in the same directory as Memstick and so on but preferable it would be at the same location as the ISO with some unique ID, f.e. ULJMxxxx-exdata0
04800000
is the address of the end of VRAM, so I think this game needs more VRAM too.
-[Unknown]
I got my hands on Eiyuu FC and it seems to need 76MB of system RAM as Darth1701 suggested, but it also seems to need double the VRAM as well, to stop the invalid errors, as unknown thought.
As for the exdata thing(it's an extra folder that comes with the game, external to the ISO, having about 1.8GBytes of supplemental maps and such, required for gameplay it seems), I tried implementing it as a DirectoryFileSystem, but it didn't seem to work(still saying file not found, etc.). Thoughts? Should it be a VFS object instead, like flash0? Hmm..
I think Sora FC only needs 64 MB but SC and 3rd need 76 MB RAM.
How far off are these games nowadays?
-[Unknown]
Hm, they mostly run, don't they?
The Kiseki series HD does not work for various reasons: missing implementation of exdata, same UMD-ID as original non-HD releases, other unknown problems
Update for "Eiyuu Densetsu Sora no Kiseki" remasters using latest git builds. :)
How to:
Results: Eiyuu Densetsu Sora no Kiseki the 3rd Kai HD [NPJB-00360] - crashes PPSSPP. Eiyuu Densetsu Sora no Kiseki FC Kai HD [NPJB-00293] - it's possible to reach menu and start new game. Unfortunately, it will stuck on loading screen. Eiyuu Densetsu Sora no Kiseki SC Kai HD [NPJB-00334] - game seems running fine.
Debug logs from modified e6320f27269906962cfc97761ed9d18c920b294d for "Eiyuu Densetsu Sora no Kiseki the 3rd Kai HD [NPJB-00360]" and "Eiyuu Densetsu Sora no Kiseki FC Kai HD [NPJB-00293]" http://rghost.ru/private/50196378/249d92ceb14bb1f270ad31b0a69001f8
Debug log from modified e6320f27269906962cfc97761ed9d18c920b294d for "Eiyuu Densetsu Sora no Kiseki SC Kai HD [NPJB-00334]": http://rghost.ru/private/50199672/aa379321dda6602aad2edbba74b6693b
Video from "Eiyuu Densetsu Sora no Kiseki SC Kai HD [NPJB-00334]" running: http://rghost.ru/private/50197456/82d6798290f4eaf18a3fc69b914b7921
http://www.psdevwiki.com/ps3/Emulation#Special_notes Some intresting stuff inside PS3's PSP emulator that could potentialy help PSP Remasters on PPSSPP.
Eiyuu FC HD is booting now, but even with added exdata support, it's still got a few problems. Here's a snippet of what it's complaining about:
user_main E[IO]: HLE\sceIo.cpp:752 sceIoRead Reading into bad pointer 00000000
user_main I[IO]: HLE\sceIo.cpp:841 stdout: !Err! mem damage
-A bunch of Read/Write warnings generated by PPSSPP omitted-
user_main I[IO]: HLE\sceIo.cpp:841 stdout: !Err! mem tarine
-Some time later-
user_main I[IO]: HLE\sceIo.cpp:841 stdout: !Err! mallocv size 0
If someone could translate what "tarine" means, it might give us a valuable clue.
Here's a log with the sceIo stuff cranked up to notice log/verbose log:
After some experiments i managed to get some PSP remasters at least show something. :D
Dialog message from Shin Sangoku Musou - Multi Raid 2 HD [NPJB-40003] http://rghost.net/45500313/image.png
Ingame from K-ON Houkago Live HD [NPJB-40002] http://rghost.net/private/45499838/86e3a668a65543ec3a05c75cee37176c
Unfortunately due to lack of mine coding skills this method needs improvements. Ok, how it works: Core/MemMap.h
Unfortunately, just those changes isn't enoght, and i got error messages with allocating additional memory. Log - http://rghost.net/45501037
As temporary solution to avoid this i done changes below. I know, it's wrong, but at least it do the trick with few remasters. Core/MemmapFunctions.cpp else if ((address & 0x3E000000) != 0x08000000)
Thanks in advance! :)