[GH-ISSUE #746] Broken 3D in Persona 3 #213

Closed
opened 2026-03-17 10:23:25 +03:00 by kerem · 43 comments
Owner

Originally created by @ssshadowww on GitHub (Feb 20, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/746

Now that issue #198 is closed, I guess this will have to be reported in a separate issue. In one of the latest revisions (specifically v0.6-612-geb130db) Persona 3 went from being almost entirely black to displaying pretty much everything 2D correctly. However 3D scenes are still mostly black, or at least one color, with the exception of character shadows and spell effects.

It is worth noting that the exact same issue can be seen on Android as well (Nexus 7).

Below is the log from starting the game, skipping unimplemented intro video, loading a save, walking around in a 2D scene, walking around in a 3D scene, and doing some 3D combat. Two screenshots, one from the 2D scene, and one from the mostly black 3D combat also follow.

I have shortened down parts of the log where the exact same message repeats several times. That is a lot of:
HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue

and

HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)

Log:

58:29:583 EmuThread.cpp:65 I[BOOT]: Starting up hardware.
58:29:584 MemArena.cpp:366 I[MM]: Found valid memory base at 09800000 after 35 tries.
58:29:584 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 0A020000 (mirror at 0 @ 11800000, uncached @ 11800000)
58:29:639 Loaders.cpp:89 I[LOAD]: Identifying file...
58:29:640 FileSystems\ISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO!
58:29:641 PSPLoaders.cpp:80 I[LOAD]: ULUS10512 : Persona3 PORTABLE
58:29:646 PSPLoaders.cpp:109 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
58:29:646 HLE\sceKernelMemory.cpp:158 I[HLE]: Kernel and user memory pools initialized
58:29:646 HLE\sceIo.cpp:178 I[HLE]: Starting up I/O...
58:29:647 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\ppsspp\MemStick\
58:29:647 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\ppsspp\MemStick\
58:29:647 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\ppsspp\Flash\
58:29:647 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\ppsspp\Flash\
58:29:650 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\ppsspp\MemStick\PSP\PPSSPP_STATE
58:29:650 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\ppsspp\MemStick\PSP\PPSSPP_STATE
58:29:651 HLE\sceKernel.cpp:116 I[HLE]: Kernel initialized.
58:29:685 c:\buildagent\work\acf56f986e98e7c9\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 10030020
58:29:692 Util\BlockAllocator.cpp:289 I[HLE]: -----------
58:29:692 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08800000 - 08ebd000    size 006bd000   taken=1 tag=ELF
58:29:692 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08ebd000 - 0a000000    size 01143000   taken=0 tag=(untitled)
58:29:699 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
58:29:770 HLE\sceKernelModule.cpp:392 I[LOAD]: Module p3p: 08c3ea50 08b7c1c4 08b7c1dc
58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,110e318b) unresolved, storing for later resolving
58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)!
58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,2ec3f4d9) unresolved, storing for later resolving
58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)!
58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,348ba3e2) unresolved, storing for later resolving
58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)!
58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,7ada3927) unresolved, storing for later resolving
58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)!
58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,86debd66) unresolved, storing for later resolving
58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)!
58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,a0eaf444) unresolved, storing for later resolving
58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)!
58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,b03ff882) unresolved, storing for later resolving
58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)!
58:29:771 HLE\sceKernelModule.cpp:481 I[HLE]: Exporting ent 0 named p3p, 2 funcs, 4 vars, resident 08b7c55c
58:29:771 HLE\sceKernelModule.cpp:699 I[LOAD]: Module entry: 08800108
58:29:773 EmuThread.cpp:92 I[BOOT]: Done.
58:32:245 HLE\sceKernelThread.cpp:1465 I[HLE]: 276 = sceKernelCreateThread(name="user_main", entry=0880021c, prio=20, stacksize=262144)
58:32:245 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 )
58:32:246 HLE\sceKernelThread.cpp:1582 I[HLE]: __KernelReturnFromThread : root
58:32:246 Util\BlockAllocator.cpp:289 I[HLE]: -----------
58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08800000 - 08ebd000    size 006bd000   taken=1 tag=ELF
58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08ebd000 - 09ebd000    size 01000000   taken=1 tag=PMB
58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09ebd000 - 09fbfc00    size 00102c00   taken=0 tag=(untitled)
58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbfc00 - 09fffc00    size 00040000   taken=1 tag=stack/user_main
58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fffc00 - 0a000000    size 00000400   taken=0 tag=stack/root
58:32:247 HLE\sceKernelModule.cpp:893 E[HLE]: HACKIMPL sceKernelGetModuleIdByAddress(08800108)
58:32:364 HLE\sceKernelThread.cpp:1465 I[HLE]: 282 = sceKernelCreateThread(name="SceWaveMain", entry=08b60fe0, prio=10, stacksize=512)
58:32:365 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=282, argSize=12, argPtr= 08e0cea0 )
58:32:370 HLE\sceKernelThread.cpp:1465 I[HLE]: 285 = sceKernelCreateThread(name="CriThread", entry=08b45abc, prio=20, stacksize=8192)
58:32:370 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=285, argSize=4, argPtr= 09fff2f0 )
58:32:371 HLE\sceKernelThread.cpp:1465 I[HLE]: 288 = sceKernelCreateThread(name="CriThread", entry=08b45abc, prio=20, stacksize=8192)
58:32:371 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=288, argSize=4, argPtr= 09fff2f0 )
58:32:371 HLE\sceKernelThread.cpp:1465 I[HLE]: 291 = sceKernelCreateThread(name="CriThread", entry=08b45abc, prio=20, stacksize=8192)
58:32:371 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=291, argSize=4, argPtr= 09fff2f0 )
58:32:376 HLE\sceKernelThread.cpp:1465 I[HLE]: 302 = sceKernelCreateThread(name="CRI ADX Audio", entry=08a6d404, prio=16, stacksize=32768)
58:32:376 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=302, argSize=0, argPtr= 00000000 )
58:32:377 HLE\sceKernelThread.cpp:1465 I[HLE]: 304 = sceKernelCreateThread(name="CRI ADX File", entry=08a6d47c, prio=18, stacksize=16384)
58:32:377 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=304, argSize=0, argPtr= 00000000 )
58:32:379 HLE\sceKernelThread.cpp:1465 I[HLE]: 305 = sceKernelCreateThread(name="CRI Wave out", entry=08a82f98, prio=10, stacksize=16384)
58:32:381 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=305, argSize=0, argPtr= 00000000 )
58:32:412 c:\buildagent\work\acf56f986e98e7c9\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 115D0048
58:32:413 Util\BlockAllocator.cpp:289 I[HLE]: -----------
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08800000 - 08ebd000    size 006bd000   taken=1 tag=ELF
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08ebd000 - 09ebd000    size 01000000   taken=1 tag=PMB
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09ebd000 - 09ec1300    size 00004300   taken=1 tag=ELF
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09ec1300 - 09fa9c00    size 000e8900   taken=0 tag=(untitled)
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fa9c00 - 09fadc00    size 00004000   taken=1 tag=stack/CRI Wave out
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fadc00 - 09fb1c00    size 00004000   taken=1 tag=stack/CRI ADX File
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fb1c00 - 09fb9c00    size 00008000   taken=1 tag=stack/CRI ADX Audio
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fb9c00 - 09fbbc00    size 00002000   taken=1 tag=stack/CriThread
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbbc00 - 09fbdc00    size 00002000   taken=1 tag=stack/CriThread
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbdc00 - 09fbfc00    size 00002000   taken=1 tag=stack/CriThread
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbfc00 - 09fffc00    size 00040000   taken=1 tag=stack/user_main
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fffc00 - 09fffe00    size 00000200   taken=0 tag=(untitled)
58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fffe00 - 0a000000    size 00000200   taken=1 tag=stack/SceWaveMain
58:32:413 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
58:32:476 HLE\sceKernelModule.cpp:392 I[LOAD]: Module scesupPreAcc_library: 09ec84f0 09ec0174 09ec019c
58:32:476 HLE\sceKernelModule.cpp:481 I[HLE]: Exporting ent 0 named scesupPreAcc_library, 0 funcs, 2 vars, resident 09ec0258
58:32:476 HLE\sceKernelModule.cpp:481 I[HLE]: Exporting ent 1 named scesupPreAcc, 8 funcs, 0 vars, resident 09ec0278
58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/110e318b
58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/2ec3f4d9
58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/348ba3e2
58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/7ada3927
58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/86debd66
58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/a0eaf444
58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/b03ff882
58:32:476 HLE\sceKernelModule.cpp:806 I[HLE]: 309=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/module/libsuppreacc.prx,flag=00000000,(...))
58:32:477 HLE\sceKernelModule.cpp:837 W[HLE]: UNIMPL sceKernelStartModule(309,asize=00000000,aptr=00000000,retptr=00000000,00000000)
58:32:478 HLE\sceSas.cpp:65 I[HLE]: sceSasInit(08ebaa00, 256, 32, 0, 44100)
58:32:479 HLE\sceKernelThread.cpp:1465 I[HLE]: 310 = sceKernelCreateThread(name="sas thread", entry=08ab2924, prio=10, stacksize=4096)
58:32:479 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=310, argSize=0, argPtr= 00000000 )
58:32:501 HLE\sceKernelThread.cpp:1465 I[HLE]: 311 = sceKernelCreateThread(name="SDK WRAP", entry=08ab0a44, prio=3c, stacksize=131072)
58:32:501 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=311, argSize=4, argPtr= 08d5edb4 )
58:33:287 GLES\Framebuffer.cpp:355 I[HLE]: Creating FBO for 00088000 : 480 x 272 x 3
58:33:322 GLES\Framebuffer.cpp:355 I[HLE]: Creating FBO for 00000000 : 480 x 272 x 3
58:40:757 HLE\sceMpeg.cpp:401 W[HLE]: sceMpegInit()
58:40:758 HLE\sceMpeg.cpp:474 I[HLE]: 095f69c0=sceMpegCreate(08d60254, 095f6990, 65536, 08d60258, 512, 0, 0)
58:40:759 HLE\sceMpeg.cpp:355 I[ME]: Stream offset: 2048, Stream size: 0x17D4800
58:40:759 HLE\sceMpeg.cpp:356 I[ME]: First timestamp: 90000, Last timestamp: 9089991
58:40:759 HLE\sceMpeg.cpp:355 I[ME]: Stream offset: 2048, Stream size: 0x17D4800
58:40:759 HLE\sceMpeg.cpp:356 I[ME]: First timestamp: 90000, Last timestamp: 9089991
58:40:762 HLE\sceKernelThread.cpp:1465 I[HLE]: 318 = sceKernelCreateThread(name="displayThread", entry=08b19a8c, prio=3e, stacksize=4096)
58:40:762 HLE\sceKernelThread.cpp:1465 I[HLE]: 319 = sceKernelCreateThread(name="readThread", entry=08b19d74, prio=40, stacksize=2048)
58:40:762 HLE\sceKernelThread.cpp:1465 I[HLE]: 320 = sceKernelCreateThread(name="soundThread", entry=08b1a4c8, prio=3d, stacksize=2048)
58:40:766 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=320, argSize=4, argPtr= 08d6039c )
58:40:766 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=318, argSize=4, argPtr= 08d6039c )
58:40:766 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=319, argSize=4, argPtr= 08d60398 )
58:40:779 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 1)
58:40:791 GLES\Framebuffer.cpp:484 I[HLE]: Destroying FBO for 00000000 (480 x 272 x 3)
58:40:791 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 0)
58:40:808 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 09829640, 0)
58:40:824 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982b6c0, 0)
58:40:841 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982d740, 0)
58:40:875 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 0)
58:40:892 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 09829640, 0)
58:40:908 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982b6c0, 0)
58:40:924 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982d740, 0)
58:40:941 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 0)
58:41:041 HLE\sceMpeg.cpp:921 E[HLE]: UNIMPL sceMpegAvcDecodeFlush(08d60254)
58:41:042 HLE\sceKernelThread.cpp:1604 E[HLE]: sceKernelExitThread FAKED
58:41:174 HLE\sceKernelThread.cpp:1604 E[HLE]: sceKernelExitThread FAKED
58:41:291 HLE\sceKernelThread.cpp:1604 E[HLE]: sceKernelExitThread FAKED
58:41:297 HLE\sceMpeg.cpp:1117 E[HLE]: sceMpegFinish(...)
58:41:305 GLES\Framebuffer.cpp:355 I[HLE]: Creating FBO for 00000000 : 480 x 272 x 3
58:44:031 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA00\ICON0.PNG (/PSP/SAVEDATA/ULUS10512DATA00/ICON0.PNG)
58:44:037 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA00\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA00/PARAM.SFO)
58:44:038 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA01\ICON0.PNG (/PSP/SAVEDATA/ULUS10512DATA01/ICON0.PNG)

[---]

58:44:128 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA0c\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA0c/PARAM.SFO)
58:44:129 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA0e\ICON0.PNG (/PSP/SAVEDATA/ULUS10512DATA0e/ICON0.PNG)
58:44:135 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA0e\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA0e/PARAM.SFO)
58:44:137 Dialog\PSPSaveDialog.cpp:52 I[HLE]: sceUtilitySavedataInitStart(093de238)
58:44:137 Dialog\PSPSaveDialog.cpp:53 I[HLE]: Mode: 4
58:44:142 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:44:169 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
58:44:174 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:44:182 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
58:44:191 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)

[---]

58:45:992 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:45:993 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
58:46:025 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:46:026 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
58:46:058 Dialog\SavedataParam.cpp:467 I[HLE]: Loading file with size 88500 in ms0:/PSP/SAVEDATA/ULUS10512DATA05/P3PSAVE.BIN
58:46:059 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA05\P3PSAVE.BIN (/PSP/SAVEDATA/ULUS10512DATA05/P3PSAVE.BIN)
58:46:060 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA05\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA05/PARAM.SFO)
58:46:062 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA05\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA05/PARAM.SFO)
58:46:068 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:46:069 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
58:46:092 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:46:093 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue

[---]

58:47:125 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:47:126 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
58:47:158 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:47:159 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
58:47:193 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0)
58:47:193 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue
59:00:564 HLE\scePower.cpp:218 I[HLE]: scePowerSetClockFrequency(266,266,133)
59:26:868 HLE\scePower.cpp:218 I[HLE]: scePowerSetClockFrequency(222,222,111)
59:26:894 HLE\scePower.cpp:218 I[HLE]: scePowerSetClockFrequency(266,266,133)
00:09:972 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)
00:10:012 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)
00:10:031 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)
00:10:065 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)

[---]

00:12:170 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)
00:12:204 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)
00:12:237 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231)

Screens:
3D:
screen
2D:
screen2

Originally created by @ssshadowww on GitHub (Feb 20, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/746 Now that issue #198 is closed, I guess this will have to be reported in a separate issue. In one of the latest revisions (specifically v0.6-612-geb130db) Persona 3 went from being almost entirely black to displaying pretty much everything 2D correctly. However 3D scenes are still mostly black, or at least one color, with the exception of character shadows and spell effects. It is worth noting that the exact same issue can be seen on Android as well (Nexus 7). Below is the log from starting the game, skipping unimplemented intro video, loading a save, walking around in a 2D scene, walking around in a 3D scene, and doing some 3D combat. Two screenshots, one from the 2D scene, and one from the mostly black 3D combat also follow. I have shortened down parts of the log where the exact same message repeats several times. That is a lot of: HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue and HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) Log: <pre> 58:29:583 EmuThread.cpp:65 I[BOOT]: Starting up hardware. 58:29:584 MemArena.cpp:366 I[MM]: Found valid memory base at 09800000 after 35 tries. 58:29:584 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 0A020000 (mirror at 0 @ 11800000, uncached @ 11800000) 58:29:639 Loaders.cpp:89 I[LOAD]: Identifying file... 58:29:640 FileSystems\ISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO! 58:29:641 PSPLoaders.cpp:80 I[LOAD]: ULUS10512 : Persona3 PORTABLE 58:29:646 PSPLoaders.cpp:109 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN... 58:29:646 HLE\sceKernelMemory.cpp:158 I[HLE]: Kernel and user memory pools initialized 58:29:646 HLE\sceIo.cpp:178 I[HLE]: Starting up I/O... 58:29:647 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\ppsspp\MemStick\ 58:29:647 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\ppsspp\MemStick\ 58:29:647 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\ppsspp\Flash\ 58:29:647 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\ppsspp\Flash\ 58:29:650 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path C:\ppsspp\MemStick\PSP\PPSSPP_STATE 58:29:650 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists C:\ppsspp\MemStick\PSP\PPSSPP_STATE 58:29:651 HLE\sceKernel.cpp:116 I[HLE]: Kernel initialized. 58:29:685 c:\buildagent\work\acf56f986e98e7c9\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 10030020 58:29:692 Util\BlockAllocator.cpp:289 I[HLE]: ----------- 58:29:692 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08800000 - 08ebd000 size 006bd000 taken=1 tag=ELF 58:29:692 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08ebd000 - 0a000000 size 01143000 taken=0 tag=(untitled) 58:29:699 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully. 58:29:770 HLE\sceKernelModule.cpp:392 I[LOAD]: Module p3p: 08c3ea50 08b7c1c4 08b7c1dc 58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,110e318b) unresolved, storing for later resolving 58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)! 58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,2ec3f4d9) unresolved, storing for later resolving 58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)! 58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,348ba3e2) unresolved, storing for later resolving 58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)! 58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,7ada3927) unresolved, storing for later resolving 58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)! 58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,86debd66) unresolved, storing for later resolving 58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)! 58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,a0eaf444) unresolved, storing for later resolving 58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)! 58:29:771 HLE\HLE.cpp:205 I[HLE]: Syscall (scesupPreAcc,b03ff882) unresolved, storing for later resolving 58:29:771 HLE\HLE.cpp:172 E[HLE]: Unknown module (invalid syscall)! 58:29:771 HLE\sceKernelModule.cpp:481 I[HLE]: Exporting ent 0 named p3p, 2 funcs, 4 vars, resident 08b7c55c 58:29:771 HLE\sceKernelModule.cpp:699 I[LOAD]: Module entry: 08800108 58:29:773 EmuThread.cpp:92 I[BOOT]: Done. 58:32:245 HLE\sceKernelThread.cpp:1465 I[HLE]: 276 = sceKernelCreateThread(name="user_main", entry=0880021c, prio=20, stacksize=262144) 58:32:245 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 ) 58:32:246 HLE\sceKernelThread.cpp:1582 I[HLE]: __KernelReturnFromThread : root 58:32:246 Util\BlockAllocator.cpp:289 I[HLE]: ----------- 58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08800000 - 08ebd000 size 006bd000 taken=1 tag=ELF 58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08ebd000 - 09ebd000 size 01000000 taken=1 tag=PMB 58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09ebd000 - 09fbfc00 size 00102c00 taken=0 tag=(untitled) 58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbfc00 - 09fffc00 size 00040000 taken=1 tag=stack/user_main 58:32:246 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root 58:32:247 HLE\sceKernelModule.cpp:893 E[HLE]: HACKIMPL sceKernelGetModuleIdByAddress(08800108) 58:32:364 HLE\sceKernelThread.cpp:1465 I[HLE]: 282 = sceKernelCreateThread(name="SceWaveMain", entry=08b60fe0, prio=10, stacksize=512) 58:32:365 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=282, argSize=12, argPtr= 08e0cea0 ) 58:32:370 HLE\sceKernelThread.cpp:1465 I[HLE]: 285 = sceKernelCreateThread(name="CriThread", entry=08b45abc, prio=20, stacksize=8192) 58:32:370 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=285, argSize=4, argPtr= 09fff2f0 ) 58:32:371 HLE\sceKernelThread.cpp:1465 I[HLE]: 288 = sceKernelCreateThread(name="CriThread", entry=08b45abc, prio=20, stacksize=8192) 58:32:371 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=288, argSize=4, argPtr= 09fff2f0 ) 58:32:371 HLE\sceKernelThread.cpp:1465 I[HLE]: 291 = sceKernelCreateThread(name="CriThread", entry=08b45abc, prio=20, stacksize=8192) 58:32:371 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=291, argSize=4, argPtr= 09fff2f0 ) 58:32:376 HLE\sceKernelThread.cpp:1465 I[HLE]: 302 = sceKernelCreateThread(name="CRI ADX Audio", entry=08a6d404, prio=16, stacksize=32768) 58:32:376 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=302, argSize=0, argPtr= 00000000 ) 58:32:377 HLE\sceKernelThread.cpp:1465 I[HLE]: 304 = sceKernelCreateThread(name="CRI ADX File", entry=08a6d47c, prio=18, stacksize=16384) 58:32:377 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=304, argSize=0, argPtr= 00000000 ) 58:32:379 HLE\sceKernelThread.cpp:1465 I[HLE]: 305 = sceKernelCreateThread(name="CRI Wave out", entry=08a82f98, prio=10, stacksize=16384) 58:32:381 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=305, argSize=0, argPtr= 00000000 ) 58:32:412 c:\buildagent\work\acf56f986e98e7c9\core\hle\../ELF/ElfReader.h:42 I[LOAD]: ElfReader: 115D0048 58:32:413 Util\BlockAllocator.cpp:289 I[HLE]: ----------- 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08800000 - 08ebd000 size 006bd000 taken=1 tag=ELF 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 08ebd000 - 09ebd000 size 01000000 taken=1 tag=PMB 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09ebd000 - 09ec1300 size 00004300 taken=1 tag=ELF 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09ec1300 - 09fa9c00 size 000e8900 taken=0 tag=(untitled) 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fa9c00 - 09fadc00 size 00004000 taken=1 tag=stack/CRI Wave out 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fadc00 - 09fb1c00 size 00004000 taken=1 tag=stack/CRI ADX File 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fb1c00 - 09fb9c00 size 00008000 taken=1 tag=stack/CRI ADX Audio 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fb9c00 - 09fbbc00 size 00002000 taken=1 tag=stack/CriThread 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbbc00 - 09fbdc00 size 00002000 taken=1 tag=stack/CriThread 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbdc00 - 09fbfc00 size 00002000 taken=1 tag=stack/CriThread 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fbfc00 - 09fffc00 size 00040000 taken=1 tag=stack/user_main 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fffc00 - 09fffe00 size 00000200 taken=0 tag=(untitled) 58:32:413 Util\BlockAllocator.cpp:293 I[HLE]: Block: 09fffe00 - 0a000000 size 00000200 taken=1 tag=stack/SceWaveMain 58:32:413 ELF\ElfReader.cpp:349 N[LOAD]: ELF loading completed successfully. 58:32:476 HLE\sceKernelModule.cpp:392 I[LOAD]: Module scesupPreAcc_library: 09ec84f0 09ec0174 09ec019c 58:32:476 HLE\sceKernelModule.cpp:481 I[HLE]: Exporting ent 0 named scesupPreAcc_library, 0 funcs, 2 vars, resident 09ec0258 58:32:476 HLE\sceKernelModule.cpp:481 I[HLE]: Exporting ent 1 named scesupPreAcc, 8 funcs, 0 vars, resident 09ec0278 58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/110e318b 58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/2ec3f4d9 58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/348ba3e2 58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/7ada3927 58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/86debd66 58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/a0eaf444 58:32:476 HLE\HLE.cpp:226 I[HLE]: Resolving scesupPreAcc/b03ff882 58:32:476 HLE\sceKernelModule.cpp:806 I[HLE]: 309=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/module/libsuppreacc.prx,flag=00000000,(...)) 58:32:477 HLE\sceKernelModule.cpp:837 W[HLE]: UNIMPL sceKernelStartModule(309,asize=00000000,aptr=00000000,retptr=00000000,00000000) 58:32:478 HLE\sceSas.cpp:65 I[HLE]: sceSasInit(08ebaa00, 256, 32, 0, 44100) 58:32:479 HLE\sceKernelThread.cpp:1465 I[HLE]: 310 = sceKernelCreateThread(name="sas thread", entry=08ab2924, prio=10, stacksize=4096) 58:32:479 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=310, argSize=0, argPtr= 00000000 ) 58:32:501 HLE\sceKernelThread.cpp:1465 I[HLE]: 311 = sceKernelCreateThread(name="SDK WRAP", entry=08ab0a44, prio=3c, stacksize=131072) 58:32:501 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=311, argSize=4, argPtr= 08d5edb4 ) 58:33:287 GLES\Framebuffer.cpp:355 I[HLE]: Creating FBO for 00088000 : 480 x 272 x 3 58:33:322 GLES\Framebuffer.cpp:355 I[HLE]: Creating FBO for 00000000 : 480 x 272 x 3 58:40:757 HLE\sceMpeg.cpp:401 W[HLE]: sceMpegInit() 58:40:758 HLE\sceMpeg.cpp:474 I[HLE]: 095f69c0=sceMpegCreate(08d60254, 095f6990, 65536, 08d60258, 512, 0, 0) 58:40:759 HLE\sceMpeg.cpp:355 I[ME]: Stream offset: 2048, Stream size: 0x17D4800 58:40:759 HLE\sceMpeg.cpp:356 I[ME]: First timestamp: 90000, Last timestamp: 9089991 58:40:759 HLE\sceMpeg.cpp:355 I[ME]: Stream offset: 2048, Stream size: 0x17D4800 58:40:759 HLE\sceMpeg.cpp:356 I[ME]: First timestamp: 90000, Last timestamp: 9089991 58:40:762 HLE\sceKernelThread.cpp:1465 I[HLE]: 318 = sceKernelCreateThread(name="displayThread", entry=08b19a8c, prio=3e, stacksize=4096) 58:40:762 HLE\sceKernelThread.cpp:1465 I[HLE]: 319 = sceKernelCreateThread(name="readThread", entry=08b19d74, prio=40, stacksize=2048) 58:40:762 HLE\sceKernelThread.cpp:1465 I[HLE]: 320 = sceKernelCreateThread(name="soundThread", entry=08b1a4c8, prio=3d, stacksize=2048) 58:40:766 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=320, argSize=4, argPtr= 08d6039c ) 58:40:766 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=318, argSize=4, argPtr= 08d6039c ) 58:40:766 HLE\sceKernelThread.cpp:1501 I[HLE]: sceKernelStartThread(thread=319, argSize=4, argPtr= 08d60398 ) 58:40:779 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 1) 58:40:791 GLES\Framebuffer.cpp:484 I[HLE]: Destroying FBO for 00000000 (480 x 272 x 3) 58:40:791 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 0) 58:40:808 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 09829640, 0) 58:40:824 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982b6c0, 0) 58:40:841 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982d740, 0) 58:40:875 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 0) 58:40:892 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 09829640, 0) 58:40:908 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982b6c0, 0) 58:40:924 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 0982d740, 0) 58:40:941 HLE\sceMpeg.cpp:1269 E[HLE]: UNIMPL sceMpegAtracDecode(08d60254, 08d60340, 098275c0, 0) 58:41:041 HLE\sceMpeg.cpp:921 E[HLE]: UNIMPL sceMpegAvcDecodeFlush(08d60254) 58:41:042 HLE\sceKernelThread.cpp:1604 E[HLE]: sceKernelExitThread FAKED 58:41:174 HLE\sceKernelThread.cpp:1604 E[HLE]: sceKernelExitThread FAKED 58:41:291 HLE\sceKernelThread.cpp:1604 E[HLE]: sceKernelExitThread FAKED 58:41:297 HLE\sceMpeg.cpp:1117 E[HLE]: sceMpegFinish(...) 58:41:305 GLES\Framebuffer.cpp:355 I[HLE]: Creating FBO for 00000000 : 480 x 272 x 3 58:44:031 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA00\ICON0.PNG (/PSP/SAVEDATA/ULUS10512DATA00/ICON0.PNG) 58:44:037 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA00\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA00/PARAM.SFO) 58:44:038 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA01\ICON0.PNG (/PSP/SAVEDATA/ULUS10512DATA01/ICON0.PNG) [---] 58:44:128 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA0c\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA0c/PARAM.SFO) 58:44:129 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA0e\ICON0.PNG (/PSP/SAVEDATA/ULUS10512DATA0e/ICON0.PNG) 58:44:135 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA0e\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA0e/PARAM.SFO) 58:44:137 Dialog\PSPSaveDialog.cpp:52 I[HLE]: sceUtilitySavedataInitStart(093de238) 58:44:137 Dialog\PSPSaveDialog.cpp:53 I[HLE]: Mode: 4 58:44:142 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:44:169 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 58:44:174 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:44:182 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 58:44:191 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) [---] 58:45:992 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:45:993 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 58:46:025 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:46:026 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 58:46:058 Dialog\SavedataParam.cpp:467 I[HLE]: Loading file with size 88500 in ms0:/PSP/SAVEDATA/ULUS10512DATA05/P3PSAVE.BIN 58:46:059 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA05\P3PSAVE.BIN (/PSP/SAVEDATA/ULUS10512DATA05/P3PSAVE.BIN) 58:46:060 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA05\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA05/PARAM.SFO) 58:46:062 FileSystems\DirectoryFileSystem.cpp:289 I[HLE]: Actually opening C:\ppsspp\MemStick\PSP\SAVEDATA\ULUS10512DATA05\PARAM.SFO (/PSP/SAVEDATA/ULUS10512DATA05/PARAM.SFO) 58:46:068 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:46:069 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 58:46:092 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:46:093 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue [---] 58:47:125 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:47:126 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 58:47:158 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:47:159 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 58:47:193 HLE\sceGe.cpp:231 E[HLE]: UNIMPL sceGeBreak(mode=0) 58:47:193 HLE\sceGe.cpp:223 E[HLE]: UNIMPL sceGeContinue 59:00:564 HLE\scePower.cpp:218 I[HLE]: scePowerSetClockFrequency(266,266,133) 59:26:868 HLE\scePower.cpp:218 I[HLE]: scePowerSetClockFrequency(222,222,111) 59:26:894 HLE\scePower.cpp:218 I[HLE]: scePowerSetClockFrequency(266,266,133) 00:09:972 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) 00:10:012 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) 00:10:031 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) 00:10:065 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) [---] 00:12:170 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) 00:12:204 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) 00:12:237 HLE\sceGe.cpp:382 I[HLE]: sceGeGetCmd(231) </pre> Screens: 3D: ![screen](https://f.cloud.github.com/assets/3323620/175395/5b011e66-7b47-11e2-8b69-174a33d71f39.png) 2D: ![screen2](https://f.cloud.github.com/assets/3323620/175396/62eb9cbe-7b47-11e2-9260-a5e5c97d67e5.png)
kerem closed this issue 2026-03-17 10:23:31 +03:00
Author
Owner

@flamesage commented on GitHub (Feb 21, 2013):

Confirmed on Android v0.6-641-g8e88cc3.
Excellent job, very happy this has made major strides!!
Was able to play up to the first battle (I haven't progressed farther than that yet), was able to complete the battle even though it was black for me. I didn't notice any shadows on any of the 3D models.
In combat, everything 3D was just solid black; the 2D battle hud rendered correctly though.

When I get a chance I'll take another screenshot of that battle scene for verification.
pyC7QmE

<!-- gh-comment-id:13878273 --> @flamesage commented on GitHub (Feb 21, 2013): Confirmed on Android v0.6-641-g8e88cc3. Excellent job, very happy this has made major strides!! Was able to play up to the first battle (I haven't progressed farther than that yet), was able to complete the battle even though it was black for me. I didn't notice any shadows on any of the 3D models. In combat, everything 3D was just solid black; the 2D battle hud rendered correctly though. When I get a chance I'll take another screenshot of that battle scene for verification. ![pyC7QmE](https://f.cloud.github.com/assets/278907/179505/ec6f286a-7c01-11e2-8497-48a0172bc15c.jpg)
Author
Owner

@ssshadowww commented on GitHub (Feb 21, 2013):

If you do not get spell effects and shadows in battle it might be worth posting your log here, as it could maybe be related to the issue.

<!-- gh-comment-id:13885421 --> @ssshadowww commented on GitHub (Feb 21, 2013): If you do not get spell effects and shadows in battle it might be worth posting your log here, as it could maybe be related to the issue.
Author
Owner

@flamesage commented on GitHub (Feb 22, 2013):

As of Android v0.6-641-g8e88cc3 I see the shadows and skill animations as of the second battle in Tartarus, I must have just simply not been paying attention, or the battle background for that area might have been a different shade of black.

a
b

<!-- gh-comment-id:13924690 --> @flamesage commented on GitHub (Feb 22, 2013): As of Android v0.6-641-g8e88cc3 I see the shadows and skill animations as of the second battle in Tartarus, I must have just simply not been paying attention, or the battle background for that area might have been a different shade of black. ![a](https://f.cloud.github.com/assets/278907/183342/6bc260d2-7c93-11e2-8a28-7d36a4130440.png) ![b](https://f.cloud.github.com/assets/278907/183341/6bc33fb6-7c93-11e2-9fae-417163e61a26.png)
Author
Owner

@gametaster commented on GitHub (Mar 11, 2013):

can someone fix this problem?? please

<!-- gh-comment-id:14701323 --> @gametaster commented on GitHub (Mar 11, 2013): can someone fix this problem?? please
Author
Owner

@ssshadowww commented on GitHub (Mar 24, 2013):

A recent discovery I made that may or may not mean anything is that at least some 3D is displayed. The two following screenshots, the first from ppsspp, and the second from a real PSP, shows that the shaded polygons to the right and the left on the slope are in fact rendered in ppsspp, and although hard to tell, doesn't seem to look like on a real PSP, with different colors and proportions. Magic effects and shadows are otherwise rendered, but you never see any polygons, and this is the only time I have seen any. The log shows nothing relevant.

3dp3p
snap118

<!-- gh-comment-id:15366418 --> @ssshadowww commented on GitHub (Mar 24, 2013): A recent discovery I made that may or may not mean anything is that at least some 3D is displayed. The two following screenshots, the first from ppsspp, and the second from a real PSP, shows that the shaded polygons to the right and the left on the slope are in fact rendered in ppsspp, and although hard to tell, doesn't seem to look like on a real PSP, with different colors and proportions. Magic effects and shadows are otherwise rendered, but you never see any polygons, and this is the only time I have seen any. The log shows nothing relevant. ![3dp3p](https://f.cloud.github.com/assets/3323620/295808/18e3dfe4-94b7-11e2-86d4-3c74cde404fd.png) ![snap118](https://f.cloud.github.com/assets/3323620/295809/25d40012-94b7-11e2-910e-ef8104cde3f0.png)
Author
Owner

@unknownteddie commented on GitHub (Apr 15, 2013):

It's a shame that 0.7.5 still can't fix this.

<!-- gh-comment-id:16366957 --> @unknownteddie commented on GitHub (Apr 15, 2013): It's a shame that 0.7.5 still can't fix this.
Author
Owner

@vontman commented on GitHub (Apr 17, 2013):

May I ask If any one is working on this issue?

<!-- gh-comment-id:16540807 --> @vontman commented on GitHub (Apr 17, 2013): May I ask If any one is working on this issue?
Author
Owner

@unknownbrackets commented on GitHub (Apr 17, 2013):

We're still trying to find causes and managed to find a few recently, but unfortunately nothing that has improved this game yet.

-[Unknown]

<!-- gh-comment-id:16542776 --> @unknownbrackets commented on GitHub (Apr 17, 2013): We're still trying to find causes and managed to find a few recently, but unfortunately nothing that has improved this game yet. -[Unknown]
Author
Owner

@mat-gritz commented on GitHub (Apr 18, 2013):

@unknownbrackets what about One Piece Romance Dawn? Another question: is there any way to build a debug build on Embarcadero C++ Builder 2010 Archithet?

<!-- gh-comment-id:16543174 --> @mat-gritz commented on GitHub (Apr 18, 2013): @unknownbrackets what about One Piece Romance Dawn? Another question: is there any way to build a debug build on Embarcadero C++ Builder 2010 Archithet?
Author
Owner

@unknownbrackets commented on GitHub (Apr 18, 2013):

@Verzwei I have no idea what that is, but it could be possible. That said, it does build fine with Visual Studio C++ 2010 Express, which is free.

-[Unknown]

<!-- gh-comment-id:16544865 --> @unknownbrackets commented on GitHub (Apr 18, 2013): @Verzwei I have no idea what that is, but it could be possible. That said, it does build fine with Visual Studio C++ 2010 Express, which is free. -[Unknown]
Author
Owner

@mat-gritz commented on GitHub (Apr 18, 2013):

But that's way too big for connectiion and I already have Embacadero
(Delphi) on my school's pc.

How do I get the whole ppsspp code and how do I activate debug options?
Em 17/04/2013 21:48, "Unknown W. Brackets" notifications@github.com
escreveu:

@Verzwei https://github.com/Verzwei I have no idea what that is, but it
could be possible. That said, it does build fine with Visual Studio C++
2010 Express, which is free.

-[Unknown]


Reply to this email directly or view it on GitHubhttps://github.com/hrydgard/ppsspp/issues/746#issuecomment-16544865
.

<!-- gh-comment-id:16545217 --> @mat-gritz commented on GitHub (Apr 18, 2013): But that's way too big for connectiion and I already have Embacadero (Delphi) on my school's pc. How do I get the whole ppsspp code and how do I activate debug options? Em 17/04/2013 21:48, "Unknown W. Brackets" notifications@github.com escreveu: > @Verzwei https://github.com/Verzwei I have no idea what that is, but it > could be possible. That said, it does build fine with Visual Studio C++ > 2010 Express, which is free. > > -[Unknown] > > — > Reply to this email directly or view it on GitHubhttps://github.com/hrydgard/ppsspp/issues/746#issuecomment-16544865 > .
Author
Owner

@unknownbrackets commented on GitHub (Apr 18, 2013):

You'll need git, then just git clone this:

https://github.com/hrydgard/ppsspp.git

After that, make sure to run (some GUI tools will do this for you):
git submodule update --init

I think your best bet trying to get it working in C++ Builder would be trying to get it to compile under cmake. You'll want to use -DCMAKE_BUILD_TYPE=Debug, which will give you debug symbols and stuff.

-[Unknown]

<!-- gh-comment-id:16545684 --> @unknownbrackets commented on GitHub (Apr 18, 2013): You'll need git, then just git clone this: https://github.com/hrydgard/ppsspp.git After that, make sure to run (some GUI tools will do this for you): git submodule update --init I think your best bet trying to get it working in C++ Builder would be trying to get it to compile under cmake. You'll want to use -DCMAKE_BUILD_TYPE=Debug, which will give you debug symbols and stuff. -[Unknown]
Author
Owner

@vontman commented on GitHub (Apr 18, 2013):

So I goes there is hope right?

<!-- gh-comment-id:16565001 --> @vontman commented on GitHub (Apr 18, 2013): So I goes there is hope right?
Author
Owner

@hrydgard commented on GitHub (Apr 18, 2013):

There is always hope, no need to ask. This will get fixed when we find the cause of the problem.

<!-- gh-comment-id:16568140 --> @hrydgard commented on GitHub (Apr 18, 2013): There is always hope, no need to ask. This will get fixed when we find the cause of the problem.
Author
Owner

@vontman commented on GitHub (Apr 19, 2013):

AWESOME, THANK U VERY MUCH DEVELOPERS NOW THE 3d Has shown up
Screenshot_2013-04-19-13-43-23
Screenshot_2013-04-19-13-45-10
and also dragon ball graphical issue is now gonE.

<!-- gh-comment-id:16649275 --> @vontman commented on GitHub (Apr 19, 2013): AWESOME, THANK U VERY MUCH DEVELOPERS NOW THE 3d Has shown up ![Screenshot_2013-04-19-13-43-23](https://f.cloud.github.com/assets/4175383/401748/303a5f8e-a8e8-11e2-82d4-c84ee7c206b5.png) ![Screenshot_2013-04-19-13-45-10](https://f.cloud.github.com/assets/4175383/401749/30445da4-a8e8-11e2-83c2-91a03ab1bf5d.png) and also dragon ball graphical issue is now gonE.
Author
Owner

@hrydgard commented on GitHub (Apr 19, 2013):

See? I told you it would get fixed eventually, was faster than I expected though :)

<!-- gh-comment-id:16649317 --> @hrydgard commented on GitHub (Apr 19, 2013): See? I told you it would get fixed eventually, was faster than I expected though :)
Author
Owner

@vontman commented on GitHub (Apr 19, 2013):

Super thanks man ur da best

<!-- gh-comment-id:16649348 --> @vontman commented on GitHub (Apr 19, 2013): Super thanks man ur da best
Author
Owner

@vontman commented on GitHub (Apr 19, 2013):

Also dragon ball is fixed by the way

<!-- gh-comment-id:16649424 --> @vontman commented on GitHub (Apr 19, 2013): Also dragon ball is fixed by the way
Author
Owner

@vontman commented on GitHub (Apr 19, 2013):

by the way when i turn buffered render on on the android , the text in battle is gone, while it doesn't do that on windows

<!-- gh-comment-id:16649494 --> @vontman commented on GitHub (Apr 19, 2013): by the way when i turn buffered render on on the android , the text in battle is gone, while it doesn't do that on windows
Author
Owner

@hrydgard commented on GitHub (Apr 19, 2013):

Hm, now that's odd...

<!-- gh-comment-id:16649694 --> @hrydgard commented on GitHub (Apr 19, 2013): Hm, now that's odd...
Author
Owner

@ssshadowww commented on GitHub (Apr 19, 2013):

I don't have the game on hand right now (at uni studying programming :) ), but it seems this bug is fixed and should be closed now, unless Henrik or another developer (BeaR?) suggests keeping it open for the above reported issue on buffered rendering. One thing someone can test is to target an enemy, but not attack, and see if the broken 2D next to the enemy name is still there.

In any case, great work! I would imagine quite a few other games with previously broken 3D are also up and running now.

<!-- gh-comment-id:16649934 --> @ssshadowww commented on GitHub (Apr 19, 2013): I don't have the game on hand right now (at uni studying programming :) ), but it seems this bug is fixed and should be closed now, unless Henrik or another developer (BeaR?) suggests keeping it open for the above reported issue on buffered rendering. One thing someone can test is to target an enemy, but not attack, and see if the broken 2D next to the enemy name is still there. In any case, great work! I would imagine quite a few other games with previously broken 3D are also up and running now.
Author
Owner

@vontman commented on GitHub (Apr 19, 2013):

without buffered render

Screenshot_2013-04-19-14-20-34

with buffered render
Screenshot_2013-04-19-14-20-43

<!-- gh-comment-id:16650136 --> @vontman commented on GitHub (Apr 19, 2013): without buffered render ![Screenshot_2013-04-19-14-20-34](https://f.cloud.github.com/assets/4175383/401847/e04e1232-a8eb-11e2-944e-b8bb17f5aabb.png) with buffered render ![Screenshot_2013-04-19-14-20-43](https://f.cloud.github.com/assets/4175383/401846/d72d5ae6-a8eb-11e2-8bcf-44503913e319.png)
Author
Owner

@dbz400 commented on GitHub (Apr 19, 2013):

To be honest ..... i would suggest to do a minor release 0.76 as it fixed too MANY graphic issues from the vi2f fix .......but of course it is upto Hrydard decision :)

<!-- gh-comment-id:16650144 --> @dbz400 commented on GitHub (Apr 19, 2013): To be honest ..... i would suggest to do a minor release 0.76 as it fixed too MANY graphic issues from the vi2f fix .......but of course it is upto Hrydard decision :)
Author
Owner

@vontman commented on GitHub (Apr 19, 2013):

i suggest some performance improvements first as all the games now have about 40 to 55 fps, so with a few i dont think there will be a game with lower than 50 to 60 fps wich will make ppsspp a legend

<!-- gh-comment-id:16650253 --> @vontman commented on GitHub (Apr 19, 2013): i suggest some performance improvements first as all the games now have about 40 to 55 fps, so with a few i dont think there will be a game with lower than 50 to 60 fps wich will make ppsspp a legend
Author
Owner

@hrydgard commented on GitHub (Apr 19, 2013):

Yes, I might just do that on Sunday :) Need to fix some font character stuff first.

vontman, performance varies greatly by device, on a Galaxy Note 2 I think persona runs 60fps easily for example.

When done with all this language business I might go back to improving performance for a bit.

<!-- gh-comment-id:16650272 --> @hrydgard commented on GitHub (Apr 19, 2013): Yes, I might just do that on Sunday :) Need to fix some font character stuff first. vontman, performance varies greatly by device, on a Galaxy Note 2 I think persona runs 60fps easily for example. When done with all this language business I might go back to improving performance for a bit.
Author
Owner

@unknownbrackets commented on GitHub (Apr 19, 2013):

We should really get to the vfpu jit, it would help a lot of games. I'm glad this helped so many games, I figured it was the same issue as KH.

There are still more issues, of course.

-[Unknown]

<!-- gh-comment-id:16656790 --> @unknownbrackets commented on GitHub (Apr 19, 2013): We should really get to the vfpu jit, it would help a lot of games. I'm glad this helped so many games, I figured it was the same issue as KH. There are still more issues, of course. -[Unknown]
Author
Owner

@flamesage commented on GitHub (Apr 19, 2013):

Just wanted to say thanks again for resolving the issue! !

<!-- gh-comment-id:16658421 --> @flamesage commented on GitHub (Apr 19, 2013): Just wanted to say thanks again for resolving the issue! !
Author
Owner

@sands101 commented on GitHub (Apr 24, 2013):

Hey vontman, how did you get persona 3 graphics to work?...i have no idea how to do any of this seems very confusing

<!-- gh-comment-id:16971268 --> @sands101 commented on GitHub (Apr 24, 2013): Hey vontman, how did you get persona 3 graphics to work?...i have no idea how to do any of this seems very confusing
Author
Owner

@hrydgard commented on GitHub (Apr 24, 2013):

@sands101 , Persona 3 graphics work (mostly) in 0.7.6, are you running an earlier version?

<!-- gh-comment-id:16971659 --> @hrydgard commented on GitHub (Apr 24, 2013): @sands101 , Persona 3 graphics work (mostly) in 0.7.6, are you running an earlier version?
Author
Owner

@sands101 commented on GitHub (Apr 24, 2013):

nah...i am running that exact one, the latest version..but i still get the circle thing instead of the characters

<!-- gh-comment-id:16973756 --> @sands101 commented on GitHub (Apr 24, 2013): nah...i am running that exact one, the latest version..but i still get the circle thing instead of the characters
Author
Owner

@vontman commented on GitHub (Apr 25, 2013):

What circle thing? Try disable buffered render and hardware transform.
Wnat device are u using?
And what written in version info in ppsspp?
Just to mame sure install it from here http://www.ppsspp.org/files/0_7_6/ppsspp.apk

<!-- gh-comment-id:16982229 --> @vontman commented on GitHub (Apr 25, 2013): What circle thing? Try disable buffered render and hardware transform. Wnat device are u using? And what written in version info in ppsspp? Just to mame sure install it from here http://www.ppsspp.org/files/0_7_6/ppsspp.apk
Author
Owner

@vontman commented on GitHub (Apr 25, 2013):

By theway hrydgard i tested the game on s2, s3 mini , xperia pro and gtab 2 but the broken 2d tis on evry device, while it is absent on windows , i think it is a minor bug in the android build, and it might be affecting some other games too.

<!-- gh-comment-id:16982470 --> @vontman commented on GitHub (Apr 25, 2013): By theway hrydgard i tested the game on s2, s3 mini , xperia pro and gtab 2 but the broken 2d tis on evry device, while it is absent on windows , i think it is a minor bug in the android build, and it might be affecting some other games too.
Author
Owner

@sands101 commented on GitHub (Apr 25, 2013):

yeah i tried the windows version as well, and no luck either. The phone I am using is the LG Optimus G, it has a Quad-Core processor. I downloaded the that link you have for the emulator, but it is the same one I have for the android and PC and i still get the graphics problem. What i mean by the circle thing is that instead of your the character being present, it's a circle that replaces the main character and everything in background is 2D not 3D...here check it on youtube...http://www.youtube.com/watch?v=9IwAOLsaF5o....skip over to 2:07. And that the problem i have even with the latest update...i have no idea how you got yours to work..lol...then again it could be your device who knows.

<!-- gh-comment-id:16984942 --> @sands101 commented on GitHub (Apr 25, 2013): yeah i tried the windows version as well, and no luck either. The phone I am using is the LG Optimus G, it has a Quad-Core processor. I downloaded the that link you have for the emulator, but it is the same one I have for the android and PC and i still get the graphics problem. What i mean by the circle thing is that instead of your the character being present, it's a circle that replaces the main character and everything in background is 2D not 3D...here check it on youtube...http://www.youtube.com/watch?v=9IwAOLsaF5o....skip over to 2:07. And that the problem i have even with the latest update...i have no idea how you got yours to work..lol...then again it could be your device who knows.
Author
Owner

@vontman commented on GitHub (Apr 25, 2013):

The 3d issue is fixed in all platforms so it isn't a problem with your device i am just sure that you got the version wrong, did u install the one i gave you?, can you provide recent screenshots or a video about it on the last build?

<!-- gh-comment-id:16998821 --> @vontman commented on GitHub (Apr 25, 2013): The 3d issue is fixed in all platforms so it isn't a problem with your device i am just sure that you got the version wrong, did u install the one i gave you?, can you provide recent screenshots or a video about it on the last build?
Author
Owner

@flamesage commented on GitHub (Apr 25, 2013):

Screenshot_2013-04-25-09-30-30
Screenshot_2013-04-25-09-31-08

Verified that the 3D is working fine using the latest daily build from today. v7.6-144

<!-- gh-comment-id:17006624 --> @flamesage commented on GitHub (Apr 25, 2013): ![Screenshot_2013-04-25-09-30-30](https://f.cloud.github.com/assets/278907/425339/89b5e9c0-adac-11e2-84d6-e23bfb6a2e34.png) ![Screenshot_2013-04-25-09-31-08](https://f.cloud.github.com/assets/278907/425340/90703bda-adac-11e2-856f-20219fa05ab8.png) Verified that the 3D is working fine using the latest daily build from today. v7.6-144
Author
Owner

@flamesage commented on GitHub (Apr 25, 2013):

Sands, can you attach a screenshot of your main menu? It will list the version number there in the top right, or if you can copy that entire version line, just to make sure your using the right version.

Here's a direct link to the apk version that I am using http://buildbot.orphis.net/ppsspp/index.php?m=get&rev=v0.7.6-144-gdae8412&platform=android

<!-- gh-comment-id:17007173 --> @flamesage commented on GitHub (Apr 25, 2013): Sands, can you attach a screenshot of your main menu? It will list the version number there in the top right, or if you can copy that entire version line, just to make sure your using the right version. Here's a direct link to the apk version that I am using http://buildbot.orphis.net/ppsspp/index.php?m=get&rev=v0.7.6-144-gdae8412&platform=android
Author
Owner

@vontman commented on GitHub (Apr 25, 2013):

What device are u using? I cant seem to get 60 fps in dungeons at all, with frame skip i get 45

<!-- gh-comment-id:17014074 --> @vontman commented on GitHub (Apr 25, 2013): What device are u using? I cant seem to get 60 fps in dungeons at all, with frame skip i get 45
Author
Owner

@flamesage commented on GitHub (Apr 25, 2013):

I am running on a Galaxy Note 2.

<!-- gh-comment-id:17033364 --> @flamesage commented on GitHub (Apr 25, 2013): I am running on a Galaxy Note 2.
Author
Owner

@vontman commented on GitHub (Apr 25, 2013):

oh that explains alot

<!-- gh-comment-id:17038447 --> @vontman commented on GitHub (Apr 25, 2013): oh that explains alot
Author
Owner

@sands101 commented on GitHub (Apr 26, 2013):

Yeah still having having the same problem once again lol...here are the screenshots to show you whats going on.
0425132056
0425132057....you see that pink circle, i don't want that lol..

<!-- gh-comment-id:17050069 --> @sands101 commented on GitHub (Apr 26, 2013): Yeah still having having the same problem once again lol...here are the screenshots to show you whats going on. ![0425132056](https://f.cloud.github.com/assets/4249743/428485/3e14f90a-ae0d-11e2-9e8f-0410307c4800.jpg) ![0425132057](https://f.cloud.github.com/assets/4249743/428487/434f62f2-ae0d-11e2-8ec8-9122831e8564.jpg)....you see that pink circle, i don't want that lol..
Author
Owner

@flamesage commented on GitHub (Apr 26, 2013):

I'm not sure I understand the issue?
The "circle thing" is part of the game to select various options within the map.

If you mean the line going through the circle, then yes, that's a bug, but something so insignificant right now I'm not sure if it's even worth opening a bug for it.

Either way, it doesn't belong in this bug report because it has nothing to do with the 3D.
Try posting on the forums, or if you think it's that big of an issue open another bug report.

<!-- gh-comment-id:17057759 --> @flamesage commented on GitHub (Apr 26, 2013): I'm not sure I understand the issue? The "circle thing" is part of the game to select various options within the map. If you mean the line going through the circle, then yes, that's a bug, but something so insignificant right now I'm not sure if it's even worth opening a bug for it. Either way, it doesn't belong in this bug report because it has nothing to do with the 3D. Try posting on the forums, or if you think it's that big of an issue open another bug report.
Author
Owner

@vontman commented on GitHub (Apr 26, 2013):

no no no, u r used to Person 3 fes huh?, in P3P there is no 3d exept in tartrus, the pink circle is used as a replacement for the 3d model, just see this video to understand http://www.youtube.com/watch?v=-ROgLhdjL7A

<!-- gh-comment-id:17063906 --> @vontman commented on GitHub (Apr 26, 2013): no no no, u r used to Person 3 fes huh?, in P3P there is no 3d exept in tartrus, the pink circle is used as a replacement for the 3d model, just see this video to understand http://www.youtube.com/watch?v=-ROgLhdjL7A
Author
Owner

@WindMay commented on GitHub (May 9, 2013):

I've just cloned and updated submodules ....
PC-Linux32Bits
v0.7.6-464gb3355b2
I got 3d using SDL build but when I try to play on the Qt build I got this "no 3d issue"
I use the same settings in both builds "SDL & QT"...

Settings:
[CPU]
Jit = True
FastMemory = True
[Graphics]
ShowFPSCounter = True
DisplayFramebuffer = False
ResolutionScale = 2
BufferedRendering = True
HardwareTransform = True
LinearFiltering = False
SSAA = False
VBO = False
FrameSkip = 0
UseMediaEngine = True
AnisotropyLevel = 8
VertexCache = True
FullScreen = False
StretchToDisplay = False
TrueColor = True
MipMap = False
TexScalingLevel = 1
TexScalingType = 0
TexDeposterize = False
[Sound]
Enable = True
[Control]
ShowStick = False
ShowTouchControls = False
LargeControls = False
KeyMapping = 0_88,1_90,2_74,3_73,4_76,5_75,6_81,7_85,8_87,9_83,10_65,11_68
AccelerometerToAnalogHoriz = False
ForceInputDevice = -1
[SystemParam]
NickName = shadow
Language = 1
TimeFormat = 0
DateFormat = 0
TimeZone = 0
DayLightSavings = False
ButtonPreference = True
LockParentalLevel = 0
WlanAdhocChannel = 0
WlanPowerSave = False
EncryptSave = True

<!-- gh-comment-id:17650078 --> @WindMay commented on GitHub (May 9, 2013): I've just cloned and updated submodules .... PC-Linux32Bits v0.7.6-464gb3355b2 I got 3d using SDL build but when I try to play on the Qt build I got this "no 3d issue" I use the same settings in both builds "SDL & QT"... Settings: [CPU] Jit = True FastMemory = True [Graphics] ShowFPSCounter = True DisplayFramebuffer = False ResolutionScale = 2 BufferedRendering = True HardwareTransform = True LinearFiltering = False SSAA = False VBO = False FrameSkip = 0 UseMediaEngine = True AnisotropyLevel = 8 VertexCache = True FullScreen = False StretchToDisplay = False TrueColor = True MipMap = False TexScalingLevel = 1 TexScalingType = 0 TexDeposterize = False [Sound] Enable = True [Control] ShowStick = False ShowTouchControls = False LargeControls = False KeyMapping = 0_88,1_90,2_74,3_73,4_76,5_75,6_81,7_85,8_87,9_83,10_65,11_68 AccelerometerToAnalogHoriz = False ForceInputDevice = -1 [SystemParam] NickName = shadow Language = 1 TimeFormat = 0 DateFormat = 0 TimeZone = 0 DayLightSavings = False ButtonPreference = True LockParentalLevel = 0 WlanAdhocChannel = 0 WlanPowerSave = False EncryptSave = True
Sign in to join this conversation.
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
starred/ppsspp#213
No description provided.