• Login
  • Register
  • Dolphin Forums
  • Home
  • FAQ
  • Download
  • Wiki
  • Code


Dolphin, the GameCube and Wii emulator - Forums › Dolphin Site › Old Game Discussion (Archive) v
« Previous 1 2 3 4 5 ... 126 Next »

[Wii] Muramasa: The Demon Blade
View New Posts | View Today's Posts

Pages (24): « Previous 1 ... 3 4 5 6 7 ... 24 Next »
Jump to page 
Thread Rating:
  • 17 Vote(s) - 3.59 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Thread Modes
[Wii] Muramasa: The Demon Blade
05-03-2009, 09:17 PM
#41
cabroncito Offline
Junior Member
**
Posts: 14
Threads: 0
Joined: Apr 2009
any progress yet?
will be nice hear some lines from the dev team about this issue.
thx again.
Find
05-04-2009, 08:26 PM (This post was last modified: 05-05-2009, 05:47 AM by AyuanX.)
#42
AyuanX Offline
Member
***
Posts: 54
Threads: 9
Joined: Apr 2009
(05-03-2009, 09:17 PM)cabroncito Wrote: any progress yet?
will be nice hear some lines from the dev team about this issue.
thx again.

I think the dev team are busy with other issues.
But well, I can offer some information if anyone would like to debug by himself.

Here are two relevant PCs where the pond scene is just about to be loaded.
[color=#1E90FF]
Code:
8005B62C:    li r3, 472        ; loading pond scene graphics & bgm
[/color]
[color=#1E90FF]
Code:
8005B610:    li r3, 344        ; loading pond scene dialog & voice
[/color]

Besides, the 2 branchs above are both invoked from 8005B29C, which should be part of the script manager code.
[color=#1E90FF]
Code:
8005B29C    bctr        ; CTR case branch
[/color]

The funny part is you can redirect the first branch (loading pond scene graphics & bgm).

Here I tried several other branches:
eg. If we beak at 8005B62C and mofidy PC to 8005b664, then we force into the Game Title Script, like this:
   
   

Either we can beak at 8005B62C and change PC to 8005b5a0, then we will enter the Boss Challenge Script, like this:
   

But unfortunately, the game still hangs after running into the 8005B610 branch (loading the pond scene dialog & voice).
It looks like some kind of infinite loop.

BTW: Appreciate it if anyone familiar with wii/ppc can help debugging. I am really lost in the code without references as I'm not a dolphin dev anyway.
Find
05-05-2009, 03:19 PM
#43
ivan4869 Offline
Junior Member
**
Posts: 5
Threads: 0
Joined: Apr 2009
(04-29-2009, 12:27 PM)stalin Wrote:
(04-28-2009, 06:36 PM)AyuanX Wrote: On a real wii, do you need to press any key to make the game move on?
Or, the game just waits a few seconds and moves on automatically?

Without a clue of correct behavior, I just found it impossible to debug ...

I asked people who played that said it automatically and after that
staff roll can press A+B skip
I try a few times, but it neither automatically passed or skiped by pressing A+B skip.
I guess thoses ones who passed that by real Wii machine not by emu.
Find
05-05-2009, 05:48 PM
#44
cabroncito Offline
Junior Member
**
Posts: 14
Threads: 0
Joined: Apr 2009
(05-04-2009, 08:26 PM)AyuanX Wrote:
(05-03-2009, 09:17 PM)cabroncito Wrote: any progress yet?
will be nice hear some lines from the dev team about this issue.
thx again.

I think the dev team are busy with other issues.
But well, I can offer some information if anyone would like to debug by himself.

Here are two relevant PCs where the pond scene is just about to be loaded.
[color=#1E90FF]
Code:
8005B62C:    li r3, 472        ; loading pond scene graphics & bgm
[/color]
[color=#1E90FF]
Code:
8005B610:    li r3, 344        ; loading pond scene dialog & voice
[/color]

Besides, the 2 branchs above are both invoked from 8005B29C, which should be part of the script manager code.
[color=#1E90FF]
Code:
8005B29C    bctr        ; CTR case branch
[/color]

The funny part is you can redirect the first branch (loading pond scene graphics & bgm).

Here I tried several other branches:
eg. If we beak at 8005B62C and mofidy PC to 8005b664, then we force into the Game Title Script, like this:



Either we can beak at 8005B62C and change PC to 8005b5a0, then we will enter the Boss Challenge Script, like this:


But unfortunately, the game still hangs after running into the 8005B610 branch (loading the pond scene dialog & voice).
It looks like some kind of infinite loop.

BTW: Appreciate it if anyone familiar with wii/ppc can help debugging. I am really lost in the code without references as I'm not a dolphin dev anyway.

hmm thx to try figure this out, actually i don't have a clue of idea how to fix that...
Find
05-06-2009, 03:10 AM (This post was last modified: 05-06-2009, 03:17 AM by AyuanX.)
#45
AyuanX Offline
Member
***
Posts: 54
Threads: 9
Joined: Apr 2009
(05-05-2009, 05:48 PM)cabroncito Wrote: hmm thx to try figure this out, actually i don't have a clue of idea how to fix that...

I managed to do some manual hacking on the game which made me finally pass the pond scene.
(It contains 5 sentences of dialog for Momohime in this scene.)
But too bad it hung on the staff roll scene again.
   
   
   
   
   

All these hang-up could be caused by some bug in the HLE-DSP, but I'm not certain yet.
My reason is that pond scene doesn't need user input, so it must rely on the feedback/interrupt of DSP to tell CPU that the dialog voice has finished playing and next scene/dialog should be loaded.
Find
05-07-2009, 12:50 AM
#46
cabroncito Offline
Junior Member
**
Posts: 14
Threads: 0
Joined: Apr 2009
oh nice to see that you made some progress, may just like you said, a problem with HLE-DSP, before hang on at staff roll could you skipped it by pressing a+b?
Find
05-07-2009, 01:33 AM (This post was last modified: 05-07-2009, 03:37 AM by AyuanX.)
#47
AyuanX Offline
Member
***
Posts: 54
Threads: 9
Joined: Apr 2009
(05-07-2009, 12:50 AM)cabroncito Wrote: oh nice to see that you made some progress, may just like you said, a problem with HLE-DSP, before hang on at staff roll could you skipped it by pressing a+b?

Not possible.

After the pond scene, the screen darkens and bgm fades, which is the correct behavior.
But later on instead of bringing up staff roll, the PC runs to who-knows-where (I saw loops of OSDisableInterrupts, OSRestoreInterrupts, and lots of EXI interrupt at 0x80000500), when I was expecting it to break again at
Code:
8005B29C    bctr        ; CTR case branch
and eventually go to some branch to load staff roll scene.
Find
05-07-2009, 03:29 AM
#48
cabroncito Offline
Junior Member
**
Posts: 14
Threads: 0
Joined: Apr 2009
so a endless dead end we got here...
Find
05-07-2009, 04:13 AM
#49
ivan4869 Offline
Junior Member
**
Posts: 5
Threads: 0
Joined: Apr 2009
(05-06-2009, 03:10 AM)AyuanX Wrote:
(05-05-2009, 05:48 PM)cabroncito Wrote: hmm thx to try figure this out, actually i don't have a clue of idea how to fix that...

I managed to do some manual hacking on the game which made me finally pass the pond scene.
(It contains 5 sentences of dialog for Momohime in this scene.)
But too bad it hung on the staff roll scene again.






All these hang-up could be caused by some bug in the HLE-DSP, but I'm not certain yet.
My reason is that pond scene doesn't need user input, so it must rely on the feedback/interrupt of DSP to tell CPU that the dialog voice has finished playing and next scene/dialog should be loaded.
Nice!
I heard of something else a few days ago. They told me that we can hack out the blade that will be granted at the end-passed. However, in fact, that only made me be able to rush into the white seal region...I failed to reach any other ending except the first two.
Find
05-08-2009, 03:27 AM (This post was last modified: 05-08-2009, 05:13 AM by AyuanX.)
#50
AyuanX Offline
Member
***
Posts: 54
Threads: 9
Joined: Apr 2009
(05-07-2009, 03:29 AM)cabroncito Wrote: so a endless dead end we got here...

Not really.
I finally hacked out the last part: staff roll, by skipping the pond scene as a tradeoff. Wink

See? the staff scene plays pretty good on my dolphin.

Kisuke The First Ending:
   
   
   

Momohime The First Ending:
   
   

I am now considering creating a *Hack* Patch. TongueTongueTongue
Find
« Next Oldest | Next Newest »
Pages (24): « Previous 1 ... 3 4 5 6 7 ... 24 Next »
Jump to page 


  • View a Printable Version
  • Subscribe to this thread
Forum Jump:


Users browsing this thread: 1 Guest(s)



Powered By MyBB | Theme by Fragma

Linear Mode
Threaded Mode