[Scummvm-tracker] [ScummVM :: Bugs] #15393: PSP: BLADERUNNER: Crash on start on PSP 3004 (Slim)
ScummVM :: Bugs
trac at scummvm.org
Tue Oct 8 12:09:50 UTC 2024
#15393: PSP: BLADERUNNER: Crash on start on PSP 3004 (Slim)
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Reporter: grey311 | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Port: PSP
Version: | Resolution:
Keywords: | Game: Blade Runner
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Comment (by antoniou79):
Replying to [comment:6 grey311]:
>
> [scummvm]
> ...
The scummvm ini file looks ok to me (as far as I can tell).
One recommendation, to see if anything changes, would be to disable
subtitles for the game (and also remove the SUBTITLES.MIX if you have it
from the game's folder).
>
> > 4. Is there anything useful in the ScummVM log file?
> Where do I find it on PSP - I didn't find any logfile.
>
The location of the log file might be visible from the ScummVM launcher,
if you go through "Gloabal Options..." -> "Paths" and check the "ScummVM
log path:" value. There should be a "View" button as well there to view
the file's contents but I don't think that you can copy them from there.
(These options are available on the Windows port; I am unsure if the PSP
port has them as well).
Otherwise, I would look for the log file (named scummvm.log) either in the
same folder as the scummvm.ini or in a "Logs" subfolder of that folder.
There is a high chance that the log file gets reset (wiped and re-written
from the start) each time you launch ScummVM, which is why I am asking for
its contents after the crash, but before restarting ScummVM.
> > 5. Can you raise the debug level to something like 5, then launch the
game, and share the log file after the crash?
>
> How do I raise the debug level ?
>
Raising the ScummVM debug level should be possible from the ScummVM
launcher, if you go through "Global Options..." -> Misc and change the
Debug level value to something like 5 or 6. This value is probably only
effective for that particular "session" with ScummVM and will reset itself
to "None" after quitting and relaunching (but please check and reset
accordingly if it doesn't, since you don't want ScummVM to be outputting
large amounts of debug info unless you're debugging something). We only
want the debug level to be raised for the session when you replicate the
crash with the game, so as to get a thorough log file.
>
> > 6. Do other ScunnVM games run successfully on the platform (please
name a few titles that you have tested and work)
>
> Yes - for Example: Kyrandia (1&2), Full Throttle, Beneath a steel Sky,
Gobliins (1&2)
>
Thank you for the examples. This is encouraging. Have you tried something
like "Curse of Monkey Island" (this is a title that uses a 640x480
resolution, same as Blade Runner) or "Riven" or "The 11th Hour" (titles
that use more than 256 colors, same as Blade Runner)? If not, and if you
own these games, can you test them as well?
You can test Curse of Monkey Island using the demo "The Curse of Monkey
Island (Windows Large Demo)" provided from the ScummVM Demos page.
We have a demo for the 11th Hour as well (try the "The 11th Hour: The
Sequel to The 7th Guest (DOS Interactive Demo)" ) and Riven ("Riven: The
Sequel to Myst (Windows Demo)".)
There probably could be less demanding demos to test, but I can't think of
any more off the top of my head.
While you're at it, can you also test with the Blade Runner demo (also
available on the demos page). This is a non-interactive short demo reel
that was made with an older version of the video encoding algorithm than
the one used in the game -- but it does run with the BladeRunner ScummVM
engine and would tell us something if it manages to run ok.
--
Ticket URL: <https://bugs.scummvm.org/ticket/15393#comment:8>
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