Power Pros
Genre(s)Sports, life simulation, visual novel
Developer(s)Pawapuro Production, Joymoa
Publisher(s)
Creator(s)
  • Isao Akada
  • Naoki Nishikawa
  • Kōji Toyohara
Artist(s)Fujioka Kenji
Platform(s)Android, arcades, BlackBerry, Dreamcast, feature phones, Game Boy, iOS, Microsoft Windows, Nintendo 3DS, Nintendo 64, Nintendo DS, Nintendo GameCube, Nintendo Switch, PlayStation, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable, PlayStation Vita, Sega Saturn, Super Famicom, Wii
First releaseJikkyō Powerful Pro Yakyū '94
March 11, 1994
Latest releaseJikkyō Powerful Pro Yakyū (Nintendo Switch)
June 27, 2019
Spin-offs
  1. Jikkyou Powerful Pro Yakyuu 12 Ketteiban Iso 14001 4
  2. Jikkyou Powerful Pro Yakyuu 12 Ketteiban Iso 14001
  3. Jikkyou Powerful Pro Yakyuu 12 Ketteiban Iso 14001 No Download

Jikkyou Powerful Pro Yakyuu 11. Jikkyou Powerful Pro Yakyuu 11 Chou Ketteiban. Jikkyou Powerful Pro Yakyuu 12. Jikkyou Powerful Pro Yakyuu 12.

Torrent Contents (PS2) Jikkyou Powerful Pro Yakyuu 12 ketteiban.iso 2,014 MB; Please note that this page does not hosts or makes available any of the listed filenames. GameHacking.org is a community of video game hackers, and a place for codes, guides, tools, and more. Power Pros - Wikipedia. Dec 15, 2005 ps2 Jikkyou Powerful Pro Yakyuu 12 Ketteiban. PRIMO/STOMP ISO. 선수 데이터는2005해 페넌트 레이스 종료시의 데이터에 갱신. Jikkyou Powerful Pro Yakyuu 11. Jikkyou Powerful Pro Yakyuu 11 Chou Ketteiban. Jikkyou Powerful Pro Yakyuu 12. Jikkyou Powerful Pro Yakyuu 12.

Jikkyō Powerful Pro Yakyū,[a] marketed internationally as Power Pros, is a traditionally Japan-only baseballvideo game series created by Konami. It is known for its super deformed characters, and fast-paced, but deep gameplay.[2] Most game in the series is developed under license from the Nippon Professional Baseball (NPB), which enables the use of the league's team names, stadiums and colors in the games, and the Japan Professional Baseball Players Association (JPBPA), which enables the use of the league's player names and likenesses. There's also six games in the series with the Major League Baseball (MLB) and Major League Baseball Players Association (MLBPA) licence, two with the Korea Baseball Organization (KBO) and Korea Professional Baseball Players Association (KPBPA), and one with the World Baseball Classic licence. It is long running in Japan, starting out in 1994 for the Super Famicom. The game has also appeared on the Sega Saturn (1995–1997), the PlayStation (1994–2003), the Nintendo 64 (1997–2001), the PlayStation 2 (2000–2009), the Dreamcast (2000), the Nintendo GameCube (2002–2006), Wii (2007–2009), PlayStation 3 (2010–2016), PlayStation 4 (since 2016) as well as the PlayStation Portable (2007–2013) and the PlayStation Vita (since 2012).

The series has also released a spinoff on handheld systems between 1999 and 2014 under the title Power Pro Kun Pocket, with versions for the Game Boy Color, Game Boy Advance, and Nintendo DS. The series originally designed as being the side-story of Success mode, and was part of the main series, but Konami retroactively declared it as a separate series.

On May 12, 2006, a version of Power Pro was released featuring Major League Baseball players, under the title Jikkyō Powerful Major League. The Power Pro series has featured online play since its tenth incarnation on the PS2 and its first handheld version on the PlayStation Portable. A version of Power Pro was announced for the PlayStation 3, first shown at the Tokyo Game Show in 2005, but it would take another five years for the series to reach the PS3, with the system instead getting Power Pro's sister series, Professional Baseball Spirits for the interim. On August 3, 2007, an American release of the series was announced for both the PlayStation 2 and the Wii.[3] The game, titled MLB Power Pros, was published by 2K Sports,[3] and features a Success Mode set within Major League Baseball.[3]

Wii]Jikkyou Powerful Pro Yakyuu 1. JPN) ISO Download. Game Information. Japanese name: 実況パワフルプロ野球1. English name: Jikkyou Powerful Pro Yakyuu 1. Jikkyou Powerful Pro Yakyuu 15 (Wii) overview and full product specs on CNET.

The most distinctive feature of the Power Pro series is its odd depiction of characters. The basic design of the Power Pro baseball player is a short figure with an excessively wide, gashapon capsule-shaped head, lacking a mouth, nose, ears with expression being mainly in the eyebrows. Power Pros characters are somewhat similar to the character Rayman, in that they do not have legs and thus their feet are not connected to their body. Power Pros characters do have arms and hands, however, their hands are fingerless and bear more resemblance to a sphere than a human hand. The Power Pro series has used this comic design for every single one of its games.

In Japan, the series has been critically acclaimed and commercially successful, while in North America it received mixed to generally favourable reviews[4][5] and sold poorly.[6] As of September 2016, the series sold 21.4 million copies in Japan.[7]

  • 1Games in the series
  • 5Games in the series
  • 6Reception

Games in the series[edit]

This is the major system development in the main series (as well as information of seasons series and MLB Power Pros series), some minor development, such as player's ability, are not included in the development

Pawapuro '94[edit]

Released on February 24, 1994 for the Super Famicom. The game has the licence of the Nippon Professional Baseball and the Japanese Professional Baseball Players Association, though the Meiji Jingu Stadium and the Hanshin Koshien Stadium are listed under a fictional name. Success mode is not included in the first two installments. Commentary is provided by Asahi Broadcasting Corporation radio commentator Abe Noriyuki.

Pawapuro 2[edit]

Released on February 24, 1995 for the Super Famicom. The first game in the series with full Pennant mode, and save game features.[8] The Hanshin Koshien Stadium is fully licensed, but the Meiji Jingu Stadium is still listed under a fictional name. Commentary is provided by Asahi Broadcasting Corporation radio commentator Motoharu Ōta.

Pawapuro 3[edit]

Released on February 29, 1996 for the Super Famicom. Success mode, which becomes one of the main features in the Power Pros series, is firstly installed in this game.[9] Commentary is once again provided by Abe Noriyuki, who stayed in this position until Power Pros 8.

Pawapuro 4[edit]

Released on March 14, 1997 for the Nintendo 64. With the generation leap, the game's graphics (polygon-based stadia), and controls greatly improved. The Success Mode firstly features original characters, some of them become regular even nowadays.

Pawapuro 5[edit]

Released on March 26, 1998 for the Nintendo 64. In March 1998, the game was the best selling game for the Nintendo 64 in Japan.[10]

Pawapuro 6[edit]

Released on March 25, 1999 for the Nintendo 64.

Pawapuro 7[edit]

This game was the first in the series to be released on the PlayStation 2. First game in the series with fully polygon-based graphics. IGN thought that the game was fun, but criticized the games for its 'horrible' graphics and for its lack of power on the new console.[11] The game was due to be released on March 4, 2000,[12] but was later pushed back to July 6, 2000.

Pawapuro 8[edit]

Vocalized opening ('Little Soldier' by Chihiro Yonekura) is firstly featured in the series, with the openings made by Kyoto Animation which mainly works on animation after-production at that time. They have been working on the openings until Pawapuro 11 as they had started working on the anime version of Air, a famous production from Visual Arts/Key. The production works are passed to Production I.G in Pawapuro 12.

Pawapuro 9[edit]

This game was the first in the series to be released on multiple platforms - PlayStation 2 and GameCube.[13][14] This game was also the first in the series to employ cel shading.[15]

Pawapuro 10[edit]

Success Mode first features creating teams instead of individual players. Online mode is firstly available in a main series title. And the only installment that allow machine crossovers. Mylife mode, an alternate type of Success Mode that player controls the Japan League player instead of original character (but you can still play created player in Success Mode), is firstly placed in this installment.

Pawapuro 11[edit]

Created for the 10th anniversary of the Power Pros series. Audio endings are first featured in Success Mode (made by Kyoto Animation), as well as the ability to break the bat and performing safety bunts.[16]

Pawapuro 12[edit]

Modified player password system, means password systems cannot be placed on previous installment (for Nintendo side). However, password from 12-14, can be used on Portable 1 and Portable 2 (within Sony platform only). Cheering Songs Editor is available since this installment, like players, password system are used to transfer and import the songs. Cheering Songs can be transferred to any installment within the Sony's platform without restrictions. As long as that installment support Cheering Songs.

Jikkyō Powerful Major League[edit]

The game firstly features MLB instead of NPB series.

Jikkyou Powerful Pro Yakyuu 12 Ketteiban Iso 14001 4

Pawapuro 13[edit]

As Nintendo's GameCube has stopped production at that time, it is the only installment of main series that only features in PS2 platform since 8. Major system changes have been placed in this installment. In online mode, every players only control one player in the team, not a whole team. Scenario Mode, a feature since the first series is cancelled from this installment.

Pawapuro 14/Wii[edit]

Wii platform is added in Nintendo side, replacing GC for the future installment in Pawapuro (and MLB PP series), as a feature of Wii, motion control system is supported in Wii side, both versions support online mode which adepts system in 13 (but controlling three players instead), in separated server. Success Mode firstly features leading a high-school team, targeted at Summer Koshien Champion. Later also feature currently Japanese NPB players as members of the National Team.

Jikkyō Powerful Major League 2 (MLB Power Pros)[edit]

The series finally officially has its debut in America, numbers of Japanese players who had turned into a Major League Player participated.

Pawapuro 2009/NEXT[edit]

Released for the 15th anniversary of the series. Also, numbered versions are abolished since '94. And different unique contents (apart than control and console feature differences) are firstly featured in different versions.

Power Pros 2010[edit]

Released on July 15, 2010 for the PlayStation 3 and PlayStation Portable. 2010 is the first game in the series which supports high-definition video (1080p), true surround sound (5.1 channel LPCM). Mylife mode is omitted from the PlayStation 3 release.

Power Pros 2011[edit]

Released on July 14, 2011 for the PlayStation 3 and PlayStation Portable. Unlike the previous installment, the two version have the same content.

Power Pros 2012[edit]

Released on July 19, 2012 for the PlayStation 3, PlayStation Portable and PlayStation Vita. The game introduced significant gameplay mechanic changes to the series, including the PawaSta mode, which is only available in the PlayStation 3 and Vita versions.

Power Pros 2013[edit]

Released on October 24, 2013 for the PlayStation 3, PlayStation Portable and PlayStation Vita. Unlike 2012, the game is also compatible with the PlayStation TV microconsole.

Power Pros 2014[edit]

Jikkyou Powerful Pro Yakyuu

Released on October 23, 2014 for the PlayStation 3 and PlayStation Vita to commemorate the series twentieth anniversary. 2014 is the first game in the main series, which have active Japanese MLB players as 'OB players'.

Power Pros 2016[edit]

Jikkyou Powerful Pro Yakyuu Dreamcast Edition Cd Art

Released on April 28, 2016 for the PlayStation 3, PlayStation 4 and PlayStation Vita to commemorate the Success mode's twentieth anniversary. The game introduced many gameplay elements to the series, lifted from the Professional Baseball Spirits series. On April 27, 2017 the game was updated with 2017 season rosters, the players are able to choose from the 2016 and 2017 rosters upon launching the game. The game also introduced two new game modes to the series, 'PawaFes' and 'Challenge'.

Power Pros 2018[edit]

Released on April 28, 2018 for the PlayStation 4 and PlayStation Vita. 2018 is the first game in the series to support the PlayStation VR and PlayStation 4 Pro, along with high-dynamic-range video and 2160p resolution. The game also includes a new game mode, 'Live Scenario', lifted from Professional Baseball Spirits 2015. A 2019 season pack was recently added as an updated feature to Power Pros 2018.

Power Pros (Nintendo Switch)[edit]

Released on June 27, 2019 for the Nintendo Switch. The Success mode is a remake version of some scenarios in Power Pros 9.

The Success Mode[edit]

The Success Mode is the game's most compelling feature[citation needed], combining role-playing game and life simulation games elements with the baseball sport. The basic objective is to train a generic Pawapurokun to become a professional baseball player. The Pawapurokun starts out with low stats, but often ends up being far better than any of the real professional players included in the game. Generally, Pawapurokun begins as an amateur player (ranging from high school, college or company player) who must become a professional in a certain period (usually three years). The Success Mode takes only about 2 hours to complete, but creating a good player requires an extraordinary amount of skill and luck, giving the game almost infinite replay value.[citation needed] Various random events will affect the growth of your player, for example, getting a girlfriend will allow you to regain motivation easily and receive presents (which drastically improve your player's stats) on your birthday. The amount of stress caused, and number of Pawapurokuns killed off in the Success Mode can be very large,[citation needed] as someone can spend hours carefully training a Pawapurokun, only to see him become severely injured in a car accident, ending any chance of his becoming a good player. 'All A's' Pawapurokuns (characters that have all of their stats in the highest range) are particularly sought after, since you can transfer Pawapurokuns from one memory card to the other using a password, and use them in exhibition games (It is noted that password have different formats between Sony and Nintendo side, which means you cannot transfer a password from PS2/PSP to a GC/Wii/NDS/GBA Pawapuro installments, and vice versa).[citation needed] Often a cheat device such as Action Replay is used to generate incredibly strong Pawapurokuns, and several fansites (such as mlbppworld.com) offer to create customized Pawapurokuns in exchange for voting for the site in a web ranking.[citation needed]As Success mode is the most popular major part of the Pawapuro Series, thus there are no ability editing mode in Pawapuro series. (except American installment's MLB Power Pros) which become one of the regular element in other sport games. The plot as well as the storyline of the Success Mode has a profound effect on the game's popularity, as many users would rather replay older Pawapuro games that have good Success Modes than buy a newer installment that has new data and improved gameplay, but a bad Success Mode.

In Pawapuro 14, it is available to become a coach instead of Pawapurokun, leading a high school team to Koshien Champion, it is somewhat an alternate way to create a large amount of Pawapurokuns in the same time. The mode does not require any skill in pitching, catching nor batting on their own, but require planning and tactics skill like other sport-manager game. Later, 14 Kettei-ban firstly features enhancing current NPB players, and placing them as original players.

The main background of Pawapurokun in various installments are below:

  • 3: Reserve player (in NPB team)
  • 4: Reserve player (in NPB team)
  • 5: High School Student
  • 6: University player
  • 7: Reserve player (in NPB team)
  • 8: Fantasy Story (High School/University/Company player can be chosen)
  • 9: High School Student
  • 10: An NPB fictional team Reserve
  • 11: University Team/Japan National Team (as amateur player)
  • 12: Student in baseball academy/Company amateur player/Dropout in baseball academy
  • Major League: Player in independent league
  • 13: High School Student (World High School Championship is added in Kettei-ban)
  • 14: Reserve of Vulcans, An NPB fictional league team.
  • MLBPP: University Student
  • 15: Company amateur player
  • MLBPP08: An AA/AAA player

For Managers:

  • 10: Playing-owner of the professional- Success All Stars (Kettei-ban only)
  • 14: High School Team, Japan National Team (Kettei-ban only)
  • 15: High School Team

Through the background of the story and events of the series usually have connection with the sequel and the pre-sequel (which also gives conflicts, which sometimes major character returns to university or company), but may not be in the same chronological order. For example, 7 is actually the sequel of the events in 9, and 11 is the sequel of 7. But 13 is actually the story paralleling to 10, in which the previous characters appeared. The only exception is Yabe Akio, the original outfielder who appeared in every installment of main series (since 4) who will always be the Pawapuro-kun's first partner no matter what (in which he appeared wearing Nippon-Ham Fighters (now the Hokkaido Nippon Ham Fighters) uniform in the openings in 7, 8 and 9). Currently Konami should have set the main storyline in the sequence of 9 (P3) -> 7 -> 13 -> 10 -> 11 -> 12 -> 14.

In the early series before 10, major characters are spread into different real NPB teams, after the installment 10, four original teams (Powerfuls, Keysers, Cathands, and Yanks) were formed in Pacific League and Central League to room original characters, in which some minor characters would stay in the real teams and being opponents. Two more teams, Vulcans and Busters were added in 14 and formed the fictional third league 'Revolutional League' with the prior 4 original teams, according to storyline of 14, the league participated in Japan Series in its fourth year since establishment. Other than team formations, the major regulations of NPB are kept (including the playoff system introduced in 2007 season), only having a shorter Pennant span, in order to keep the gametime under three hours. (Except Pawapuro 9, 10 and 99' which there are more complete matches, or particular mode in 11, 13, 14). Usually players are not needed (and not permitted to) play all innings unless player involves it, being a captain in final stages of the success mode, or the success mode itself does not give status point in practices.

Due to the possibility of copyright conflict towards MLB (particularly before the release of the MLB series after Pawapuro 12), the American League system in NPB series is called the UBL (Possibly named as USA Baseball League) in NPB series, which are composed by three grades: Single Star, Double Stars, and the top-ranked Regular League, similar to the AA, AAA, and MLB system in the real world. Such naming were continued to use in 13 and 14 even the MLB series released, and it is believed to continue to use to make story connections to the other NPB installments since some players are set in the UBL. Currently MLB series' success modes did not feature as a position of MLB player yet (but AAA players in MLB Power Pros 2008).

For another remarks, there are numbers of female players appeared in the series with some of them have remarkable performances. At least four female players in main series have gone through Koshien and turned Pro (through one is never seen as being released later).

Since the 7th installment, usually the opening sequences gives some clues of the storyline of the success mode, especially for the 9th and 10th installments while professional players are only given a very brief cameos, Success Mode characters filled the major parts in the openings.

Sub-series usually featured independent scenarios (or even not featuring success mode), the most renowned one was in the 99' installment, which there has a mode called 'Mekkou-Tou', which consecutive battles with all the original teams appeared in the past success mode (whenever appears in main-series, Power Pro Kun Pocket series, or even appeared in the later series), it is still one of the legendary modes that the later series didn't revive.

The Power Pro Kun Pocket series, rather than focusing on real-life baseball worlds, many fantasy elements were added in the series. Since the second installment, two success modes were placed in each installments, while the normal success mode usually featured high-school or professional baseball (unlike main series, fantasy elements are usually mixed in the series), the second success, called 'Inner Success' mode, usually placed the Power Pro Kun in the various worlds, varying from the Medieval Ages, ancient times, and to future worlds. Fantasy elements are very uncommon in the main series, but Konami did it in 8, which the (optional) final battle is versus aneroid players which legendary players' data were inserted.

Mylife mode[edit]

Due to the great success of success mode, Konami have someway extended to another game mode called Mylife since Pawapuro 10, which can use created player (or using an NPB player, even creating a player at place) to play in the NPB, with another series of events, through there are no more characters from success mode appears in it. The difficulty will change according to your performance in the game.

The known mode in Mylife mode are:

  • Loan player: Playing as a loan player from other team, maximum playtime is one year.
  • Playing Manager: Playing as a playing manager, maximum playtime is one year. Whenever the team lose the possibility claiming the League Champion (or playoff in Pacific League). Currently available in 13.
  • Pro players: Choosing one current NPB players, maximum playtime is 20 years.

Note: If you choose Yakult Swallows' catcher Atsuya Furuta as your player in the Mylife mode in 13 or 14, playing manager duties are added. However, maximum playtime is reduced to two years. (Atsuya was a playing manager in 2006 and 2007 season, he retired in 2007)

  • Retiring player: Playing the retiring year of your career, available in 14.
  • Original players: Using players created in success mode to play in Mylife.

MLB version did not feature Mylife mode until the 2008 installment, in which it is known as MLB Life mode.

The Gyroball within Powerful Pro Yakyu[edit]

The Power Pro series raised some controversy in Japan with its use of the term 'Gyroball', a term made popular by Japanese pitcher Daisuke Matsuzaka when he signed with the Boston Red Sox. The Gyroball appears not as a pitch usable in a baseball game, but as one of the special abilities assigned to particular pitchers. In Pawapuro, pitchers that have the Gyroball ability get increased velocity on their fastball, which is completely different from the actual definition of a Gyroball (a pitch with a spin resembling that of a slider). Power Pro and other baseball manga (which also give misinterpretations of the Gyroball) have given the impression that the Gyroball is an all-powerful strike out pitch, which it is not. Several professional pitchers (including classic players) are given this ability in the game, but Daisuke Matsuzaka is not given the Gyroball ability in any of the game's installments.Daisuke does not appear in Pawapuro 14 as he was transferred via Posting system to Boston Red Sox, through two-seam ball which made closer to his pitching is added in this installment. It is expected Daisuke will return as a Seibu OB somedays (through Daisuke's official password has been released in MLB Power Pros 2), but his ability changes is still unknown at this moment.

Games in the series[edit]

Below is a rough list of the games within the Power Pro series. Basically can de divided into certain categories below.

Main Series: Ending with only number suffixs (except '94, the first series), most major system amendments (including success mode) are placed in the main series. Number series are not used after 15.

Season Series: A PlayStation exclusive series, ending with suffix in year number, it is mainly an alternate installment of the main series which is installed in Super Famicom and PlayStation 2. This series has been merged to the main series as the PlayStation had stopped being manufactured. Since 1998, two installments are released every year, one normal version in the start of the season, and one named Kettei-ban(Post-Season version), with the latter have statistic (and sometime involving player transfers) update that reflects his performance in the season. This has become one of the tradition of Konami even after this has been merged in the main series, much like the Winning Eleven series with a more frequently update. Ketten-ban version is cancelled in 15 (But they used on Pro Baseball Spirits instead). However, year series are revived after that.

MLB Power Pro Series: The only series that is officially released in America, it features MLB series instead of traditional Japanese NPB series, through Japanese version is also available. See the MLB Power Pros entry for further details.

Yakyuu

It is noted that passwords cannot be used on same installments with different manufacturer's machine (Sony/Nintendo has their own password format). Passwords of Power Pros (Japanese version) cannot be used on American version either.

Main Series[edit]

GameRelease datePlatform
Jikkyou Powerful Pro Baseball '9411 March 1994Super Famicom
Jikkyou Powerful Pro Baseball 224 February 1995Super Famicom
Jikkyou Powerful Pro Baseball 329 February 1996Super Famicom
Jikkyou Powerful Pro Baseball '97 Spring20 March 1997Super Famicom
Jikkyou Powerful Pro Baseball 414 March 1997Nintendo 64
Jikkyou Powerful Pro Baseball 526 March 1998Nintendo 64
Jikkyou Powerful Pro Baseball 625 March 1999Nintendo 64
Jikkyou Powerful Pro Baseball 76 July 2000PlayStation 2
Jikkyou Powerful Pro Baseball 2000 Ketteiban21 December 2000PlayStation 2
Jikkyou Powerful Pro Baseball 830 August 2001PlayStation 2
Jikkyou Powerful Pro Baseball 8 Ketteiban20 December 2001PlayStation 2
Jikkyou Powerful Pro Baseball 918 July 2002PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 9 Ketteiban19 December 2002PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 1017 July 2003PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 10 Ultra Ketteiban: 2003 Memorial18 December 2003PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 1115 July 2004PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 11 Ultra Ketteiban16 December 2004PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 1214 July 2005PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 12 Ketteiban15 December 2005PlayStation 2, Nintendo GameCube
Jikkyou Powerful Pro Baseball 1313 July 2006PlayStation 2
Jikkyou Powerful Pro Baseball 13 Ketteiban14 December 2006PlayStation 2
Jikkyou Powerful Pro Baseball 1419 July 2007PlayStation 2
Jikkyou Powerful Pro Baseball 14 Ketteiban20 December 2007PlayStation 2
Jikkyou Powerful Pro Baseball 1524 July 2008PlayStation 2, Wii
Jikkyou Powerful Pro Baseball 200919 March 2009PlayStation 2
Jikkyou Powerful Pro Baseball 201015 July 2010PlayStation 3, PlayStation Portable
Jikkyou Powerful Pro Baseball 201114 July 2011PlayStation 3, PlayStation Portable
Jikkyou Powerful Pro Baseball 2011 Ketteiban22 December 2011PlayStation 3, PlayStation Portable
Jikkyou Powerful Pro Baseball 201219 July 2012PlayStation 3, PlayStation Portable, PlayStation Vita
Jikkyou Powerful Pro Baseball 2012 Ketteiban13 December 2012PlayStation 3, PlayStation Portable, PlayStation Vita
Jikkyou Powerful Pro Baseball 201324 October 2013PlayStation 3, PlayStation Portable, PlayStation Vita
Jikkyou Powerful Pro Baseball 201423 October 2014PlayStation 3, PlayStation Vita
Jikkyou Powerful Pro Baseball 201628 April 2016PlayStation 4, PlayStation 3, PlayStation Vita
Jikkyou Powerful Pro Baseball 201826 April 2018PlayStation 4, PlayStation Vita

Consumer Series[edit]

  • Jikkyou Powerful Pro Baseball '95 (PS) – 1994 Dec. 22
  • Jikkyou Powerful Pro Baseball '95 version of the opening (PS, SS) – 1995 July 14 (PS Version) 1995 year on July 28 (SS)
  • Jikkyou Powerful Pro Baseball '96 version of the opening (SFC) – 1996 July 19
  • Jikkyou Powerful Pro Baseball '97 version of the opening (PS) – 1997 August 28
  • Jikkyou Powerful Pro Baseball S (SS) – 1997 yDec. 4
  • BASIC powerful professional baseball play-by-play version of'98 (SFC) – 1998 March 19
  • PAWAPURO GB (GB) – 1998 March 26
  • Jikkyou Powerful Pro Baseball '98 version of the opening (PS) – 1998 July 23
  • Jikkyou Powerful Pro Baseball '98 Ketteihan (PS) – 1998 Dec. 23
  • Jikkyou Powerful Pro Baseball '99 version of the opening (PS) – 1999 July 22
  • Jikkyou Powerful'99 Ketteihan baseball (PS) – 1999 Dec. 25
  • Jikkyou Powerful Pro Baseball DreamcastEdition (DC) – 2000 March 30
  • Jikkyou Powerful Pro Baseball 2000 (N64) – 2000 April 29
  • Jikkyou Powerful Pro Baseball 2000 version of the opening (PS) – 2000 July 19
  • Ketteihan powerful 2000 play-by-play professional baseball (PS) – 2000 Dec. 21
  • Basic version Jikkyou Powerful Pro Baseball 2001 (N64) – 2001 March 29
  • Jikkyou Powerful Pro Baseball 2001 (PS) – 2001 June 7
  • Ketteiban powerful 2001 play-by-play professional baseball (PS) – 2001 Dec. 20
  • Jikkyou Powerful Pro Baseball 2002 Spring (PS) – 2002 March 14
  • Jikkyou Powerful Pro Baseball Premium Edition (PS) – 2003 January 23
  • Jikkyou Powerful Pro Baseball Portable (PSP) – 2006 April 1
  • Jikkyou Powerful Pro Major League (PS2, GC) – 2006 May 11
  • Jikkyou Powerful Pro Baseball Portable 2 (PSP) – 2007 April 5
  • Jikkyou Powerful Pro Baseball Wii (Wii) – 2007 July 19
  • Ketteiban Jikkyou Powerful Pro Baseball Wii (Wii) – 2007 Dec. 20
  • Jikkyou Powerful Pro Major League 2 (a.k.a. MLB Power Pros) (PS2, Wii)- 2007 Oct. 4 (Overseas Edition: October 3, 2007)
  • Jikkyou Powerful Pro Baseball Portable 3 (PSP) – 2008 May 29
  • Jikkyou Powerful Pro Major League 3 (a.k.a. MLB Power Pros 2008) (PS2, Wii, DS) – 2008 Oct. 3 (Overseas Edition: July 29, 2008)
  • Jikkyou Powerful Pro Baseball NEXT (Wii) – 2009 March 19
  • Jikkyou Powerful Pro Baseball 2009 (PS2, Wii) – 2009 April 29
  • Jikkyou Powerful Pro Baseball Portable 4 (PSP) – 2009 September 17
  • Pawapuro Success Legends (PSP) – 2010 February 25
  • Jikkyou Powerful Pro Baseball 2010 (PS3, PSP) – 2010 July 15

Arcade Series[edit]

  • Jikkyou Powerful Pro Baseball '96 (Arcade) – 1996
  • Jikkyou Powerful Pro Baseball EX – 1997 year ※ PAWAPURO arcade version of the movie. Consumer Edition ahead of the home run race mode is added.
  • Jikkyou Powerful Pro Baseball '98 EX – 1998 year
  • Jikkyou Powerful Pro Baseball Ball Spark (Arcade) – 2015

PC Series[edit]

  • Jikkyou Powerful Pro Baseball '96 (Windows version) (Win) – 1997
  • Jikkyou Powerful Pro Baseball (Windows second edition) (Win) – 1998
  • Powerful professional baseball play-by-play online version (Win) – 2001

Play Online Series[edit]

  • Powerful Pro Baseball Online – (2004 April 30 delivered end)

Mobile Phones[edit]

  • Powerful mobile professional baseball official licensed version of 2007 (NTT DoCoMo au by KDDI SoftBank) – 2007
  • Powerful mobile professional baseball official licensed version of 2008 (NTT DoCoMo au by KDDI SoftBank) – 2008
  • Power Pro World University Baseball Success Volume – 2009
  • Power Pro World High School Baseball Success Volume – 2009
  • Power Pro World Shakaijin Yakyū Success Volume – 2009
  • Power Pro World Mobile – Powerful Pro Baseball MEGA-X – 2009
  • Power Pro World Mobile Powerful Pro Baseball 6 – 2009
  • Power Pro World Fierce Fighting High School Baseball Success Volume – 2010
  • Mobile Powerful Pro Baseball 3D – 2010
  • Social Appli Power Pro home run competition for GREE – 2011
  • Pawapuro Sakusakusesu (パワプロ サクサクセス) – 2013
  • Jikkyō Powerful Pro Yakyū (iOS/Android) - 2014

Card Game[edit]

  • Powerful Pro Yakyū Card Game – 2006
  • Powerful Major League Card Game – 2006

Other Appearances[edit]

  • Konami Krazy Racers (GBA, 2001)- a Pawapurokun appears as a racer.
  • Krazy Kart Racing (iOS, 2009) – a Pawapurokun appears as a racer.
  • DreamMix TV World Fighters (GC, 2003) – a Pawapurokun appears as a playable character from the start of the game.
  • New International Track and Field (DS, 2008) – a Pawapurokun appears as a playable character

Related Productions[edit]

  • Shōnen Sunday x Shōnen Magazine: Nettou! Dream Nine (DS, 2009)- The baseball game developed by Pawapuro Production, featuring characters from Weekly Shōnen Sunday and Weekly Shōnen Magazine's manga (like Major, A of Daiya, Touch, Kyojin's Hoshi, Fairy Tail, Kekkaishi, Samurai Deeper Kyo, Project ARMS, and more).

Reception[edit]

Critical reception[edit]

The series generally receives favourable reviews from Japanese video game magazines. Twelve installment received the 'silver prize' (30–31/40) from Famitsu, while twentyseven received the 'gold prize' (32–34/40), and twenty installment received the 'platinum prize'. Only seven game in the series got a score below 30/40.

Critical reception
YearTitleFamitsu score
Main games
1994Jikkyō Powerful Pro Yakyū '94[17]34/40 (SFC)
1995Jikkyō Powerful Pro Yakyū 231/40 (SFC)
1996Jikkyō Powerful Pro Yakyū 330/40 (SFC)
1997Jikkyō Powerful Pro Yakyū 433/40 (N64)
1998Jikkyō Powerful Pro Yakyū 533/40 (N64)
1999Jikkyō Powerful Pro Yakyū 636/40 (N64)
2000Jikkyō Powerful Pro Yakyū 7[18]35/40 (PS2)
2001Jikkyō Powerful Pro Yakyū 8[19]33/40 (PS2)
2002Jikkyō Powerful Pro Yakyū 9[20]34/40 (GCN/PS2)
2003Jikkyō Powerful Pro Yakyū 10[21][22]36/40 (GCN/PS2)
2004Jikkyō Powerful Pro Yakyū 11[23][24]35/40 (GCN/PS2)
2005Jikkyō Powerful Pro Yakyū 12[25][26]35/40(PS2)
33/40 (GCN)
2006Jikkyō Powerful Pro Yakyū 13[27]33/40 (PS2)
2007Jikkyō Powerful Pro Yakyū 14/Wii[28][29]34/40 (Wii)
2008Jikkyō Powerful Pro Yakyū 15[30][31]35/40 (PS2/Wii)
2009Jikkyō Powerful Pro Yakyū 2009[32]28/40 (PS2)
2010Jikkyō Powerful Pro Yakyū 2010'[33][34]38/40 (PS3)
34/40 (PSP)
2011Jikkyō Powerful Pro Yakyū 2011[35]37/40 (PS3)
36/40 (PSP)
2012Jikkyō Powerful Pro Yakyū 2012[36]36/40 (PS Vita)
35/40 (PS3)
33/40 (PSP)
2013Jikkyō Powerful Pro Yakyū 2013[37]35/40 (PS3)
34/40 (PS Vita)
31/40 (PSP)
2014Jikkyō Powerful Pro Yakyū 2014[38]35/40 (PS3/PS Vita)
2016Jikkyō Powerful Pro Yakyū 2016[39]37/40 (PS3/PS4/PS Vita)
2018Jikkyō Powerful Pro Yakyū 2018[40]38/40 (PS4/PS Vita)
Roster updates
2003Jikkyō Powerful Pro Yakyū 10 Chō Kettei-ban 2003 Memorial33/40 (GCN/PS2)
2004Jikkyō Powerful Pro Yakyū 11 Chō Kettei-ban32/40 (GCN/PS2)
2005Jikkyō Powerful Pro Yakyū 12 Kettei-ban[41]33/40 (PS2)
32/40 (GCN)
2006Jikkyō Powerful Pro Yakyū 13 Kettei-ban[42]35/40 (PS2)
2007Jikkyō Powerful Pro Yakyū 14/Wii Kettei-ban[43][44]34/40 (Wii)
33/40 (PS2)
2012Jikkyō Powerful Pro Yakyū 2012 Kettei-ban[45]35/40 (PS Vita)
34/40 (PS3)
33/40 (PSP)
Side games
1994Jikkyō Powerful Pro Yakyū '9531/40 (PS)
1995Jikkyō Powerful Pro Yakyū '95 Kaimaku-ban[46][47]31/40 (SS)
1997Jikkyō Powerful Pro Yakyū '97 Kaimaku-ban[48]29/40 (PS)
1997Jikkyō Powerful Pro Yakyū S[49]26/40 (SS)
1998Pawapuro GB[50]20/40 (GB)
1998Jikkyō Powerful Pro Yakyū '98 Kaimaku-ban[51]30/40 (PS)
1999Jikkyō Powerful Pro Yakyū '99 Kaimaku-ban[52]33/40 (PS)
1999Jikkyō Powerful Pro Yakyū '99 Kettei-ban[53]33/40 (PS)
2000Jikkyō Powerful Pro Yakyū Dreamcast Edition[54]31/40 (DC)
2000Jikkyō Powerful Pro Yakyū 200034/40 (PS)
2000Jikkyō Powerful Pro Yakyū 2000 Kaimaku-ban[55]29/40 (PS)
2001Jikkyō Powerful Pro Yakyū 2001[56]30/40 (PS)
2002Jikkyō Powerful Pro Yakyū 2002 Haru[57]31/40 (PS)
2006Jikkyō Powerful Pro Yakyū Portable[58]32/40 (PSP)
2007Jikkyō Powerful Pro Yakyū Portable 2[59]34/40 (PSP)
2008Jikkyō Powerful Pro Yakyū Portable 3[60]33/40 (PSP)
2009Jikkyō Powerful Pro Yakyū Next[61]34/40 (Wii)
2009Jikkyō Powerful Pro Yakyū Portable 4[62]35/40 (PSP)
2010Power Pro Success Legends[63]29/40 (PSP)
2010Nettō! Powerful Kōshinen[64]31/40 (NDS)
2016Jikkyō Powerful Pro Yakyū Heroes[65]30/40 (3DS)
Major League subseries
2006Jikkyō Powerful Major League[66]34/40 (GCN)
2007Jikkyō Powerful Major League 2[67][68]30/40 (PS2/Wii)
2008Jikkyō Powerful Major League 3[69][70]31/40 (PS2/Wii)
2009Jikkyō Powerful Major League 2009[71][72]35/40 (PS2/Wii)

Commercial reception[edit]

Jikkyou Powerful Pro Yakyuu Portable 4

As of September 2016, the series sold over 21.4 million copies.[73]Power Pros is the best-selling baseball video game franchise in Japan since 1997.[74]'97 Kaimaku-ban, '98 Kaimaku-ban, '99 Kaimaku-ban, 10, 12, 2013, 2016, and 2018 earned the gold prize at PlayStation Awards, for shipping more than 500,000 units, including downloads, in Asia.[75][76][77][78][79][80][81][82]

Notes[edit]

  1. ^実況パワフルプロ野球 in Japanese, translated as 'Running Commentary Powerful Pro Baseball',[1] Commonly abbreviated as Pawapuro (パワプロ).

References[edit]

  1. ^Toyohara, Kōji. 'パワプロへの道、そして・・・(第2回)'. www.konami.jp. Retrieved 20 June 2018.
  2. ^Bozon (25 June 2008). 'Hands-on MLB Power Pros 2008'. Retrieved 20 June 2018.
  3. ^ abcKohler, Chris (2007-08-03). '2K Sports, Konami Team Up For Kawaii Major League Baseball'. Game|Life. Retrieved 2007-08-03.
  4. ^'MLB Power Pros 2008'. Metacritic. Retrieved 20 June 2018.
  5. ^'MLB Power Pros'. Metacritic. Retrieved 20 June 2018.
  6. ^'【ゲームの企画書】『パワプロ』×『みんなのGOLF』開発者が初対談。初代『パワプロ』企画書も公開! コントローラで我々はスポーツの何を楽しんでいるのか?'. Retrieved 20 June 2018.
  7. ^'At PlayStation® Awards 2016,'JIKKYOU PAWAFURU PUROYAKYU 2016' Receives Gold Prize and 'Winning Eleven 2016' Receives PlayStation™Network Award - Konami Digital Entertainment'. www.konami.com. Retrieved 20 June 2018.
  8. ^'【ゲームの企画書】『パワプロ』×『みんなのGOLF』開発者が初対談。初代『パワプロ』企画書も公開! コントローラで我々はスポーツの何を楽しんでいるのか?'. Retrieved 20 June 2018.
  9. ^'【ゲームの企画書】『パワプロ』×『みんなのGOLF』開発者が初対談。初代『パワプロ』企画書も公開! コントローラで我々はスポーツの何を楽しんでいるのか?'. Retrieved 20 June 2018.
  10. ^'What Japan Wants'. IGN. April 22, 1998. Retrieved April 1, 2018.
  11. ^Nix, Marc (March 23, 2000). 'Jikkyou Powerful Pro Yakyuu 7: Hands-On'. IGN. Retrieved April 1, 2018.
  12. ^'Another PS2 Launch Title Gets Pushed Back'. IGN. February 4, 2000. Retrieved April 1, 2018.
  13. ^'実況パワフルプロ野球9 PS2版'. www.konami.jp. Retrieved 20 June 2018.
  14. ^'実況パワフルプロ野球9 GC版'. www.konami.jp. Retrieved 20 June 2018.
  15. ^'Jikkyou Powerful Pro Baseball 9'. IGN. June 4, 2002. Retrieved April 1, 2018.
  16. ^'Gaming Life in Japan'. 21 July 2004. Retrieved 20 June 2018.
  17. ^'実況パワフルプロ野球'94'. Famitsu. 1994-03-18.
  18. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=9417
  19. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=9322
  20. ^'Gaming Life in Japan'. 16 July 2002. Retrieved 20 June 2018.
  21. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=10061
  22. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=10067
  23. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=6515
  24. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=6514
  25. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=6513
  26. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=6512
  27. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3957
  28. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3952
  29. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3953
  30. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3948
  31. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3947
  32. ^gamefront. 'gamefront.de: Video Game News, Reviews, Previews, Video Game Magazine For Insiders'. www.gamefront.de. Retrieved 20 June 2018.
  33. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=13703
  34. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=13697
  35. ^'Famitsu: Die aktuellen Wertungen'. Retrieved 20 June 2018.
  36. ^'Famitsu Review Scores: Issue 1232 - Gematsu'. 10 July 2012. Retrieved 20 June 2018.
  37. ^'Famitsu Review Scores: Issue 1298 - Gematsu'. 16 October 2013. Retrieved 20 June 2018.
  38. ^'Famitsu Review Scores: Issue 1350 - Gematsu'. 14 October 2014. Retrieved 20 June 2018.
  39. ^'Famitsu Review Scores: Issue 1429 - Gematsu'. 19 April 2016. Retrieved 20 June 2018.
  40. ^'Famitsu Review Scores: Issue 1533 - Gematsu'. 17 April 2018. Retrieved 20 June 2018.
  41. ^Gantayat, Anoop (19 December 2005). 'Now Playing in Japan'. Retrieved 20 June 2018.
  42. ^'Gaming Life in Japan'. 8 February 2007. Retrieved 20 June 2018.
  43. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3951
  44. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3950
  45. ^'Famitsu Review Scores: Issue 1252 - Gematsu'. 4 December 2012. Retrieved 20 June 2018.
  46. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8984
  47. ^'実況パワフルプロ野球'95開幕版'. Famitsu: 33. 1995-08-04.
  48. ^'実況パワフルプロ野球'97開幕版'. Famitsu: 32. 1997-09-05.
  49. ^'実況パワフルプロ野球S'. Famitsu: 33. 1997-12-12.
  50. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=21083
  51. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=18159
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  53. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=19004
  54. ^'実況パワフルプロ野球 Dreamcast Edition'. Famitsu: 35. 2000-04-07.
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  56. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8686
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  66. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=3571
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  71. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=4542
  72. ^https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=4540
  73. ^'At PlayStation® Awards 2016,'JIKKYOU PAWAFURU PUROYAKYU 2016' Receives Gold Prize and 'Winning Eleven 2016' Receives PlayStation™Network Award'. Konami. 2016-12-13. Retrieved 25 June 2018.
  74. ^'KONAMI Launching 'Jikkyou Pawafuru Puro Yakyu' Series in North American Market 'MLB POWER PROS' Set for Release This Fall'. 21 January 2013. Retrieved 20 June 2018.
  75. ^'1998年受賞タイトル'. PlayStation. Retrieved 20 June 2018.
  76. ^'1999年受賞タイトル'. PlayStation. Retrieved 20 June 2018.
  77. ^'2000年受賞タイトル'. PlayStation. Retrieved 20 June 2018.
  78. ^'2004年受賞タイトル'. PlayStation. Retrieved 20 June 2018.
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Konami

External links[edit]

Jikkyou Powerful Pro Yakyuu

Official website(in Japanese)

Wii Jikkyou Powerful Pro Yakyuu 15 Iso

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Power_Pros&oldid=905680905'
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Psp Jikkyou Powerful Pro Yakyuu 2012 Ketteiban Iso
forums.PPSSPP.org / PPSSPP - Playstation Portable Simulator Suitable for Playing Portably / Commercial Games - Compatibility and Results / Playable Games / Jikkyou Powerful Pro Yakyuu 2012 Ketteiban

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Home » PSP » Jikkyou Powerful Pro Yakyuu 2012 Ketteiban (J) PSP ISO CSO Jikkyou Powerful Pro Yakyuu 2012 Ketteiban (J) PSP ISO CSO Posted by XenoGantz Posted on 8:16 AM. Mar 21, 2018 - PS2 Jikkyou Powerful Pro Yakyuu 12 ketteiban iso Games PlayStation. Jikkyou Powerful Pro Yakyuu 2013 = PSP ISO Download. Free new upload games for full iso and cso Sony psp Go UMD. How to get viva pinata for pc. This file has been downloaded. For those of you have are serious Jikkyou Powerful Pro Yakyuu 2011.

By this time, you probably already know that comes with a minimal installation and lets you build your own system on top of it. Install chrome on arch linux.

03-14-2013, 09:11 PM (This post was last modified: 11-03-2013 04:20 PM by vnctdj.)
Jikkyou Powerful Pro Yakyuu 2012 Ketteiban
Always loading when game start.
This is a succeed image after loading.
(Appear some tip to press 'OK')
I am try a lot version of PPSSPP to this game.But still same situation.
LOG:http://pastie.org/6501544
Thanks for read.
RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
Hmm, that's not actually the log file. But I suspect the problem here is related to sceUtilityMsgDialog.
-[Unknown]
03-15-2013, 06:53 AM (This post was last modified: 03-15-2013 04:39 PM by RolyD.)
RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
Upload accurate log.
sorry for last wrong log and waste your time
LOG: http://pastie.org/6517230
Jikkyou Powerful Pro Yakyuu 2012 Ketteiban

Genre : Sports
Region : JP
Format : ISO
Version : v0.7-207-g1f14f1f
Game ID : NPJH50708
OS : Win32
Compatibility : Nothing
Notes : carsh of the screen
49:36:801 EmuThread.cpp:74 I[BOOT]: Starting up hardware.
49:36:801 System.cpp:51 I[HLE]: PPSSPP v0.7-207-g1f14f1f
49:36:801 MemArena.cpp:370 I[MM]: Found valid memory base at 08400000 after 30 tries.
49:36:801 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 08420000 (mirror at 0 @ 10400000, uncached @ 10400000)
49:36:828 Loaders.cpp:89 I[LOAD]: Identifying file..
49:36:829 FileSystemsISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO!
49:36:829 PSPLoaders.cpp:80 I[LOAD]: NPJH50708 : 実況パワフルプロ野球2012決定版
49:36:832 PSPLoaders.cpp:136 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN..
49:36:832 HLEsceKernelMemory.cpp:158 I[HLE]: Kernel and user memory pools initialized
49:36:832 HLEsceIo.cpp:241 I[HLE]: Starting up I/O..
49:36:832 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path D:PSPppssppmemstick
49:36:832 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists D:PSPppssppmemstick
49:36:832 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path D:PSPppssppflash0
49:36:832 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists D:PSPppssppflash0
49:36:839 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path D:PSPppssppmemstickPSPPPSSPP_STATE
49:36:840 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists D:PSPppssppmemstickPSPPPSSPP_STATE
49:36:840 HLEsceKernel.cpp:119 I[HLE]: Kernel initialized.
49:36:846 HLEsceKernelModule.cpp:264 I[HLE]: Decrypting ~PSP file
49:36:901 c:buildagentworkacf56f986e98e7c9corehle./ELF/ElfReader.h:42 I[LOAD]: ElfReader: 0EF00020
49:36:901 UtilBlockAllocator.cpp:149 E[HLE]: Position 08804040 does not align to grain. Grain will be off.
49:36:911 UtilBlockAllocator.cpp:310 I[HLE]: -----------
49:36:911 UtilBlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 08804040 size 00004040 taken=0 tag=(untitled)
49:36:911 UtilBlockAllocator.cpp:314 I[HLE]: Block: 08804040 - 09f07840 size 01703800 taken=1 tag=ELF
49:36:911 UtilBlockAllocator.cpp:314 I[HLE]: Block: 09f07840 - 0a000000 size 000f87c0 taken=0 tag=(untitled)
49:36:911 ELFElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
49:36:988 HLEsceKernelModule.cpp:393 I[LOAD]: Module pspsystem: 08f9b880 08b0ba50 08b0ba68
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (Kernel_Library, d13bde95) unknown
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (sceNetApctl, 2935c45b) unknown
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (sceNetApctl, a3e77e13) unknown
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (sceNetApctl, f25a5006) unknown
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,52de1b97) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,941b3877) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,944ddbc6) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,a2246614) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,f7d13214) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEsceKernelModule.cpp:482 I[HLE]: Exporting ent 0 named pspsystem, 2 funcs, 4 vars, resident 08b0c97c
49:36:988 HLEsceKernelModule.cpp:704 I[LOAD]: Module entry: 08ab2a58
49:36:989 root I[BOOT]: EmuThread.cpp:99 Done.
49:37:932 root I[HLE]: HLEsceKernelThread.cpp:1501 276 = sceKernelCreateThread(name='user_main', entry=08ab2b78, prio=20, stacksize=262144)
49:37:932 root I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 )
49:37:933 root I[HLE]: HLEsceKernelThread.cpp:1618 __KernelReturnFromThread : root
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:310 -----------
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 08800000 - 08804040 size 00004040 taken=0 tag=(untitled)
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 08804040 - 09f07840 size 01703800 taken=1 tag=ELF
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09f07840 - 09f19800 size 00011fc0 taken=1 tag=UserSbrk
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09f19800 - 09fbfc00 size 000a6400 taken=0 tag=(untitled)
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09fbfc00 - 09fffc00 size 00040000 taken=1 tag=stack/user_main
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
49:37:942 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:37:982 user_main I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00044000 : 480 x 272 x 1
49:37:995 user_main I[HLE]: HLEsceKernelThread.cpp:1501 285 = sceKernelCreateThread(name='filethread', entry=088f360c, prio=32, stacksize=12288)
49:37:995 user_main I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=285, argSize=0, argPtr= 00000000 )
49:38:494 user_main I[HLE]: HLEsceKernelThread.cpp:1501 291 = sceKernelCreateThread(name='SoundMainThread', entry=08936de8, prio=12, stacksize=32768)
49:38:494 user_main I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=291, argSize=1, argPtr= 00000000 )
49:38:495 user_main W[HLE]: HLEsceKernelThread.cpp:1559 sceKernelStartThread : had NULL arg
49:38:495 SoundMainThr E[HLE]: HLEsceAudio.cpp:197 sceAudioSetChannelDataLen(00000000, 00000200) - channel not reserved
49:38:495 SoundMainThr I[HLE]: HLEsceSas.cpp:66 sceSasInit(09f06900, 512, 32, 0, 44100)
49:38:495 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 292 = sceKernelCreateThread(name='SDSASTHREAD', entry=089d1244, prio=10, stacksize=16384)
49:38:495 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=292, argSize=0, argPtr= 00000000 )
49:38:496 SoundMainThr E[HLE]: HLEsceAtrac.cpp:510 UNIMPL sceAtracReinit(.)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 296 = sceKernelCreateThread(name='SD_ATRAC_THREAD', entry=089d0f48, prio=11, stacksize=24576)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=296, argSize=0, argPtr= 00000000 )
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 299 = sceKernelCreateThread(name='SD_ATRAC_THREAD', entry=089d0f48, prio=11, stacksize=24576)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=299, argSize=0, argPtr= 00000000 )
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 302 = sceKernelCreateThread(name='SD_ATRAC_THREAD', entry=089d0f48, prio=11, stacksize=24576)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=302, argSize=0, argPtr= 00000000 )
49:38:498 user_main I[HLE]: HLEsceKernelThread.cpp:1501 304 = sceKernelCreateThread(name='SceWaveMain', entry=08ac8558, prio=10, stacksize=512)
49:38:498 user_main I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=304, argSize=12, argPtr= 09ea3820 )
49:38:528 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:528 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00044000 : 480 x 272 x 1
49:38:552 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:555 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:568 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:569 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:584 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:586 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:602 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:602 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:604 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:619 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:620 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:635 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:636 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:637 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:651 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:652 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:653 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:668 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:669 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:669 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:673 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:679 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:679 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:685 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:695 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:702 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:712 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:712 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:721 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:729 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:729 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:751 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:752 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:753 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:769 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:770 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:770 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:785 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:786 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:786 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:801 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:802 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:817 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:818 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:819 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:835 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:835 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:836 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:839 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:845 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:845 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:852 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:862 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:862 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:867 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:879 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:879 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:900 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:911 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:929 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:945 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:961 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:978 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:012 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:030 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:030 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:053 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:054 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:055 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:070 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:072 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:073 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:084 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:085 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:086 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:101 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:102 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:118 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:119 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:119 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:135 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:136 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:136 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:152 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:153 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:154 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:168 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:168 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:169 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:173 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:179 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:179 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:202 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:202 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:206 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:212 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:212 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:219 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:229 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:229 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:250 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:251 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:252 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:269 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:269 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:270 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:274 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:278 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:279 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:285 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:295 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:317 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:318 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:318 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:335 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:336 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:337 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:353 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:353 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:354 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:369 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:369 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:370 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:385 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:385 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:385 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:389 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:395 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:401 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:411 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:411 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:415 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:428 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:445 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:462 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:478 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:512 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:528 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:545 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:562 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:579 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:612 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:629 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:645 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:662 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:679 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:712 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:728 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:746 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:762 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:780 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:812 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:828 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:844 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:861 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:878 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:911 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:928 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:944 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:962 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:978 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:011 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:028 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:044 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:062 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:078 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:111 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:128 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:144 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:162 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:180 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:212 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:228 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:245 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:261 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:277 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:312 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:328 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:345 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:362 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:379 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:412 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:429 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:445 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:462 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:478 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
11-02-2013, 04:59 AM (This post was last modified: 11-02-2013 05:00 AM by hdd60311.)
RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
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RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
(11-02-2013 04:59 AM)hdd60311 Wrote: This game is playable now.

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10-29-2016, 06:48 PM (This post was last modified: 10-29-2016 06:48 PM by Gobolino.)
RE: Jikkyou Powerful Pro Yakyuu 2012 Ketteiban
Sorry for the necro, but is this game playable in the last versions?.
I'm trying in windows, but everytime I try some modes before starting the 'match', the screen shows something similar to a broken 'Stained glass' and then it's a CTD.
The only way to get responsive after that it's to force close PPSSPP in the task manager.
Windows 7 64 bits.
FX 8320
MSI R9 270 graphic card.
Can't find where the 'logs' are saved though. =/

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forums.PPSSPP.org / PPSSPP - Playstation Portable Simulator Suitable for Playing Portably / Commercial Games - Compatibility and Results / Playable Games / Jikkyou Powerful Pro Yakyuu 2012 Ketteiban

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Jikkyou Powerful Pro Yakyuu 2012 Ketteiban Psp Iso

03-14-2013, 09:11 PM (This post was last modified: 11-03-2013 04:20 PM by vnctdj.)
Jikkyou Powerful Pro Yakyuu 2012 Ketteiban
Always loading when game start.
This is a succeed image after loading.
(Appear some tip to press 'OK')
I am try a lot version of PPSSPP to this game.But still same situation.
LOG:http://pastie.org/6501544
Thanks for read.
RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
Hmm, that's not actually the log file. But I suspect the problem here is related to sceUtilityMsgDialog.
-[Unknown]
03-15-2013, 06:53 AM (This post was last modified: 03-15-2013 04:39 PM by RolyD.)
RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
Upload accurate log.
sorry for last wrong log and waste your time
LOG: http://pastie.org/6517230
Jikkyou Powerful Pro Yakyuu 2012 Ketteiban

Genre : Sports
Region : JP
Format : ISO
Version : v0.7-207-g1f14f1f
Game ID : NPJH50708
OS : Win32
Compatibility : Nothing
Notes : carsh of the screen
49:36:801 EmuThread.cpp:74 I[BOOT]: Starting up hardware.
49:36:801 System.cpp:51 I[HLE]: PPSSPP v0.7-207-g1f14f1f
49:36:801 MemArena.cpp:370 I[MM]: Found valid memory base at 08400000 after 30 tries.
49:36:801 MemMap.cpp:82 I[MM]: Memory system initialized. RAM at 08420000 (mirror at 0 @ 10400000, uncached @ 10400000)
49:36:828 Loaders.cpp:89 I[LOAD]: Identifying file..
49:36:829 FileSystemsISOFileSystem.cpp:152 I[FileSys]: Looks like a valid ISO!
49:36:829 PSPLoaders.cpp:80 I[LOAD]: NPJH50708 : 実況パワフルプロ野球2012決定版
49:36:832 PSPLoaders.cpp:136 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN..
49:36:832 HLEsceKernelMemory.cpp:158 I[HLE]: Kernel and user memory pools initialized
49:36:832 HLEsceIo.cpp:241 I[HLE]: Starting up I/O..
49:36:832 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path D:PSPppssppmemstick
49:36:832 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists D:PSPppssppmemstick
49:36:832 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path D:PSPppssppflash0
49:36:832 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists D:PSPppssppflash0
49:36:839 FileUtil.cpp:200 I[COMMON]: CreateFullPath: path D:PSPppssppmemstickPSPPPSSPP_STATE
49:36:840 FileUtil.cpp:204 I[COMMON]: CreateFullPath: path exists D:PSPppssppmemstickPSPPPSSPP_STATE
49:36:840 HLEsceKernel.cpp:119 I[HLE]: Kernel initialized.
49:36:846 HLEsceKernelModule.cpp:264 I[HLE]: Decrypting ~PSP file
49:36:901 c:buildagentworkacf56f986e98e7c9corehle./ELF/ElfReader.h:42 I[LOAD]: ElfReader: 0EF00020
49:36:901 UtilBlockAllocator.cpp:149 E[HLE]: Position 08804040 does not align to grain. Grain will be off.
49:36:911 UtilBlockAllocator.cpp:310 I[HLE]: -----------
49:36:911 UtilBlockAllocator.cpp:314 I[HLE]: Block: 08800000 - 08804040 size 00004040 taken=0 tag=(untitled)
49:36:911 UtilBlockAllocator.cpp:314 I[HLE]: Block: 08804040 - 09f07840 size 01703800 taken=1 tag=ELF
49:36:911 UtilBlockAllocator.cpp:314 I[HLE]: Block: 09f07840 - 0a000000 size 000f87c0 taken=0 tag=(untitled)
49:36:911 ELFElfReader.cpp:349 N[LOAD]: ELF loading completed successfully.
49:36:988 HLEsceKernelModule.cpp:393 I[LOAD]: Module pspsystem: 08f9b880 08b0ba50 08b0ba68
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (Kernel_Library, d13bde95) unknown
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (sceNetApctl, 2935c45b) unknown
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (sceNetApctl, a3e77e13) unknown
49:36:988 HLEHLE.cpp:187 I[HLE]: Syscall (sceNetApctl, f25a5006) unknown
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,52de1b97) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,941b3877) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,944ddbc6) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,a2246614) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEHLE.cpp:227 I[HLE]: Syscall (sceNetAdhocDiscover,f7d13214) unresolved, storing for later resolving
49:36:988 HLEHLE.cpp:194 E[HLE]: Unknown module (invalid syscall)!
49:36:988 HLEsceKernelModule.cpp:482 I[HLE]: Exporting ent 0 named pspsystem, 2 funcs, 4 vars, resident 08b0c97c
49:36:988 HLEsceKernelModule.cpp:704 I[LOAD]: Module entry: 08ab2a58
49:36:989 root I[BOOT]: EmuThread.cpp:99 Done.
49:37:932 root I[HLE]: HLEsceKernelThread.cpp:1501 276 = sceKernelCreateThread(name='user_main', entry=08ab2b78, prio=20, stacksize=262144)
49:37:932 root I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=276, argSize=33, argPtr= 09fffd00 )
49:37:933 root I[HLE]: HLEsceKernelThread.cpp:1618 __KernelReturnFromThread : root
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:310 -----------
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 08800000 - 08804040 size 00004040 taken=0 tag=(untitled)
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 08804040 - 09f07840 size 01703800 taken=1 tag=ELF
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09f07840 - 09f19800 size 00011fc0 taken=1 tag=UserSbrk
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09f19800 - 09fbfc00 size 000a6400 taken=0 tag=(untitled)
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09fbfc00 - 09fffc00 size 00040000 taken=1 tag=stack/user_main
49:37:933 user_main I[HLE]: UtilBlockAllocator.cpp:314 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
49:37:942 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:37:982 user_main I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00044000 : 480 x 272 x 1
49:37:995 user_main I[HLE]: HLEsceKernelThread.cpp:1501 285 = sceKernelCreateThread(name='filethread', entry=088f360c, prio=32, stacksize=12288)
49:37:995 user_main I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=285, argSize=0, argPtr= 00000000 )
49:38:494 user_main I[HLE]: HLEsceKernelThread.cpp:1501 291 = sceKernelCreateThread(name='SoundMainThread', entry=08936de8, prio=12, stacksize=32768)
49:38:494 user_main I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=291, argSize=1, argPtr= 00000000 )
49:38:495 user_main W[HLE]: HLEsceKernelThread.cpp:1559 sceKernelStartThread : had NULL arg
49:38:495 SoundMainThr E[HLE]: HLEsceAudio.cpp:197 sceAudioSetChannelDataLen(00000000, 00000200) - channel not reserved
49:38:495 SoundMainThr I[HLE]: HLEsceSas.cpp:66 sceSasInit(09f06900, 512, 32, 0, 44100)
49:38:495 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 292 = sceKernelCreateThread(name='SDSASTHREAD', entry=089d1244, prio=10, stacksize=16384)
49:38:495 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=292, argSize=0, argPtr= 00000000 )
49:38:496 SoundMainThr E[HLE]: HLEsceAtrac.cpp:510 UNIMPL sceAtracReinit(.)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 296 = sceKernelCreateThread(name='SD_ATRAC_THREAD', entry=089d0f48, prio=11, stacksize=24576)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=296, argSize=0, argPtr= 00000000 )
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 299 = sceKernelCreateThread(name='SD_ATRAC_THREAD', entry=089d0f48, prio=11, stacksize=24576)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=299, argSize=0, argPtr= 00000000 )
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1501 302 = sceKernelCreateThread(name='SD_ATRAC_THREAD', entry=089d0f48, prio=11, stacksize=24576)
49:38:496 SoundMainThr I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=302, argSize=0, argPtr= 00000000 )
49:38:498 user_main I[HLE]: HLEsceKernelThread.cpp:1501 304 = sceKernelCreateThread(name='SceWaveMain', entry=08ac8558, prio=10, stacksize=512)
49:38:498 user_main I[HLE]: HLEsceKernelThread.cpp:1537 sceKernelStartThread(thread=304, argSize=12, argPtr= 09ea3820 )
49:38:528 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:528 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00044000 : 480 x 272 x 1
49:38:552 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:555 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:568 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:569 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:584 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:586 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:602 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:602 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:604 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:619 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:620 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:635 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:636 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:637 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:651 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:652 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:653 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:668 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:669 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:669 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:673 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:679 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:679 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:685 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:695 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:702 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:712 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:712 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:721 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:729 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:729 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:751 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:752 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:753 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:769 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:770 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:770 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:785 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:786 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:786 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:801 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:802 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:817 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:818 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:819 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:835 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:835 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:836 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:839 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:845 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:845 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:852 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:862 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:862 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:867 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:879 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:38:879 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:900 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:38:911 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:929 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:945 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:961 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:38:978 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:012 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:030 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:030 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:053 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:054 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:055 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:070 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:072 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:073 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:084 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:085 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:086 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:101 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:102 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:118 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:119 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:119 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:135 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:136 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:136 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:152 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:153 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:154 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:168 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:168 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:169 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:173 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:179 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:179 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:202 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:202 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:206 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:212 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:212 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:219 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:229 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:229 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:250 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:251 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:252 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:269 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:269 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:270 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:274 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:278 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:279 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:285 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:295 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:317 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:318 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:318 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:335 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:336 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:337 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:353 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:353 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:354 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:369 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:369 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:370 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:385 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:385 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:385 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:389 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:395 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:401 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:411 idle0 I[HLE]: GLESFramebuffer.cpp:581 Destroying FBO for 00000000 : 480 x 272 x 1
49:39:411 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:415 idle0 I[HLE]: GLESFramebuffer.cpp:386 Creating FBO for 00000000 : 480 x 272 x 1
49:39:428 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:445 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:462 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:478 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:512 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:528 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:545 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:562 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:579 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:612 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:629 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:645 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:662 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:679 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:712 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:728 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:746 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:762 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:780 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:812 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:828 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:844 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:861 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:878 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:911 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:928 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:944 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:962 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:39:978 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:011 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:028 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:044 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:062 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:078 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:111 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:128 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:144 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:162 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:180 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:212 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:228 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:245 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:261 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:277 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:312 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:328 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:345 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:362 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:379 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:412 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:429 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:445 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:462 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305
49:40:478 SoundMainThr I[HLE]: HLEsceIo.cpp:1412 sceIoIoCtl: Asked for fpointer of file 305

Jikkyou Powerful Pro Yakyuu 12 Ketteiban Iso 14001

11-02-2013, 04:59 AM (This post was last modified: 11-02-2013 05:00 AM by hdd60311.)
RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
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RE: [windows][v0.7][intro]Jikkyou Powerful Pro Yakyuu 2012 Ketteiban[JPN][ISO]
(11-02-2013 04:59 AM)hdd60311 Wrote: This game is playable now.

Moved
♦ Intel Core i7-6700HQ 16 GB RAM NVIDIA GeForce GTX 960M Debian Testing
♦ Intel Core i7-2630QM 4 GB RAM NVIDIA GeForce GT 540M Debian Testing
♦ PSP-3004 6.60 PRO-C2
10-29-2016, 06:48 PM (This post was last modified: 10-29-2016 06:48 PM by Gobolino.)
RE: Jikkyou Powerful Pro Yakyuu 2012 Ketteiban
Sorry for the necro, but is this game playable in the last versions?.
I'm trying in windows, but everytime I try some modes before starting the 'match', the screen shows something similar to a broken 'Stained glass' and then it's a CTD.
The only way to get responsive after that it's to force close PPSSPP in the task manager.
Windows 7 64 bits.
FX 8320
MSI R9 270 graphic card.
Can't find where the 'logs' are saved though. =/
Jikkyou Powerful Pro Yakyuu 12 Ketteiban Iso 14001

Konami Japan

Jikkyou Powerful Pro Yakyuu 12 Ketteiban Iso 14001 No Download

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