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Innocent Life - Crashes the emulator when starting a new game or loading a save. #2830
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attention needed ... sorry i know its not useful but i wait for the fix for so long already ... |
Can you test this in the latest git build with reporting enabled? Ideally with default settings. A new log would be helpful. -[Unknown] |
Not sure what reporting is and where to find it (maybe it's a build command? ) Changes in this new version are the intro being fixed (no longer choppy because of the title music) and the emu doesn't quit once it encounters the problem. |
And it works with dynarec disabled (just slow)? -[Unknown] |
Nope, doesn't work with or without JIT. |
Seems I got no answers so far. Do you know exactly what causes this, or what I could try further to find out the problem? |
Have no idea what exactly causes this. If I did, I'd be suggesting things for sure. Reporting is a setting under System. If it won't let you enable it, change Rendering Mode to "Buffered Rendering." The "Read Framebuffers to Memory" options cause bugs and crashes in many games. Make sure you have "Fast Memory" disabled. Also try disabling the atrac plugin. To confirm, the crash is PPSSPP crashing, right? Are you able to use a compiler or debugger? I don't have this game, but if you were able to get me a stack trace, it might lead to a fix. There's a topic on the forum for compiling on Windows and getting one, I think. -[Unknown] |
I meant mostly for you to suggest me to try things for debugging ^^; You mean Compatibility Server Reports? I have that enabled. Also I can't run the game with Buffered mode on as it's too slow on my machine due to some reasons. I'm not sure what you mean with the PPSSPP question. By stack trace you mean to do a copy from Debugger? In that case I gave you one a few weeks ago and you said it was just a Bad Jump to which you didn't comment further. Also, wouldn't it be easier if I sent you my copy? ^^ |
Well, that's from the disasm, but that didn't really tell me anything except that it probably shouldn't be going there in the first place. I don't think you can send me your copy unless you plan to destroy all your own copies of it or it's a demo. -[Unknown] |
What would a stack trace be? Why destroying my copy? I'm confused. |
Well, maybe a stack wouldn't help if it's just jumping to outer space anyway. Grr. Well, obviously, it wouldn't be okay for me to obtain an illegal copy of the game, so the only way for you to give it to me is if you don't have it anymore afterward. I don't think that makes much sense here. -[Unknown] |
That's quite a bummer =/ So there isn't any fix for bad jumps? Perhaps I would need to obtain a different version of the game? I'd rather think that those copyright laws are plain dumb, if not borderline insane, but that's IMO =) |
I still didn't get the answer if Compatibility Server Reports is what you meant earlier... I managed to save the log and copied the diasm from the debug window while trying the latter (I didn't think of saving the log when trying the EU version since i thought it would be similar, but if needed I'll try that one again) Here's the log: https://gist.github.com/andoruB/6452961 EDIT: Sorry for closing the issue and reopening it, the button is annoyingly close to the submit button. |
It seems like it no longer crashes according to the forum: But new games afaiu still do hang "at the island." I suspect it's audio related, above I'm asking for JpcspTrace logs. -[Unknown] |
This is from yanthey's original email:
It's a little confused but gives me the impression that there might be a savegame name issue, concatenating with DATA00 when it shouldn't? |
Per #2384, this could be mpeg/audio related, but as mentioned that could just be a side effect of some savedata issue. -[Unknown] |
I don't sucess his method (USA version) |
On the forum, someone said that adjusting the clock speed to just the right value helped. So this is likely timing related somehow. -[Unknown] |
The sound of the video have problem. |
I set the cpu to 60mhz speed and it sorts it (actually tuned it down to 56 and its better) |
This part is from the other issue, just so it doesn't get lost: In sceIo.cpp, under // Low estimate, may be improved later from the ReadFile result.
us = size / 100;
if (us < 100) {
us = 100;
} This is different: How low do you have to make the "/ 100" part for it to work? Or does -[Unknown] |
Use v0.9.9.1-1586-g502614b orignal code: fast (bad): Host(good): Simulate UMD delays (good): |
@benderscruffy As this game is IO timing related. |
Your jpcsp trace does not update to day. |
@benderscruffy Sorry,the newest version should have in & out. |
@benderscruffy Thanks,I forget ! parameter should be "0 !" |
Hi. I've managed to make it work (tested on Android 5.0.1, build v1.3-1030-gfa9f8f6). You have to load a state saved from any region (I use a USA with ISO EUR), then you have to exit the game and start it again without closing PPSSPP, and normally start a new game by choosing the name you want, pressing the start button And then press and hold the turbo button. After finishing the video of the island you can continue playing. Note: When you load the saved state from different region, it will load in that language, but upon restarting the game, the language will be that of the ISO region. Sorry, I'm using a translator. I hope you understand. :) |
Why don't we just set simulate umd delays as default? Pretty sure this wasn't the only game that requires it and it's definitely more proper than keeping it at fast and trying to find different problem blaming potentially unrelated things and finding weird workarounds just to keep less correct IO timing. |
Don't they break other games? I thought it was a "win some, lose some" trade off, at best. Also, assuming we correctly emulated UMD load times, that can sometimes be annoying. If you have the iso on your memory stick on a real PSP, you don't have "UMD delays." So if this game works on a real PSP in that way, then we shouldn't need "full" UMD delays to solve the bug. I would argue our default timing should strive to simulate the behavior of a PSP with the data on a class 10 memory stick, and UMD delays should strive to simulate the behavior with a UMD inserted. So in theory, we should be able to have "correct timing" for both settings. But, if more things work with UMD delays, I'm fine with changing the default. -[Unknown] |
Even if it's still a tradeoff it definitelly helps more than breaks compared to fast. I use it all the time from quite some time and didn't really had any problems caused by it yet. Loading speed for the most part is not noticeable and for most annoying cases unthrottle works best anyway. |
Okay, although I'd say it's a bug that loading speed is not affected. Simulate UMD delays fails to simulate some of the delays it should. -[Unknown] |
I think time is on many screens bottlenecked by animations which in most cases takes more time than reading files. So the difference does exist, I would say it's around 10% at best through, mostly on non animated loading screens or where animation doesn't drag longer than it needs to. This video seems to have a nice comparison for boot times, the same thing in ppsspp using standard hdd would last just slightly above 20s with maybe like 2s of a difference between settings. |
Issue still happen |
I wonder why this game crashed due to sceMpegAvcInitYCbCr and sceMpegAvcDecodeStopYCbCr are not implemented on PPSSPP |
What part of this game it will crash!? |
After the cutscene when I starting the game. |
Not crashing on my phone i set the I/O TIMING METHOD to UMD DELAYS :) |
@hrydgard why not added this game to ForceUMDDelay compat? |
Good question, we probably should just do that. I'll take care of it. |
I think that we might live our hack code forever |
[Continued from this thread: http://forums.ppsspp.org/showthread.php?tid=4644]
[Also continued from this issue: https://github.com//issues/2027
Started a new one as the previous one was confronting a different problem that's now obsolete]
I've tried now with v0.8.1-632-g05dfd27 and v0.8.1-633-g6cc141a, things are not fixed as of yet either.
Loading a savegame still crashes the emulator same as going through the intro again, and crashes before entering the Ruins area.
What's different from previous versions is that the colours are more vibrant now, and they look more closer to how they are on a real PSP. Also something that's changed, but not in good is that when the HUD is displayed on-screen, the game slows down by 10-20VPS, still playable (at least in the intro). This also happens when there are more than 3 peeps on-screen. I'm not sure if this is actually how the emu behaves or because I still had to limit the CPU frequency to 80 (to be able to pass through the FMV at the beginning). Also the text seems to flicker and morph a lot on the screen (turning into a lower-res font and back). This flicker happens almost constantly with punctuation from what I observed.
Innocent Life - USA 1.00 / EUR 1.02 / HK 1.00 / JP 1.01
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