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Frontier Gate Boost+ #3110

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daniel229 opened this issue Aug 10, 2013 · 47 comments · Fixed by #6503
Closed

Frontier Gate Boost+ #3110

daniel229 opened this issue Aug 10, 2013 · 47 comments · Fixed by #6503

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@daniel229
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Tested on 0.81-1194.
The game will stop soon after loading iso with singlethreaded.
log:
http://pastebin.com/wvEnE5CA

with multithreaded,you can luckly go to the title and stuck when select newgame or load gamesave.Title graphics mess up,intro video is not showing.
log:
http://pastebin.com/PxE2aw5j

06

if apply this change 7b36349 that found out by unknownbrackets to build 0.81-1076,you can go farther to in-game.garphic still mess up,and very low FPS. savedata also working.
log:
http://pastebin.com/9DYLerGz

07

@daniel229
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fixed,close

@ghost
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ghost commented Sep 4, 2013

Hi, i'm having the same problem, how did u fixed it? I'm using the 0.9.1 version, i uploaded a video, here: http://www.youtube.com/watch?v=AhYl_c02IaY

@dbz400
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dbz400 commented Sep 18, 2013

Have a quick test on this game this morning . Looks like this game is highly mess up from logo to title , title to in-game .It is the same even in softgpu .

@unknownbrackets
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New idea: in the GE debugger, can you look at the texture addresses (under the Texture tab)? We force them to be aligned to 16, which I expect to be correct. Is the last (right most) digit ever anything but 0?

-[Unknown]

@dbz400
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dbz400 commented Oct 13, 2013

@unknownbrackets , here it is

1

@unknownbrackets
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Sounds like this has improved with #4634. Does it work properly now or are there still funky graphics issues.

-[Unknown]

@daniel229
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Quite well now. just a little error with shadow and light,
01
02
03

and mess screen when entering battle.
04
05

@dbz400
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dbz400 commented Nov 25, 2013

It is funny that HW and SW T&L has significant difference for this game

-HW is on
screen00062

-HW is off
screen00063

@hrydgard
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Hm, looks like a texture coordinate difference. texcoord speedhack involved?

Also, is top picture HW or SW?

@dbz400
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dbz400 commented Nov 25, 2013

No , all default setting only .

@hrydgard
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Alright, then we have a bug...

Again can you tell me which is which? It's pretty clear that the bottom is more correct, but is it HW or SW?

@dbz400
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dbz400 commented Nov 25, 2013

Yes , bottom one is SW and correct one. I think fixing this bug will fix the power bar issue in Tekken Dark Resurrection

@hrydgard
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okay, thank you. interesting.

@dbz400
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dbz400 commented Nov 25, 2013

I just tried to enable the texcoord speedhack .Surprisely it renders good in HW T&L

@dbz400
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dbz400 commented Nov 25, 2013

Meanwhile , the wrong circle shadow is casued by VertexDecoder JIT

screen00075

@hrydgard
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Okay, more bugs :) Thanks for investigating!

@daniel229
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turn off HW good for the light too
off
01

on
02

@dbz400
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dbz400 commented Nov 25, 2013

That shadow looks like it is using a u16 coords.

1

@daniel229
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Other issues are these,movie is not showing and fps drop to 24/24(100%) 27/27(100&), if set cpu clock to 1000 seems fixes it,BGM speed sometime is still a little slow.

@daniel229
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The game random crashes often.

@dbz400
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dbz400 commented Nov 26, 2013

If i skip tc != 0 , the shadow renders okay in vertexdecoder JIT mode

// Attempt to JIT as well
if (jitCache && g_Config.bVertexDecoderJit && tc != 0) {
    jitted_ = jitCache->Compile(*this);
}

@hrydgard
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I suppose it could be the vertex color format, too? What if you use this check: col != 5

@hrydgard
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Wait never mind, that vertex type has to be for something else than the shadow, it doesn't have texture coords at all, only position. I just pushed a change that modifies how verttypes are shown in the debugger to be less confusing.

@dbz400
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dbz400 commented Nov 26, 2013

col != 5 also works fine as well .

@hrydgard
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Are there any issues remaining here?

@dbz400
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dbz400 commented Nov 26, 2013

I think except those from @daniel229

@daniel229
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video is played now,still random hang issue not fixed yet.
02

AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address deadc34d
AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address dead6abb
AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address 000003c2

@hrydgard
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hrydgard commented Dec 5, 2013

What happens in the log before that when you get a random hang?

@daniel229
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it's these ReadFromHardware: Invalid address.

AskaMainThre I[SCESAS]: HLE\sceSas.cpp:502 __sceSasUnsetATRAC3(08d3cf40, 0)
AskaMainThre I[ME]: HLE\sceAtrac.cpp:969 sceAtracReleaseAtracID(1)
idle0 I[G3D]: GLES\ShaderManager.cpp:134 Linked shader: vs 138 fs 33
AskaMainThre I[ME]: HLE\sceAtrac.cpp:1268 0=sceAtracSetDataAndGetID(0b282c80, 0000f8f0)
AskaMainThre W[ME]: HLE\sceAtrac.cpp:1158 This is an atrac3+ stereo audio
AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address 00000022
AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address 0000000c
AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address 00000002
AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address 00000168
AskaMainThre W[MM]: MemmapFunctions.cpp:93 ReadFromHardware: Invalid address 0000016c
AskaMainThre E[MM]: MemmapFunctions.cpp:55 Unknown GetPointer 00000000 PC 00000000 LR 08c75e40

@dbz400
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dbz400 commented Jan 5, 2014

@daniel229 , is it working okay now in latest build ? wondering Frontier Gate same as Frontier Gate Boost+?

It is becasue my previous testing here is using Frontier Gate only.

@Virence
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Virence commented Jan 6, 2014

I'm using PPSSPP v0.9.6-342-gcb28d33, everything is ok, but it crash randomly. especially after battle scene and going to menu?? did anyone face the same problem, and how to solve it???

@dbz400
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dbz400 commented Jan 6, 2014

How about turn off fast memory ?

@Virence
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Virence commented Jan 6, 2014

still the same.. it sometime will black screen after finish the battle scene.

@daniel229
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Yes,hangs on menu or hangs after battle.

@dbz400
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dbz400 commented Jan 7, 2014

I see.

@unknownbrackets
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Does this use scePsmfPlayer to play the video, or only sceMpeg/scePsmf? How does it look now?

-[Unknown]

@daniel229
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The video is fine.

@unknownbrackets
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Oh, sorry, I thought it hung soon after the video.

-[Unknown]

@daniel229
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debug log when it hangs,(file rename jpg to rar)
ppsspplog

@daniel229
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There is a demo for the game,and hangs when entrying to the mission.
https://drive.google.com/file/d/0BzGZGDfFE68zVVcxVGp2ZnktQjg/edit?usp=sharing
01

start new game
talk to the man in the following picture,choose the first option.
02

then talk to that man again,choose the third option to invite a partner,then choose the first option to accept a mission.

then go to the door on the right,then entry another door to the mission.
03

@daniel229
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The demo with jit off,the character will disappear when running a while,and then you can't move.looks similar to the bug in Danball Senki W.

@unknownbrackets
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Interesting. Downloading the demo now.

Anyway, the fact that a Comp_RunBlock was reached makes me think maybe the game is memcpy()'ing code or something. Well, not sure if that would even do it...

-[Unknown]

@daniel229
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Or just pressing triangle would hangs on Invalid address like the retail version does.
01

@unknownbrackets
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Creating a savestate prevents the problem, confirming that it's probably something to do with the jit funny business (#3365). Let's see...

-[Unknown]

@daniel229
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That Resistance Houfuku noToki #4626 has a similar hangup,a savestate prevents it.

@unknownbrackets
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Hmm, this is really strange. Even on 64-bit, I'm getting weird stuff like illegal instructions (x86) in the jit.

-[Unknown]

@daniel229
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Nice work.

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5 participants