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Resistance Retribution / Houfuku noToki crash in-game #4626
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JPCSP no probrem |
It seems to still open the HOG files if the HGZ files aren't there, so that may be fine. What does the code look like at 08807520? I assume this still happens. A JpcspTrace of sceKernelDeleteCallback might help: sceKernelDeleteCallback 0xEDBA5844 1 x Just to see if it does call it. -[Unknown] |
First Thanks you tell me test in Sunday I give you newest log first: (v0.9.6-406-g62eb701 ,(now crash due to on fast memory?)) |
JPCSP trace log: nothing special |
I wonder if handling sceKernelStopUnloadSelfModuleWithStatus would actually fix this game... -[Unknown] |
Add sceKernelCreateCallback in JPCSP trace log PPSSPP debug log: |
change config to sceKernelCreateCallback 0xE81CAF8F 3 sxx 09:16:04 user_main - sceKernelCreateCallback 0x08DCF370('MEDIAPOWER'), 0x8BF46C0, 0x0 = 0x3E0C035 |
Is this improved at all by #5092? -[Unknown] |
v0.9.6-420-g108d592 |
@unknownbrackets I forget to ask a Important question. |
Generally yes, I usually use fast memory off. It helps to know the address that failed, sometimes, and especially what thread it was on. Hmm. I guess it could be io related... -[Unknown] |
v0.9.6-429 debug log |
v0.9.8-500-gb0e97a0 Now debug log do not show OSK(freeze) Fast test bad |
Hmm, just a sceUtility debug log also proudce the problem |
git bisect result |
int PSPOskDialog::Init(u32 oskPtr) { @unknownbrackets @hrydgard @thedax How to get a log setting from sceUtility programmably? |
@sum2012: You mean how can you tell what the log level for a certain module is set to while PPSSPP is running? Probably something like this: int logLevel = LogManager::GetInstance()->GetLogLevel(SCEUTILITY);
if (logLevel == LDEBUG) {
// Do stuff if it's debug level
} else if (logLevel == LERROR) {
// Do something else if it's an error
} Or use a switch statement: int logLevel = LogManager::GetInstance()->GetLogLevel(SCEUTILITY);
switch (logLevel) {
case LDEBUG:
// Do stuff
break;
case LERROR:
// Do other stuff
break;
default:
// Do some other behaviour when it's not any of the above
break;
} |
Emulation behavior should definitely NOT change based on log level. Talk about a debugging nightmare. -[Unknown] |
Oh, I agree completely. I was just answering his basic question on how to obtain the logging level at runtime. |
The DEMO also gets a lot Invalid address. |
For the demo,after you killed the 3 robots in the first room and entry to another room,there is cutscene,if you don't skip,at the end it reportsa lot of |
Interesting. The invalid addresses happen even with jit off, so it doesn't look like a jit bug. -[Unknown] |
Flush icache only related to jit ? |
Correct... well, I guess there are also the replacement opcodes. Did it used to work without jit on? -[Unknown] |
Whenever i tried to get my self killed, on death it have a high chance to crash, felt like it have something to do with Savedata / Auto-saving |
Maybe it's an allocation problem and it increases the savedata size in memory overwriting something, could explain why using complete savedata is more stable. |
I presume that you talk about the Syphon Filter games. |
it is interesing.If we force do not save in coding whether it still get
crash
在 2022年7月16日週六 上午4:59,LunaMoo ***@***.***> 寫道:
… Maybe it's an allocation problem and it increases the savedata size in
memory overwriting something, could explain why using complete savedata is
more stable.
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It's more advanced in a sense that it unlocks game modification instead of items etc., it however does nothing at all if it doesn't connect to the other game, it also doesn't copy anything from the other game, it's just an unlock as in all such cases. Also I believe the check only works on boot, before title screen. It doesn't run later on, you can look into the source code of a plugin someone made to unlock it. About Syphon Filter, we literally have an open issue about it crashing, it shares smoke rendering issue as well.
The game doesn't allow saving during mission as far as I recall anyway so no point blocking it. I was thinking more about game writing savedata to ram, ie. statistics and such and if that grows with time, maybe some part of it overwrites things like pointers or whatever causing a crash. It's probably not what's happening, just trying to think why it would be affected by player death as observed by ANR2ME, but this could as well just be death animation rendering causing the crash, I mean weirdly the backend seems to be affecting at least Syphon Filter exact moment of crash(with d3d9 reportedly going slightly further before crashing) and those games are running on same engine. |
any hope for this game?(resistance retribution),just asking |
can you share save status before crash?
在 2022年9月3日週六 下午11:48,Deka710 ***@***.***> 寫道:
… any hope for this game?(resistance retribution),just asking
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save states ? |
@Deka710 Yes |
@Deka710 You need change to "Anyone who has the link allow" |
https://drive.google.com/file/d/1-B-AJuSVSIKfH9wMzfDQHbxG77LJiCt1/view?usp=sharing here |
Screenrecorder-2022-09-04-07-22-54-956.0.mp4after killing those big monsters in this stage theres chance for crash |
Back up the save states to me. |
done |
It is gpu error .I can only reproduce once :( |
Hi there, well i had test the game in versions : Japanese + Full ReTranslation (Audio & Text), European Version, and USA Version. Japanese Version & European Version : When you finish the Zone 1 of Roterdam after defeat the first boss, and you see that soldier and when goes to sewer, the PPSSPP Stuck. In USA Version : The emulator not stuck there, i had the PSP System on Spanish, and when the Loading Screen, are typing text on the left of screen, and its not finish put text, if i press X too much fast i got the follow screen : Well i delete that backup images because i can't finish the title, but i forgot test if works using another language of Latino Country like : Spanish (Spain), French, Italian, Portuguese just for test if the error are for some kind bad access on specific languages. i write in the LunaMoo Workarounds just to see if that user can find a method to workaround that error on the non-usa versions -> https://github.com/LunaMoo/PPSSPP_workarounds/issues/9 |
Logs that didn't crash during the fmv might be useful?
|
those openContentUri exceptions aren't that useful unfortuantely, just a very verbose "file not found" |
Hmm.. could this be another I/O timing issue (like Aces of Wars) if using an extracted ISO on Android made it passed that scene, due to scoped storage slowing it down. |
Another logs
|
Cannot mkdir //.android? That's weird. -[Unknown] |
The US demo doesn't crash after defeating the 2 big boss alien with fast memory off. https://playdreamcreate.com/demos/NPUG22850 Fast Memory crash
|
This still happens in Resistance Ret |
info log
https://gist.github.com/sum2012/d3803a954fc24270d340
debug log
https://drive.google.com/file/d/0B3OaSdeV0L8kVmszTHo4OWU5S3c/edit?usp=sharing
iso index
https://gist.github.com/sum2012/adf600b324d3b58ebd96
first notice
37:01:136 ModuleLoader E[MODULE]: HLE\sceKernelModule.cpp:1612 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
second notice
E[IO]: HLE\sceIo.cpp:1634 ERROR_ERRNO_FILE_NOT_FOUND=sceIoOpenAsync(disc0:/PSP_GAME/USRDIR/GAMEDATA/COMMON/FONTS.HGZ, 00000001,
00000000) - file not found
The file exist in the iso index but end with .HOG
\PSP_GAME\USRDIR\GAMEDATA\COMMON\FONTS.HOG
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