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Remaining issues in Dan Ball Senki W #4786
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For 2nd issue , any savestate can shared? |
Updated two issue to top post. |
Have this improved lately? |
No improvement. |
Test with 0.9.6-436 |
FPS issue fixed by #5174 |
#3110 Frontier Gate Boost+ also got FPS issue fixed.these two games have several issues the same. |
Huh, that's very interesting. The camera stopping thing is still happening, right? AFAIK the video is a depth issue. -[Unknown] |
Yes camera is still stopping. |
Does the black box thing still happen? -[Unknown] |
Have any of the changes helped specifically 2, 4, and 5? Is 1 affected by jit on/off? -[Unknown] |
Well, then there's definitely some cpu bug here, even if it's the interpreter that's wrong. If you switch the CONDITIONAL_DISABLE defines in CompVFPU.cpp, and use jit, does it still have the above problem? If not, does it happen switching them in CompFPU.cpp? -[Unknown] |
change #define CONDITIONAL_DISABLE ; to #define CONDITIONAL_DISABLE { fpr.ReleaseSpillLocks(); Comp_Generic(op); return; } in CompVFPU.cpp,the jit without anyproblem. |
It gets problem in CompFPU.cpp |
the problem is void Jit::Comp_FPU2op(MIPSOpcode op) { |
Which one inside there? Change for example Does the camera thing go away if you have the CONDITIONAL_DISABLE swapped in CompVFPU.cpp and use jit? It could be a totally different instruction causing that problem. -[Unknown] |
Yes,disable case 13,the problem presents.CONDITIONAL_DISABLE swapped in CompVFPU.cpp does not help the camera problem. |
Does it affect anything to revert this change? cbf1df9 -[Unknown] |
both jit and non-jit can't move. |
So basically this and #4268 don't agree about that change, seems this likes it. I'm not sure why interpreter is not behaving the same way... -[Unknown] |
Does this game crash for you with simulate block transfers on? The black box thing seems really weird. It's hard to catch those things in the GE debugger, but I wonder what the vertex type / positions are. I guess the camera stop thing is likely to be a cpu bug as well, if this uncovered an interpreter cpu bug... -[Unknown] |
Oh. I was confused. Thought they were the same game. Hmm Boost seems like a format mismatch... hard to say. W definitely looks like that texture ought to display. I wonder if it is depth related. Maybe minz and maxz clamp before depth test or affect clipping... are the vertex addresses? Or it could be stencil. -[Unknown] |
Dan Ball Senki W random hangs in battle with jit off. |
Bump. |
Okay, it seems that the videos still skips in the latest build (v1.1.1-673-g6d3368b). I take a look at the log console and I found that PPSSPP produces the same error messages that DanSenki had also found whenever it play the videos. It is also worth mentioning that daniel229's link to download the 'patch' version of PPSSPP no longer works. I am running PPSSPP on a PC with 32-bit Windows OS, if you ask. |
already cantain the 32bits and 64bits exe,try https://drive.google.com/file/d/0BzGZGDfFE68zci10Vk1PS1lYcTQ/view?usp=sharing |
I don't really think that will be fixed anytime soon, to be honest. |
Can you put -[Unknown] |
At unknownbrackets: Honestly, I don't know how to do that in PPSSPP since I am just a novice here and don't have any compliers. |
What happens if you replace this: if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) {
WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp());
ctx->endOfAudioReached = true;
result = ERROR_MPEG_NO_DATA;
} With: if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) {
WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp());
ctx->endOfAudioReached = true;
}
if (ctx->mediaengine->IsNoAudioData()) {
result = ERROR_MPEG_NO_DATA;
} It seems like it's not sending more packets with -[Unknown] |
Video is not skipping now,still no sound. |
Also affect the cutscene in Silent Hill zero. |
If you comment this line out, the audio comes back?
Can you log -[Unknown] |
Silent Hill Zero is affect by #8435
|
Uh oh, 09f26380? What if you hardcode it to zero: ctx->mediaengine->setAudioStream(0); Hmm. I guess I didn't think about them calling Decode before getting the atrac AU. I think that should probably generate an error... -[Unknown] |
0 works fine. |
JPCSP trace
|
Nice, thanks. Apparently that is -[Unknown] |
Makes the audio work properly in Dan Ball Senki W (hrydgard#4786.)
So to recap, now (feel free to edit this):
-[Unknown] |
|
i cant play the game.help! it keeps saying failed to load install data. i adjusted the settings but it's still says failed to load install data.help |
A bit of an update:
did not go around to battles yet but I assume it's all good and dandy. Unless someone would like to test that. |
Still remaining issues? |
Issue still can reproduce? |
A video lead you to know the issue 1and 2
http://www.youtube.com/watch?v=KTlrWd7hKYc
normal
Camera stop
it display now,but some time not correct.
sometime not correct
log
intro video is now display (affected by Force positions to scale by 128/32768 as the psp does #6737.)
Videoes now skip after 2 seconds (affected by Avoid repeat spamming of audio end reach in the case of audio stream present #5381.)
Videoes now do not play sound (affected by Abuse esBuffer to track the vid/aud stream id #6384.)
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