Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Brave Story crashed in boss fight #8252

Closed
daniel229 opened this issue Dec 2, 2015 · 6 comments · Fixed by #8389
Closed

Brave Story crashed in boss fight #8252

daniel229 opened this issue Dec 2, 2015 · 6 comments · Fixed by #8389
Milestone

Comments

@daniel229
Copy link
Collaborator

Since #8240 ,fixed in #8246

master build crash and color is wrong
01

with #8246 ,color is correct.
02

Stack trace
03

@asbel123
Copy link

asbel123 commented Dec 3, 2015

i got no problem on my samsung galaxy s6 edge i use disable slow effects to speed this game crazy i finsh the game on the latest version no crashes on my phone.

@asbel123
Copy link

asbel123 commented Dec 3, 2015

maybe its windows problem

@daniel229
Copy link
Collaborator Author

Right, disabling slow effects won't be affected.

@unknownbrackets
Copy link
Collaborator

Strange that the CLUT change would make splines crash. Maybe gpu->PerformMemoryDownload(clutAddr, bytes); is somehow downloading too much (like the whole framebuf when sequential transfers are detected?)

In that case maybe we need another API; #8246 makes it do that less often but it doesn't make it impossible. Specifically, if you use texture scaling it will still do it the old way.

If you remove this code in Framebuffer.cpp, does the problem go away?

            const static int FREQUENT_SEQUENTIAL_COPIES = 3;
            static int frameLastCopy = 0;
            static u32 bufferLastCopy = 0;
            static int copiesThisFrame = 0;
            if (frameLastCopy != gpuStats.numFlips || bufferLastCopy != vfb->fb_address) {
                frameLastCopy = gpuStats.numFlips;
                bufferLastCopy = vfb->fb_address;
                copiesThisFrame = 0;
            }
            if (++copiesThisFrame > FREQUENT_SEQUENTIAL_COPIES) {
                gameUsesSequentialCopies_ = true;
            }

I realize the color might still be wrong, but I'm more concerned about the crash. Also, can you upload a save or savestate?

-[Unknown]

@daniel229
Copy link
Collaborator Author

@daniel229
Copy link
Collaborator Author

It's helped by removing that code. Also the color become right.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging a pull request may close this issue.

3 participants