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Crimson Gem Saga: #8749
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This was reported here: As a regression from 879baec. We weren't sure why, though - this just suggested it was somehow timing related. @LunaMoo created a cheat workaround, but of course that's not really a full solution. Looking into it further, the problem seems to be io timing related (noting for #7647). By increasing the seek delay from 0.1ms to 0.3ms, for example, I'm also able to avoid the problem. More tests may be needed, but changing the seek latency is probably the "correct" fix here. For more technical detail:
I haven't found the exact point where things diverge, but making -[Unknown] |
It seems even 0.101ms latency instead of 0.1ms will work. It's very possible that 0.1ms is just the wrong value and slightly too low, but I need to do more tests to try to verify. Maybe we should change it for now, although I'm not sure if it fixes this issue everywhere. The change is (all occurrences in sceIo.cpp): return hleDelayResult(result, "io seek", 100); To: return hleDelayResult(result, "io seek", 101); -[Unknown] |
101 does nothing but 200 is work for me. Don't know what i'm doing though. |
This doesn't seem to reschedule, must've measured wrong in hrydgard#939. Fixes hrydgard#8749.
Turns out it was actually too high - it works consistently for me without the too-large delay. -[Unknown] |
For what ever reason the game seems to crash at totally random times. Sometimes you can get past it, sometimes you can't. I've run into an instance that I can't seem to get past. The ppsspp crashes, and I just get the nice message for windows to attempt to find a solution. Are there any fixes for this, or any settings that need to be changed? I'm running it on the ppsspp64 all the other games run perfectly fine. I'm also running default settings for the program.
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