-
Notifications
You must be signed in to change notification settings - Fork 2.2k
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
Hokuto no Ken Portable -ULJM05020 cannot in-game #8800
Comments
Lower cpu clock helps it. |
Thanks @daniel229 |
add the good assumbly log to compare bad one |
So it seems like it hangs when the value at 0x08b44c08 == the value at 0x08b43c14 (possibly, latter address may be off.) Sounds like a scheduling or timing issue for sure... Something is probably writing to one of those two addresses when cpu = 100mhz, but not when it's the default mhz. If we knew what, it might help. -[Unknown] |
0x08b43c14 don't hit "write address" log of hit 0x08b44c08 hit "write address" 100mhz (work): @unknownbrackets Unfortunately your thought |
Woah, woah woah. They're both interacting with the same file handle at the same time. That doesn't look good. A more summarized play-by-play:
So, that's probably what's really wrong (although I think it's resulting in those values becoming equal as per my notes above.) Can you log just sceIo with 100 Mhz? I want to see how this sequencing works in that case. A JpcspTrace of those functions would also help as well, to see correct sequencing.
If it doesn't work, try doing only the sceIo ones. -[Unknown] |
I think that F8 may be missing to log of hit 0x08b44c08 hit "write address"" Anyway , |
In the working one, they aren't broken up:
The PSP is using different timing (it's also file handle 3, but that's not the issue here):
I can't see entry/exit in this version of JpcspTrace, so I'm not exactly sure how it was scheduled. Maybe sceIo internally mutexes on file handles? Hmm, I can't remember now if I tested threading behavior on files... -[Unknown] |
I have added "!" parameter so that it logged before and after the syscall (i.e. twice) |
Interesting, it seems like -[Unknown] |
Just a note,based my jpcsptrace log,jpcsp fix this game jpcsp/jpcsp@074ae19 |
@unknownbrackets As I see you fix io pull request. |
Hmm, well, reading I definitely remember testing more throughly before but it was also not consistent - an important thing to note is the umd cache makes testing that a bit tricky. But I can retest more. -[Unknown] |
Thanks again @daniel229 |
It never in-game in older ppsspp version .
JPCSP have this hint of game
21:17:53 INFO runtime - NowLoading - Pausing emulator - jump to self (death loop) at 0x088A5300
(Maybe ppsspp need add this in the log)
jpcsp only can use compiler debug log or open debugger to in-game
jpcsp compiler log
https://drive.google.com/file/d/0B3OaSdeV0L8kYmJ4LUpqb2ViMm8/view?usp=sharing
in the ppsspp log,I try to log all asslbly by logBlocks = 1;
https://gist.githubusercontent.com/sum2012/80ebf47a976616bfbca5c2146709a2dc/raw/c6451d4c4824e465ae7ac4d26386bcd631c6bf70/gistfile1.txt
v1.2.2-634-g606856c full debug log(238mb):
https://drive.google.com/file/d/0B3OaSdeV0L8kSHQ3TzJDdkFoQnc/view?usp=sharing
assumbly of 088a560c
edit:better:
http://s33.postimg.org/t8rwprfu7/image.png
Hokuto no Ken Portable - JP 1.03
The text was updated successfully, but these errors were encountered: