Comments (9)
Game : Sol Trigger
CPU : Slightly faster interpreter
51:21:029 e:\download\ppsspp-umd-fixes\core\memmapfunctions.cpp:57 E[MM]: Unknown GetPointer 00000498 PC 08979d28 LR 08979d28
First-chance exception at 0x00fccb31 in PPSSPPDebug.exe: 0xC0000005: Access violation reading location 0x00000000.
Unhandled exception at 0x00fccb31 in PPSSPPDebug.exe: 0xC0000005: Access violation reading location 0x00000000.
breaks at VertexDecoder.cpp
case GE_VTYPE_TC_FLOAT:
{
const float *uvdata = (const float*)(ptr + tcoff);
if (throughmode) {
uv[0] = uvdata[0] / (float)(gstate_c.curTextureWidth);
uv[1] = uvdata[1] / (float)(gstate_c.curTextureHeight);
} else {
uv[0] = uvdata[0]; ************* breakpoint ***************
uv[1] = uvdata[1];
}
}
break;
}
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Are either of these working better now?
-[Unknown]
from ppsspp.
not really... it addressed to skip now and reported s bad vertex address
from ppsspp.
How about now?
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No more bad vertex address however still shows blue screen after start new game and also try to create/destroy FBO continously
35:36:873 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 0 (480 x 272 x 1)
35:36:889 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 835584 (480 x 272 x 1)
35:36:890 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 557056 (480 x 272 x 1)
35:36:891 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 696320 (480 x 272 x 1)
35:36:891 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 835584 (120 x 68 x 1)
35:36:946 GLES\DisplayListInterpreter.cpp:429 I[HLE]: Creating FBO for 00000000 : 480 x 272 x 1
35:36:952 GLES\DisplayListInterpreter.cpp:429 I[HLE]: Creating FBO for 000cc000 : 480 x 272 x 1
35:36:953 GLES\DisplayListInterpreter.cpp:429 I[HLE]: Creating FBO for 00088000 : 480 x 272 x 1
35:36:955 GLES\DisplayListInterpreter.cpp:429 I[HLE]: Creating FBO for 000aa000 : 480 x 272 x 1
35:36:956 GLES\DisplayListInterpreter.cpp:429 I[HLE]: Creating FBO for 000cc000 : 120 x 68 x 1
35:37:273 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 835584 (480 x 272 x 1)
35:37:273 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 557056 (480 x 272 x 1)
35:37:274 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 696320 (480 x 272 x 1)
35:37:275 GLES\DisplayListInterpreter.cpp:325 I[HLE]: Destroying FBO 835584 (120 x 68 x 1)
35:37:357 FileSystems\ISOFileSystem.cpp:346 I[FileSys]: Got a raw sector open: /sce_lbn0x61780_size0x28aad4, sector 00061780, size 0028aad4
35:37:360 HLE\sceAtrac.cpp:295 E[HLE]: UNIMPL sceAtracSetDataAndGetID(08a9c300, 00024000)
35:37:360 HLE\sceAtrac.cpp:231 E[HLE]: UNIMPL sceAtracGetSoundSample(1, 089e5f9c, 089e5fac, 089e5fa8)
from ppsspp.
This one can close :) Both Sol Trigger and Last Ranker show correct graphic now though die sometime in-game
from ppsspp.
Awesome. Where does it look like they die (I'm still dreaming of those both being translated, maybe on Vita or something...)?
-[Unknown]
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For Sol Trigger , game is running too fast ....... not too sure why (similar issue to WipeOut i think)
-NEW GAME (i remember some revision works okay .....)
32:01:840 HLE\sceKernelThread.cpp:1025 W[HLE]: UNTESTED - waiting within a callback, probably bad mojo.
32:01:840 HLE\sceKernelThread.cpp:1025 W[HLE]: UNTESTED - waiting within a callback, probably bad mojo.
32:01:841 HLE\sceKernelThread.cpp:1025 W[HLE]: UNTESTED - waiting within a callback, probably bad mojo.
32:01:841 HLE\sceKernelThread.cpp:1025 W[HLE]: UNTESTED - waiting within a callback, probably bad mojo.
-LOAD GAME
33:40:200 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08a992c0, 09fe5930, 08ac2484, 08ac2480)
33:40:200 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08a942c0, 09fe5930, 08ac2484, 08ac2480)
33:40:200 MemmapFunctions.cpp:87 W[MM]: ReadFromHardware: Invalid address 000000a4
33:40:200 MemmapFunctions.cpp:87 W[MM]: ReadFromHardware: Invalid address 000000a0
33:40:200 MemmapFunctions.cpp:87 W[MM]: ReadFromHardware: Invalid address 000000bc
33:40:444 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08a952c0, 09fe5930, 08ac2484, 08ac2480)
33:40:444 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08a962c0, 09fe5930, 08ac2484, 08ac2480)
33:40:444 HLE\sceAtrac.cpp:525 E[HLE]: UNIMPL _sceAtracGetContextAddress(1)
33:40:444 Mips\MIPSInt.cpp:182 E[CPU]: BREAK!
For Last Ranker , stuck here
-NEW GAME/LOAD GAME
30:09:093 HLE\sceIo.cpp:383 I[HLE]: stdout: 0x08d7a3f0
30:09:093 HLE\sceIo.cpp:383 I[HLE]: stdout: 0x08d7a4a0
30:09:093 HLE\sceIo.cpp:383 I[HLE]: stdout: 0x08d7a550
30:09:094 HLE\sceIo.cpp:383 I[HLE]: stdout: 0x08d7a600
30:09:095 GLES\Framebuffer.cpp:287 I[HLE]: Creating FBO for 00000000 : 480 x 272 x
30:09:156 GLES\Framebuffer.cpp:384 I[HLE]: Destroying FBO 0 (480 x 272 x 3)
30:09:172 GLES\Framebuffer.cpp:384 I[HLE]: Destroying FBO 557056 (480 x 272 x 3)
For Saigo_no_Yakusoku_no_Monogatari
-NEW GAME , run few scenes and then stucks......
36:27:441 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08b38e40, 09fe6180, 08b40670, 08b4066)
36:27:673 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08b3ae40, 09fe6180, 08b40670, 08b4066)
36:27:674 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08b3ce40, 09fe6180, 08b40670, 08b4066)
36:27:674 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08b38e40, 09fe6180, 08b40670, 08b4066)
36:27:674 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08b3ae40, 09fe6180, 08b40670, 08b4066)
36:27:674 HLE\sceAtrac.cpp:174 E[HLE]: FAKE sceAtracDecodeData(0, 08b3ce40, 09fe6180, 08b40670, 08b4066)
from ppsspp.
Yeah, "waiting within a callback, probably bad mojo." is causing problems for a few other games like:
- Astonishia Story
- Legend of Heroes 1 - 3 (US numbers)
- Jewel Summoner
I'm still trying to figure out how to handle it properly. One can wait inside a mipscall just fine, which is probably the easy case, but apparently you can also wait within a callback. That's hard to handle since the result needs to be "injected" into the thread differently...
-[Unknown]
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Related Issues (20)
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