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 avatar commented on August 20, 2024

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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unknownbrackets avatar unknownbrackets commented on August 20, 2024

Are either of these working better now?

-[Unknown]

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raven02 avatar raven02 commented on August 20, 2024

not really... it addressed to skip now and reported s bad vertex address

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hrydgard avatar hrydgard commented on August 20, 2024

How about now?

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raven02 avatar raven02 commented on August 20, 2024

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)

2

1

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raven02 avatar raven02 commented on August 20, 2024

This one can close :) Both Sol Trigger and Last Ranker show correct graphic now though die sometime in-game

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unknownbrackets avatar unknownbrackets commented on August 20, 2024

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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raven02 avatar raven02 commented on August 20, 2024

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)

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unknownbrackets avatar unknownbrackets commented on August 20, 2024

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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