[GH-ISSUE #2801] Yu-Gi-Oh GX Tag Force 3 and 5 #1131

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opened 2026-03-17 19:55:12 +03:00 by kerem · 28 comments
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Originally created by @Ekaseo on GitHub (Jul 16, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/2801

The game works almost perfect now, but there is one big problem, you cant travel between instances, it shows a black screen and music still runs, but nothing loads:
http://www.fastimages.eu/images/ygogxtf31.jpg
http://www.fastimages.eu/images/ygogxtf32.jpg
http://www.fastimages.eu/images/ygogxtf33.jpg
http://www.fastimages.eu/images/ygogxtf34.jpg

Originally created by @Ekaseo on GitHub (Jul 16, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/2801 The game works almost perfect now, but there is one big problem, you cant travel between instances, it shows a black screen and music still runs, but nothing loads: http://www.fastimages.eu/images/ygogxtf31.jpg http://www.fastimages.eu/images/ygogxtf32.jpg http://www.fastimages.eu/images/ygogxtf33.jpg http://www.fastimages.eu/images/ygogxtf34.jpg
kerem closed this issue 2026-03-17 19:55:17 +03:00
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@hrydgard commented on GitHub (Jul 16, 2013):

Got logs when that happen?

<!-- gh-comment-id:21074349 --> @hrydgard commented on GitHub (Jul 16, 2013): Got logs when that happen?
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@Ekaseo commented on GitHub (Jul 16, 2013):

im not sure if i done it right but here it is:
https://docs.google.com/file/d/0B1sguG1C1mNAS1VMQm0wRWtmdkU/edit?usp=sharing
(uploaded it 3rd time... this time ther should not be unnecesary stuff)

<!-- gh-comment-id:21075622 --> @Ekaseo commented on GitHub (Jul 16, 2013): im not sure if i done it right but here it is: https://docs.google.com/file/d/0B1sguG1C1mNAS1VMQm0wRWtmdkU/edit?usp=sharing (uploaded it 3rd time... this time ther should not be unnecesary stuff)
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@Ekaseo commented on GitHub (Jul 18, 2013):

what is wrong with it? it loads normaly to the map, but then it wont go on

<!-- gh-comment-id:21209164 --> @Ekaseo commented on GitHub (Jul 18, 2013): what is wrong with it? it loads normaly to the map, but then it wont go on
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@kahaya commented on GitHub (Jul 20, 2013):

http://pastebin.com/QNKEZPbv

Here's another one, should I open a new issue for Tag Force 5?
Because 5 doesn't even go into the Story Mode, in this game everything works but the changing between places.

<!-- gh-comment-id:21301729 --> @kahaya commented on GitHub (Jul 20, 2013): http://pastebin.com/QNKEZPbv Here's another one, should I open a new issue for Tag Force 5? Because 5 doesn't even go into the Story Mode, in this game everything works but the changing between places.
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@sliferdragon commented on GitHub (Aug 21, 2013):

Issue still here after 9.2

<!-- gh-comment-id:23013015 --> @sliferdragon commented on GitHub (Aug 21, 2013): Issue still here after 9.2
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@unknownbrackets commented on GitHub (Aug 23, 2013):

Among the log reports, I noticed a lot of "bad font" errors:
http://report.ppsspp.org/logs/game/ULJM05940_1.01

Does anyone get these in the console while playing these games? From the screenshots, it seems like at least some fonts work.

-[Unknown]

<!-- gh-comment-id:23147070 --> @unknownbrackets commented on GitHub (Aug 23, 2013): Among the log reports, I noticed a lot of "bad font" errors: http://report.ppsspp.org/logs/game/ULJM05940_1.01 Does anyone get these in the console while playing these games? From the screenshots, it seems like at least some fonts work. -[Unknown]
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@thedax commented on GitHub (Dec 8, 2013):

So I took a peek in the debugger for this game, and here's what I see as far as threads go, when the game hangs after selecting a location to travel to:

Screenshot 01

Does anything look out of the ordinary (serious question)?

<!-- gh-comment-id:30092587 --> @thedax commented on GitHub (Dec 8, 2013): So I took a peek in the debugger for this game, and here's what I see as far as threads go, when the game hangs after selecting a location to travel to: ![Screenshot 01](http://i.minus.com/icw7ao2UwmPpO.png) Does anything look out of the ordinary (serious question)?
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@unknownbrackets commented on GitHub (Dec 8, 2013):

Hard to tell. The user_main one is the only one that can effectively do anything there (aside from interrupts.)

What happens if you right click and force wakeup on the ones after user_main (try one at a time)? Also, if you double click user_main, and set a breakpoint after the wait, what HLE does it call - anything that might wake those threads up?

-[Unknown]

<!-- gh-comment-id:30092864 --> @unknownbrackets commented on GitHub (Dec 8, 2013): Hard to tell. The user_main one is the only one that can effectively do anything there (aside from interrupts.) What happens if you right click and force wakeup on the ones after user_main (try one at a time)? Also, if you double click user_main, and set a breakpoint after the wait, what HLE does it call - anything that might wake those threads up? -[Unknown]
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@hrydgard commented on GitHub (Dec 8, 2013):

Hm, I looked at logs from yu gi oh tag force 5D a while ago which hangs the same way, saw async I/O stuff in there right before the hang... anything like that going on?

<!-- gh-comment-id:30093161 --> @hrydgard commented on GitHub (Dec 8, 2013): Hm, I looked at logs from yu gi oh tag force 5D a while ago which hangs the same way, saw async I/O stuff in there right before the hang... anything like that going on?
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@thedax commented on GitHub (Dec 8, 2013):

No, it doesn't seem to do any async stuff. I turned the log level up to verbose and unchecked everything except sceIO.

Resuming the threads one by one doesn't seem to help either. They end up back in the same state they're in as depicted in the screenshot.

<!-- gh-comment-id:30093334 --> @thedax commented on GitHub (Dec 8, 2013): No, it doesn't seem to do any async stuff. I turned the log level up to verbose and unchecked everything except sceIO. Resuming the threads one by one doesn't seem to help either. They end up back in the same state they're in as depicted in the screenshot.
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@hrydgard commented on GitHub (Dec 10, 2013):

Here's a piece of strongly filtered Yu Gi Oh 5 log at the hang:

24:13:621 idle0        D[CPU]: HLE\sceGe.cpp:111 Entering interrupt handler 08807bd0
24:13:621 user_main    D[CTRL]: HLE\sceCtrl.cpp:482 1=sceCtrlPeekBufferPositive(0bfff638, 1)
24:13:636 ehscript     D[IO]: HLE\sceIo.cpp:653 sceIoGetstat(ms0:/PSP/SAVEDATA/ULES01474DAT/FILE467.DAT, 0bfe8d88) : FILE NOT FOUND
24:13:638 ehscript     D[IO]: HLE\sceIo.cpp:653 sceIoGetstat(ms0:/PSP/SAVEDATA/ULES01474DAT/FILE467.DAT, 0bfe7948) : FILE NOT FOUND
24:13:639 ehscript     D[IO]: HLE\sceUmd.cpp:302 0x32=sceUmdGetDriveStat()
24:13:639 ehscript     D[FileSys]: FileSystems\ISOFileSystem.cpp:395 Got a raw sector open: /sce_lbn0x7fca0_size0x403f, sector 0007fca0, size 0000403f

24:13:640 ehscript     D[IO]: HLE\sceIo.cpp:1162 4=sceIoOpen(disc0:/sce_lbn0x7fca0_size0x403f, 00000001, 00000000)
24:13:640 ehscript     D[IO]: HLE\sceUmd.cpp:302 0x32=sceUmdGetDriveStat()
24:13:640 ehscript     D[IO]: HLE\sceIo.cpp:783 sceIoRead(4, 09ed1080, 403f): deferring result
24:13:640 ehscript     D[IO]: HLE\sceIo.cpp:1170 sceIoClose(4)
24:13:663 idle0        D[CPU]: HLE\sceGe.cpp:111 Entering interrupt handler 08807bd0
24:13:663 user_main    D[CTRL]: HLE\sceCtrl.cpp:482 1=sceCtrlPeekBufferPositive(0bfff638, 1)

deferring result and then a close? Hm right, that's just i/o threading.

<!-- gh-comment-id:30253922 --> @hrydgard commented on GitHub (Dec 10, 2013): Here's a piece of strongly filtered Yu Gi Oh 5 log at the hang: ``` 24:13:621 idle0 D[CPU]: HLE\sceGe.cpp:111 Entering interrupt handler 08807bd0 24:13:621 user_main D[CTRL]: HLE\sceCtrl.cpp:482 1=sceCtrlPeekBufferPositive(0bfff638, 1) 24:13:636 ehscript D[IO]: HLE\sceIo.cpp:653 sceIoGetstat(ms0:/PSP/SAVEDATA/ULES01474DAT/FILE467.DAT, 0bfe8d88) : FILE NOT FOUND 24:13:638 ehscript D[IO]: HLE\sceIo.cpp:653 sceIoGetstat(ms0:/PSP/SAVEDATA/ULES01474DAT/FILE467.DAT, 0bfe7948) : FILE NOT FOUND 24:13:639 ehscript D[IO]: HLE\sceUmd.cpp:302 0x32=sceUmdGetDriveStat() 24:13:639 ehscript D[FileSys]: FileSystems\ISOFileSystem.cpp:395 Got a raw sector open: /sce_lbn0x7fca0_size0x403f, sector 0007fca0, size 0000403f 24:13:640 ehscript D[IO]: HLE\sceIo.cpp:1162 4=sceIoOpen(disc0:/sce_lbn0x7fca0_size0x403f, 00000001, 00000000) 24:13:640 ehscript D[IO]: HLE\sceUmd.cpp:302 0x32=sceUmdGetDriveStat() 24:13:640 ehscript D[IO]: HLE\sceIo.cpp:783 sceIoRead(4, 09ed1080, 403f): deferring result 24:13:640 ehscript D[IO]: HLE\sceIo.cpp:1170 sceIoClose(4) 24:13:663 idle0 D[CPU]: HLE\sceGe.cpp:111 Entering interrupt handler 08807bd0 24:13:663 user_main D[CTRL]: HLE\sceCtrl.cpp:482 1=sceCtrlPeekBufferPositive(0bfff638, 1) ``` deferring result and then a close? Hm right, that's just i/o threading.
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@thedax commented on GitHub (Dec 14, 2013):

Also, if you double click user_main, and set a breakpoint after the wait, what HLE does it call - anything that might wake those threads up?

Sorry, I missed this previously: Tag Force 3's user_main seems to pause on a sceDisplayGetAccumulatedHcount count, and then the next HLE it calls after a while is sceDisplaySetFramebuf.

<!-- gh-comment-id:30556833 --> @thedax commented on GitHub (Dec 14, 2013): > Also, if you double click user_main, and set a breakpoint after the wait, what HLE does it call - anything that might wake those threads up? Sorry, I missed this previously: Tag Force 3's user_main seems to pause on a sceDisplayGetAccumulatedHcount count, and then the next HLE it calls after a while is sceDisplaySetFramebuf.
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@thedax commented on GitHub (Dec 14, 2013):

Since we don't seem to have a full debug log of tag force 3 posted, here's one. It expands to 15 mbytes.

<!-- gh-comment-id:30557193 --> @thedax commented on GitHub (Dec 14, 2013): Since we don't seem to have a full debug log of tag force 3 posted, [here's one](http://www.mediafire.com/download/39tslk1ei82bmm3/tagforce3.7z). It expands to 15 mbytes.
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@unknownbrackets commented on GitHub (Dec 14, 2013):

Maybe sceAtracGetLoopStatus(), or sceSasGetEndFlag()/sceSasGetEnvelopeHeight() (if it's not supposed to have ended yet or something), or maybe sceDisplayGetAccumulatedHcount() although I think that mostly works now...

-[Unknown]

<!-- gh-comment-id:30558876 --> @unknownbrackets commented on GitHub (Dec 14, 2013): Maybe sceAtracGetLoopStatus(), or sceSasGetEndFlag()/sceSasGetEnvelopeHeight() (if it's not supposed to have ended yet or something), or maybe sceDisplayGetAccumulatedHcount() although I think that mostly works now... -[Unknown]
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@thedax commented on GitHub (Dec 14, 2013):

Any suggestions on tweaks? I'm open tonight for testing things.

<!-- gh-comment-id:30558940 --> @thedax commented on GitHub (Dec 14, 2013): Any suggestions on tweaks? I'm open tonight for testing things.
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@unknownbrackets commented on GitHub (Dec 14, 2013):

Sorry, not really sure. I mean, I guess you could try hardcoding return values for any of those, but I'm not really sure what it could be looking for.

-[Unknown]

<!-- gh-comment-id:30562878 --> @unknownbrackets commented on GitHub (Dec 14, 2013): Sorry, not really sure. I mean, I guess you could try hardcoding return values for any of those, but I'm not really sure what it could be looking for. -[Unknown]
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@thedax commented on GitHub (Dec 14, 2013):

I guess the logical place to start would be with a JPCSPTrace of those 3 funcs to see if anything is out of the ordinary. I'll grab a trace soon.

Edit: Okay, here's the JPCSPTrace log.

<!-- gh-comment-id:30579715 --> @thedax commented on GitHub (Dec 14, 2013): I guess the logical place to start would be with a JPCSPTrace of those 3 funcs to see if anything is out of the ordinary. I'll grab a trace soon. Edit: Okay, [here's the JPCSPTrace log](http://www.mediafire.com/download/76ma3dfp80x93ct/tagforce3-jpcsptrace.7z).
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@MohamedElayadi commented on GitHub (Dec 22, 2013):

I Have the same problem with all yu-gi-oh games on psp

<!-- gh-comment-id:31080434 --> @MohamedElayadi commented on GitHub (Dec 22, 2013): I Have the same problem with all yu-gi-oh games on psp
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@thedax commented on GitHub (Dec 28, 2013):

Something I just noticed: Is it normal for a thread to be created, started, and returned from so quickly?

17:30:040              I[MODULE]: HLE\sceKernelModule.cpp:1459 334=sceKernelLoadModule(name=disc0:/sce_lbn0x72f50_size0x3dc74,flag=00000000,(...))
17:30:040              I[MODULE]: HLE\sceKernelModule.cpp:1504 sceKernelStartModule(334,asize=00000004,aptr=0bfe91ac,retptr=089248bc,00000000)
17:30:040              I[KERNEL]: HLE\sceKernelThread.cpp:2110 335=sceKernelCreateThread(name=modfield, entry=090be300, prio=20, stacksize=262144)
17:30:040              I[KERNEL]: HLE\sceKernelThread.cpp:2161 sceKernelStartThread(thread=335, argSize=4, argPtr=0bfe91ac)
17:30:040 modfield     I[KERNEL]: HLE\sceKernelThread.cpp:2241 __KernelReturnFromThread: 0

This is an excerpt from Tag Force 3, when exiting to the world map.

<!-- gh-comment-id:31287400 --> @thedax commented on GitHub (Dec 28, 2013): Something I just noticed: Is it normal for a thread to be created, started, and returned from so quickly? ``` 17:30:040 I[MODULE]: HLE\sceKernelModule.cpp:1459 334=sceKernelLoadModule(name=disc0:/sce_lbn0x72f50_size0x3dc74,flag=00000000,(...)) 17:30:040 I[MODULE]: HLE\sceKernelModule.cpp:1504 sceKernelStartModule(334,asize=00000004,aptr=0bfe91ac,retptr=089248bc,00000000) 17:30:040 I[KERNEL]: HLE\sceKernelThread.cpp:2110 335=sceKernelCreateThread(name=modfield, entry=090be300, prio=20, stacksize=262144) 17:30:040 I[KERNEL]: HLE\sceKernelThread.cpp:2161 sceKernelStartThread(thread=335, argSize=4, argPtr=0bfe91ac) 17:30:040 modfield I[KERNEL]: HLE\sceKernelThread.cpp:2241 __KernelReturnFromThread: 0 ``` This is an excerpt from Tag Force 3, when exiting to the world map.
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@unknownbrackets commented on GitHub (Dec 28, 2013):

Well, probably not, but it could be. Can't say without knowing what the thread does. Following a breakpoint at 090be300 might help.

-[Unknown]

<!-- gh-comment-id:31287622 --> @unknownbrackets commented on GitHub (Dec 28, 2013): Well, probably not, but it could be. Can't say without knowing what the thread does. Following a breakpoint at 090be300 might help. -[Unknown]
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@thedax commented on GitHub (Dec 28, 2013):

I'll check soon.

Edit: It doesn't seem to do anything interesting, so I don't think that thread is the problem.

<!-- gh-comment-id:31287706 --> @thedax commented on GitHub (Dec 28, 2013): I'll check soon. Edit: It doesn't seem to do anything interesting, so I don't think that thread is the problem.
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@thedax commented on GitHub (Dec 28, 2013):

PPSSPP seems to open some LBNs that JPCSP doesn't via sceIoOpen..

<!-- gh-comment-id:31289050 --> @thedax commented on GitHub (Dec 28, 2013): [PPSSPP seems to open some LBNs](https://gist.github.com/thedax/e27335525b3ea0de832c/raw/d8724006e921b1ca11254ef983e64ead9491275a/gistfile1.txt) that [JPCSP doesn't](https://gist.github.com/thedax/35fb325507317cc0cef1/raw/0a7efb972db318916ebf9475e6cc753a7533d2f9/gistfile1.txt) via sceIoOpen..
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@dbz400 commented on GitHub (Jan 10, 2014):

For yu gi oh tag force 5D , it stopped after this screen

screen00247

and this one should be the next one to display (from JPCSP)
uljm05940-shot-1

<!-- gh-comment-id:32021398 --> @dbz400 commented on GitHub (Jan 10, 2014): For yu gi oh tag force 5D , it stopped after this screen ![screen00247](https://f.cloud.github.com/assets/3000282/1886720/2e9644b4-79ed-11e3-804c-559ad29541ab.jpg) and this one should be the next one to display (from JPCSP) ![uljm05940-shot-1](https://f.cloud.github.com/assets/3000282/1886716/1bec5970-79ed-11e3-991e-57e4ad8315ad.png)
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@thedax commented on GitHub (Jan 14, 2014):

Confirmed, traveling in GX 3 works in story mode now. If the entire game is playable remains to be seen, however.

<!-- gh-comment-id:32247704 --> @thedax commented on GitHub (Jan 14, 2014): Confirmed, traveling in GX 3 works in story mode now. If the entire game is playable remains to be seen, however.
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@Zakamaru commented on GitHub (Feb 17, 2014):

Hi Thedax, i have the same problem of the black screen. It seems that u find a solution ? How can i do for solve this problem please, thank you very much

<!-- gh-comment-id:35320184 --> @Zakamaru commented on GitHub (Feb 17, 2014): Hi Thedax, i have the same problem of the black screen. It seems that u find a solution ? How can i do for solve this problem please, thank you very much
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@thedax commented on GitHub (Feb 18, 2014):

Just use 0.9.7 or later and it should work fine.

<!-- gh-comment-id:35335808 --> @thedax commented on GitHub (Feb 18, 2014): Just use 0.9.7 or later and it should work fine.
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@Zakamaru commented on GitHub (Feb 18, 2014):

Well i try to use 0.9.7 but it show me that i miss some MSVCP120.dll or MSVCR120.dll. Then i have searched theses documents on internet then i found how can i fix this problem. But then when i want to launch the programm, they say "error 0xc00007b".. how can i fix that?

<!-- gh-comment-id:35375453 --> @Zakamaru commented on GitHub (Feb 18, 2014): Well i try to use 0.9.7 but it show me that i miss some MSVCP120.dll or MSVCR120.dll. Then i have searched theses documents on internet then i found how can i fix this problem. But then when i want to launch the programm, they say "error 0xc00007b".. how can i fix that?
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@thedax commented on GitHub (Feb 18, 2014):

Delete the bad DLLs and install the proper runtimes. 64 bit if you're on x64 Windows, or 32 bit if you're on x86 (or on x64 using 32-bit PPSSPP).

<!-- gh-comment-id:35377063 --> @thedax commented on GitHub (Feb 18, 2014): Delete the bad DLLs and install [the proper runtimes](http://www.microsoft.com/en-us/download/details.aspx?id=40784). 64 bit if you're on x64 Windows, or 32 bit if you're on x86 (or on x64 using 32-bit PPSSPP).
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