[GH-ISSUE #3979] Macross Ultimate and Triangle frontier #1615

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opened 2026-03-18 01:36:00 +03:00 by kerem · 36 comments
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Originally created by @Gary1234567 on GitHub (Sep 29, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/3979

Hi
Macross Ace Frontier is working perfectly after V091-1013 build even water is displayed nicely.No issues with build and this game is now perfect.
Macross Ultimate and Triangle Frontier still had random freezing issues and black boxes arround the thrusters but is no longer able to open or load after build 1187 if I am correct.
Macross Ace Frontier still works like a charm even with the latest build of 29/9/13
Please fix
Thanks for emulator.

Originally created by @Gary1234567 on GitHub (Sep 29, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/3979 Hi Macross Ace Frontier is working perfectly after V091-1013 build even water is displayed nicely.No issues with build and this game is now perfect. Macross Ultimate and Triangle Frontier still had random freezing issues and black boxes arround the thrusters but is no longer able to open or load after build 1187 if I am correct. Macross Ace Frontier still works like a charm even with the latest build of 29/9/13 Please fix Thanks for emulator.
kerem closed this issue 2026-03-18 01:36:06 +03:00
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@unknownbrackets commented on GitHub (Sep 29, 2013):

Do you mean v0.9.1-1187-gff8c6ba? Can you check the last version that worked and the first version that stopped working? There are several in between those versions, and narrowing it down would help a lot.

-[Unknown]

<!-- gh-comment-id:25324497 --> @unknownbrackets commented on GitHub (Sep 29, 2013): Do you mean v0.9.1-1187-gff8c6ba? Can you check the last version that worked and the first version that stopped working? There are several in between those versions, and narrowing it down would help a lot. -[Unknown]
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@papel commented on GitHub (Sep 29, 2013):

The bugs in Ace Frontier are:

  1. random freezing (reported in https://github.com/hrydgard/ppsspp/issues/2702)
  2. black boxes arround the thrusters
  3. "is no longer able to open or load after build 1187" (I do not understand, but it may be related to https://github.com/hrydgard/ppsspp/issues/1231)
<!-- gh-comment-id:25326809 --> @papel commented on GitHub (Sep 29, 2013): The bugs in Ace Frontier are: 1. random freezing (reported in https://github.com/hrydgard/ppsspp/issues/2702) 2. black boxes arround the thrusters 3. _"is no longer able to open or load after build 1187"_ (I do not understand, but it may be related to https://github.com/hrydgard/ppsspp/issues/1231)
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@Gary1234567 commented on GitHub (Sep 29, 2013):

Hi
v0.9.1-1074-ga1f3591 Macross Ultimate and Triangle Frontier loaded and playable (random freezing and black boxes arround thrusters) but v0.9.1-1187-gff8v6ba none of these 2 games loaded and only shows black screen up to latest build I have been checking each build each day and none worked so far.
All graphic glitches have been solved with latest built for Macross Ace Frontier and game works and looks flawless.
Problem started with build of between 20 - 23 Sept 2013
Sorry I cant be more specific as I missed some builds
Gary

<!-- gh-comment-id:25328569 --> @Gary1234567 commented on GitHub (Sep 29, 2013): Hi v0.9.1-1074-ga1f3591 Macross Ultimate and Triangle Frontier loaded and playable (random freezing and black boxes arround thrusters) but v0.9.1-1187-gff8v6ba none of these 2 games loaded and only shows black screen up to latest build I have been checking each build each day and none worked so far. All graphic glitches have been solved with latest built for Macross Ace Frontier and game works and looks flawless. Problem started with build of between 20 - 23 Sept 2013 Sorry I cant be more specific as I missed some builds Gary
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@Gary1234567 commented on GitHub (Sep 29, 2013):

Downloading older builds between 1107 and 1187 to find broken build will come back with built that broke these games.

<!-- gh-comment-id:25328870 --> @Gary1234567 commented on GitHub (Sep 29, 2013): Downloading older builds between 1107 and 1187 to find broken build will come back with built that broke these games.
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@Gary1234567 commented on GitHub (Sep 29, 2013):

ppsspp-v0.9.1-1106-g01def3b-windows-x86 - Worked loading
No build to download between
ppsspp-v0.9.1-1112-g74f58ed-windows-x86 - Stopped working or laoding only black screen

Hopes this helps.

<!-- gh-comment-id:25330173 --> @Gary1234567 commented on GitHub (Sep 29, 2013): ppsspp-v0.9.1-1106-g01def3b-windows-x86 - Worked loading No build to download between ppsspp-v0.9.1-1112-g74f58ed-windows-x86 - Stopped working or laoding only black screen Hopes this helps.
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@Gary1234567 commented on GitHub (Sep 29, 2013):

ppsspp-v0.9.1-1106-g01def3b-windows-x86 Games not stable random freeze and save problems altough Ultimate Frontier more stable and playable graphic problem with black boxes arround thrusters still giving problem and large explosions render in a triangle form instead of round.Last problem with large explosion is fixed in Ace Frontier game.
Gary

<!-- gh-comment-id:25330507 --> @Gary1234567 commented on GitHub (Sep 29, 2013): ppsspp-v0.9.1-1106-g01def3b-windows-x86 Games not stable random freeze and save problems altough Ultimate Frontier more stable and playable graphic problem with black boxes arround thrusters still giving problem and large explosions render in a triangle form instead of round.Last problem with large explosion is fixed in Ace Frontier game. Gary
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@unknownbrackets commented on GitHub (Sep 29, 2013):

Is it affected by multithreaded, like #3883?

-[Unknown]

<!-- gh-comment-id:25330559 --> @unknownbrackets commented on GitHub (Sep 29, 2013): Is it affected by multithreaded, like #3883? -[Unknown]
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@Gary1234567 commented on GitHub (Sep 30, 2013):

Yes when I select multithreaded with JIT the game loads but stops after 10 second with a freezed screen if i deselect multithread i only get black screen,
Ace Frontier is not affected by this only Macross Ultimate and Triangle Frontier

<!-- gh-comment-id:25384540 --> @Gary1234567 commented on GitHub (Sep 30, 2013): Yes when I select multithreaded with JIT the game loads but stops after 10 second with a freezed screen if i deselect multithread i only get black screen, Ace Frontier is not affected by this only Macross Ultimate and Triangle Frontier
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@dbz400 commented on GitHub (Oct 5, 2013):

@Gary1234567 , if you simply comment out CoreTiming::ForceCheck() , work okay ?

 //CoreTiming::ForceCheck();
<!-- gh-comment-id:25742691 --> @dbz400 commented on GitHub (Oct 5, 2013): @Gary1234567 , if you simply comment out CoreTiming::ForceCheck() , work okay ? ``` //CoreTiming::ForceCheck(); ```
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@dbz400 commented on GitHub (Oct 5, 2013):

Alright .I just tested it and worked okay in multithread mode .Therefore it is the same issue as #3883
screen00018

<!-- gh-comment-id:25743059 --> @dbz400 commented on GitHub (Oct 5, 2013): Alright .I just tested it and worked okay in multithread mode .Therefore it is the same issue as #3883 ![screen00018](https://f.cloud.github.com/assets/3000282/1274260/fd1af3a6-2d86-11e3-93c7-b2d95c183c88.jpg)
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@unknownbrackets commented on GitHub (Oct 5, 2013):

Are you sure you meant #3887?

-[Unknown]

<!-- gh-comment-id:25743185 --> @unknownbrackets commented on GitHub (Oct 5, 2013): Are you sure you meant #3887? -[Unknown]
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@dbz400 commented on GitHub (Oct 5, 2013):

Typo .#3883 should be whihc is CoreTiming::ForceCheck() in sceGeListUpdateStallAddr()

<!-- gh-comment-id:25743203 --> @dbz400 commented on GitHub (Oct 5, 2013): Typo .#3883 should be whihc is CoreTiming::ForceCheck() in sceGeListUpdateStallAddr()
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@shadowviper23 commented on GitHub (Oct 7, 2013):

@raven02 sorry i'm new to all this, how does one actually apply this fix you have posted? is it something we can apply or do we have to wait till its in a release? i would love to be able to get macross triangle frontier working if it is possible

<!-- gh-comment-id:25825027 --> @shadowviper23 commented on GitHub (Oct 7, 2013): @raven02 sorry i'm new to all this, how does one actually apply this fix you have posted? is it something we can apply or do we have to wait till its in a release? i would love to be able to get macross triangle frontier working if it is possible
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@dbz400 commented on GitHub (Oct 8, 2013):

That one is not proper fix and you have to wait or use old build which work for this game.

<!-- gh-comment-id:25894168 --> @dbz400 commented on GitHub (Oct 8, 2013): That one is not proper fix and you have to wait or use old build which work for this game.
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@shadowviper23 commented on GitHub (Oct 8, 2013):

@raven02 arlight then, i just never found a build that did not freeze after 3-5 minutes, what build should i look for? i dont mind small artifacts like the blocks around thrusters so much. but i dont want to freeze always. if there is no build that does that then i will just wait and keep an eye out on this thread

<!-- gh-comment-id:25894356 --> @shadowviper23 commented on GitHub (Oct 8, 2013): @raven02 arlight then, i just never found a build that did not freeze after 3-5 minutes, what build should i look for? i dont mind small artifacts like the blocks around thrusters so much. but i dont want to freeze always. if there is no build that does that then i will just wait and keep an eye out on this thread
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@dbz400 commented on GitHub (Oct 9, 2013):

So far i tested even though CoreTiming::Advance() , it still freeze after a while as well as multithread mode .Only the following is okay and no freeze

 void ForceCheck()
 {
     int cyclesExecuted = slicelength - currentMIPS->downcount;
     globalTimer += cyclesExecuted;
   // This will cause us to check for new events immediately.
  currentMIPS->downcount = 350;
  // But let's not eat a bunch more time in Advance() because of this.
 slicelength = 350;
  }

@shadowviper23 , loosk like old build also freeze .I think you may need to wait for proper fix or compile your own build .

<!-- gh-comment-id:25948686 --> @dbz400 commented on GitHub (Oct 9, 2013): So far i tested even though CoreTiming::Advance() , it still freeze after a while as well as multithread mode .Only the following is okay and no freeze ``` void ForceCheck() { int cyclesExecuted = slicelength - currentMIPS->downcount; globalTimer += cyclesExecuted; // This will cause us to check for new events immediately. currentMIPS->downcount = 350; // But let's not eat a bunch more time in Advance() because of this. slicelength = 350; } ``` @shadowviper23 , loosk like old build also freeze .I think you may need to wait for proper fix or compile your own build .
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@unknownbrackets commented on GitHub (Oct 9, 2013):

What if you add after in GPUCommon.cpp:

cycleLastPC = list.pc;

This:

cyclesExecuted += 200;

Or something. Does that affect it?

-[Unknown]

<!-- gh-comment-id:25948774 --> @unknownbrackets commented on GitHub (Oct 9, 2013): What if you add after in GPUCommon.cpp: ``` c++ cycleLastPC = list.pc; ``` This: ``` c++ cyclesExecuted += 200; ``` Or something. Does that affect it? -[Unknown]
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@dbz400 commented on GitHub (Oct 9, 2013):

Yep , works prefectly and no freeze

cycleLastPC = list.pc;
cyclesExecuted += 300;
<!-- gh-comment-id:25949114 --> @dbz400 commented on GitHub (Oct 9, 2013): Yep , works prefectly and no freeze ``` cycleLastPC = list.pc; cyclesExecuted += 300; ```
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@dbz400 commented on GitHub (Oct 9, 2013):

FF Type-0 also good with this change.

<!-- gh-comment-id:25949264 --> @dbz400 commented on GitHub (Oct 9, 2013): FF Type-0 also good with this change.
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@unknownbrackets commented on GitHub (Oct 9, 2013):

If you take out CoreTiming::ForceCheck() are they both still happy?

That change is very possibly legit, but it could cause problems in single threaded for some games which update the stall address a lot.

What if you do:

if (list.pc == list.startpc)
   cyclesExecuted += 300;

Does that still work (it may not, and it could even be less correct, I dunno..)?

-[Unknown]

<!-- gh-comment-id:25950412 --> @unknownbrackets commented on GitHub (Oct 9, 2013): If you take out `CoreTiming::ForceCheck()` are they both still happy? That change is very possibly legit, but it could cause problems in single threaded for some games which update the stall address a lot. What if you do: ``` c++ if (list.pc == list.startpc) cyclesExecuted += 300; ``` Does that still work (it may not, and it could even be less correct, I dunno..)? -[Unknown]
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@dbz400 commented on GitHub (Oct 9, 2013):

Remove CoreTiming::ForceCheck() is also okay

<!-- gh-comment-id:25951422 --> @dbz400 commented on GitHub (Oct 9, 2013): Remove CoreTiming::ForceCheck() is also okay
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@dbz400 commented on GitHub (Oct 9, 2013):

This bootup okay however gonna freeze after few mins
if (list.pc == list.startpc)
cyclesExecuted += 300;

<!-- gh-comment-id:25951531 --> @dbz400 commented on GitHub (Oct 9, 2013): This bootup okay however gonna freeze after few mins if (list.pc == list.startpc) cyclesExecuted += 300;
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@unknownbrackets commented on GitHub (Oct 9, 2013):

Okay, if we can't find any games that cyclesExecuted += 300; causes slowdown for (Legend of Heroes: Trails in the Sky certain areas, Sword Art Online in field, some other games from that time are likely suspects), then that's probably a good change. Probably updating the stall takes a hit on GPU processing anyhow, not sure.

-[Unknown]

<!-- gh-comment-id:25951639 --> @unknownbrackets commented on GitHub (Oct 9, 2013): Okay, if we can't find any games that `cyclesExecuted += 300;` causes slowdown for (Legend of Heroes: Trails in the Sky certain areas, Sword Art Online in field, some other games from that time are likely suspects), then that's probably a good change. Probably updating the stall takes a hit on GPU processing anyhow, not sure. -[Unknown]
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@dbz400 commented on GitHub (Oct 9, 2013):

Alright .let me have a quick test on those games.

<!-- gh-comment-id:25951721 --> @dbz400 commented on GitHub (Oct 9, 2013): Alright .let me have a quick test on those games.
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@dbz400 commented on GitHub (Oct 9, 2013):

Tested (Legend of Heroes: Trails in the Sky and Sword Art Online in few scenes and seems to be fine and no slowdown.

<!-- gh-comment-id:25952004 --> @dbz400 commented on GitHub (Oct 9, 2013): Tested (Legend of Heroes: Trails in the Sky and Sword Art Online in few scenes and seems to be fine and no slowdown.
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@unknownbrackets commented on GitHub (Oct 9, 2013):

Oh, ClaDun X2 as well, I'll try to check it in ~7 hours or so. It will most likely work, I just remember that game had a timing problem (if the list finished too early, though, I think.)

-[Unknown]

<!-- gh-comment-id:25952068 --> @unknownbrackets commented on GitHub (Oct 9, 2013): Oh, ClaDun X2 as well, I'll try to check it in ~7 hours or so. It will most likely work, I just remember that game had a timing problem (if the list finished too early, though, I think.) -[Unknown]
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@dbz400 commented on GitHub (Oct 9, 2013):

Sure .Hopefully it works well.

<!-- gh-comment-id:25952234 --> @dbz400 commented on GitHub (Oct 9, 2013): Sure .Hopefully it works well.
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@unknownbrackets commented on GitHub (Oct 9, 2013):

Okay, I checked it really quick, it seems fine. I think we can keep the ForceCheck and just add this, it probably makes sense.

-[Unknown]

<!-- gh-comment-id:25953339 --> @unknownbrackets commented on GitHub (Oct 9, 2013): Okay, I checked it really quick, it seems fine. I think we can keep the ForceCheck and just add this, it probably makes sense. -[Unknown]
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@shadowviper23 commented on GitHub (Oct 9, 2013):

man i honestly wish i knew what you guys where talking about here... i'd love to be able to help out instead of being a leach. i guess still the only thing i could help with would be tests.

so it seems you might have a fix? i dont know how to compile my own with those changes, do you think they will be pushed soon to the auto compiled/dev releases?

<!-- gh-comment-id:25964173 --> @shadowviper23 commented on GitHub (Oct 9, 2013): man i honestly wish i knew what you guys where talking about here... i'd love to be able to help out instead of being a leach. i guess still the only thing i could help with would be tests. so it seems you might have a fix? i dont know how to compile my own with those changes, do you think they will be pushed soon to the auto compiled/dev releases?
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@dbz400 commented on GitHub (Oct 9, 2013):

Thanks @unknownbrackets .Here it is 2cdb2d1

@shadowviper23 , you can check again when merged .

<!-- gh-comment-id:25964727 --> @dbz400 commented on GitHub (Oct 9, 2013): Thanks @unknownbrackets .Here it is 2cdb2d1 @shadowviper23 , you can check again when merged .
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@shadowviper23 commented on GitHub (Oct 9, 2013):

hey guys just tested out build 1660 the freeze is gone it seems, though the black boxes around the thrusters are still there, along with i think a lock up it gets trying to save that basically makes the game unplayable, this is an actual game lockup has a message that i can not read with no buttons doing anything. at times there is the usualy emulator freeze for 5-10 seconds though but thats probably nothing. oh and i did not have to run it with multithreading turned on, this worked on a fresh non tuned ppsspp 1660.

I will try gundam battle universe and assault survive, the other two games that had the freeze in a little while and see if they run great

<!-- gh-comment-id:26017522 --> @shadowviper23 commented on GitHub (Oct 9, 2013): hey guys just tested out build 1660 the freeze is gone it seems, though the black boxes around the thrusters are still there, along with i think a lock up it gets trying to save that basically makes the game unplayable, this is an actual game lockup has a message that i can not read with no buttons doing anything. at times there is the usualy emulator freeze for 5-10 seconds though but thats probably nothing. oh and i did not have to run it with multithreading turned on, this worked on a fresh non tuned ppsspp 1660. I will try gundam battle universe and assault survive, the other two games that had the freeze in a little while and see if they run great
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@SOMEGUY789 commented on GitHub (Oct 14, 2013):

Yup I can confirm the above. Whenever the game tries to save or load it hangs on the loading or saving message.

<!-- gh-comment-id:26231512 --> @SOMEGUY789 commented on GitHub (Oct 14, 2013): Yup I can confirm the above. Whenever the game tries to save or load it hangs on the loading or saving message.
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@shadowviper23 commented on GitHub (Oct 14, 2013):

yup i still have the same issues, Ultimate frontier runs fine, save for the black boxes around thrusters still, but its playable.. however triangle has that major freeze upon trying to save after a mission, and since the game uses mandatory autosave it freezes every mission with no way around it.

gundam battle universe now properly works also i did test that one aswell... didnt notice any graphical issues on it either, so the boxes seem to be for just the macross ultimate and triangle frontiers.

@raven02 and @unknownbrackets , if you two or anyone else have some time to look into these issues it would be great, i can help you anyway that i might could, with log files or anything (just need a brief shakedown on what files) just let me know and i will get them to you. also.. should we reopen this or create a new? would love if we could get the save freeze to stop, and of course also the thruster boxes to go away but that's a secondary issue. for this title

<!-- gh-comment-id:26231815 --> @shadowviper23 commented on GitHub (Oct 14, 2013): yup i still have the same issues, Ultimate frontier runs fine, save for the black boxes around thrusters still, but its playable.. however triangle has that major freeze upon trying to save after a mission, and since the game uses mandatory autosave it freezes every mission with no way around it. gundam battle universe now properly works also i did test that one aswell... didnt notice any graphical issues on it either, so the boxes seem to be for just the macross ultimate and triangle frontiers. @raven02 and @unknownbrackets , if you two or anyone else have some time to look into these issues it would be great, i can help you anyway that i might could, with log files or anything (just need a brief shakedown on what files) just let me know and i will get them to you. also.. should we reopen this or create a new? would love if we could get the save freeze to stop, and of course also the thruster boxes to go away but that's a secondary issue. for this title
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@SOMEGUY789 commented on GitHub (Oct 17, 2013):

@shadowviper23
I'd wait a few days and if no one reopens this make a new thread or add to an existing one. I've looked and the other threads for these games are all closed save for two which are dealing with this issue so you may want to post in them.

<!-- gh-comment-id:26561495 --> @SOMEGUY789 commented on GitHub (Oct 17, 2013): @shadowviper23 I'd wait a few days and if no one reopens this make a new thread or add to an existing one. I've looked and the other threads for these games are all closed save for two which are dealing with this issue so you may want to post in them.
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@shadowviper23 commented on GitHub (Oct 17, 2013):

hmm i couldnt find those threads

<!-- gh-comment-id:26561579 --> @shadowviper23 commented on GitHub (Oct 17, 2013): hmm i couldnt find those threads
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@SOMEGUY789 commented on GitHub (Oct 18, 2013):

#2702 and #1231 these two, I meant to say issues.

<!-- gh-comment-id:26569302 --> @SOMEGUY789 commented on GitHub (Oct 18, 2013): #2702 and #1231 these two, I meant to say issues.
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