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[GH-ISSUE #4626] Resistance Retribution / Houfuku noToki crash in-game #1908
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Atrac3+
Audio
CPU emulation
D3D11
D3D9 (removed)
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Font Atlas
GE emulation
Guardband / Range Culling
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Originally created by @sum2012 on GitHub (Nov 24, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/4626
info log
https://gist.github.com/sum2012/d3803a954fc24270d340
debug log
https://drive.google.com/file/d/0B3OaSdeV0L8kVmszTHo4OWU5S3c/edit?usp=sharing
iso index
https://gist.github.com/sum2012/adf600b324d3b58ebd96
first notice
37:01:136 ModuleLoader E[MODULE]: HLE\sceKernelModule.cpp:1612 UNIMPL sceKernelStopUnloadSelfModuleWithStatus(00000001, 00000000, 00000000, 00000000, 00000000): game has likely crashed
second notice
E[IO]: HLE\sceIo.cpp:1634 ERROR_ERRNO_FILE_NOT_FOUND=sceIoOpenAsync(disc0:/PSP_GAME/USRDIR/GAMEDATA/COMMON/FONTS.HGZ, 00000001,
00000000) - file not found
The file exist in the iso index but end with .HOG
\PSP_GAME\USRDIR\GAMEDATA\COMMON\FONTS.HOG
@sum2012 commented on GitHub (Nov 24, 2013):
JPCSP no probrem
log:
https://gist.github.com/sum2012/71ba4779bb48935d5985
@unknownbrackets commented on GitHub (Jan 11, 2014):
It seems to still open the HOG files if the HGZ files aren't there, so that may be fine.
What does the code look like at 08807520? I assume this still happens. A JpcspTrace of sceKernelDeleteCallback might help:
sceKernelDeleteCallback 0xEDBA5844 1 x
Just to see if it does call it.
-[Unknown]
@sum2012 commented on GitHub (Jan 12, 2014):
First Thanks you tell me test in Sunday
I give you newest log first: (v0.9.6-406-g62eb701 ,(now crash due to on fast memory?))
info:
https://gist.github.com/sum2012/9eb8c23fcbcd51a01128
debug log:
https://drive.google.com/file/d/0B3OaSdeV0L8kSElXSW1YcEVtVjg/edit?usp=sharing
@sum2012 commented on GitHub (Jan 12, 2014):
JPCSP trace log:
https://gist.github.com/sum2012/4e91cbd3bd05db670252
nothing special
08:24:26 ModuleLoader - sceKernelDeleteCallback 0x3E1433B = 0x0
@unknownbrackets commented on GitHub (Jan 12, 2014):
I wonder if handling sceKernelStopUnloadSelfModuleWithStatus would actually fix this game...
-[Unknown]
@sum2012 commented on GitHub (Jan 12, 2014):
Add sceKernelCreateCallback in JPCSP trace log
https://gist.github.com/sum2012/087dd982ba945751386b
PPSSPP debug log:
287=sceKernelCreateCallback(name=MEDIAPOWER, entry=08bf46c0, callbackArg=00000000)
But in JPCSP trace log cannot find 08bf46c0
@sum2012 commented on GitHub (Jan 12, 2014):
change config to sceKernelCreateCallback 0xE81CAF8F 3 sxx
Hmm more easy to compare
https://gist.github.com/sum2012/d588c00039e5e69062b7
09:16:04 user_main - sceKernelCreateCallback 0x08DCF370('MEDIAPOWER'), 0x8BF46C0, 0x0 = 0x3E0C035
seem no problem in sceKernelCreateCallback
@unknownbrackets commented on GitHub (Jan 12, 2014):
Is this improved at all by #5092?
-[Unknown]
@sum2012 commented on GitHub (Jan 12, 2014):
v0.9.6-420-g108d592
crash after in-game.
I need go out now.
Debug Log will proudce later
https://gist.github.com/sum2012/e09eec24dcfa6e423319
@sum2012 commented on GitHub (Jan 13, 2014):
@unknownbrackets I forget to ask a Important question.
Do make log need turn off fast memory ?
edit: turn off fast memory info log (a bit better)
https://gist.github.com/sum2012/39b5aa5bb5d1e8905cd0
@unknownbrackets commented on GitHub (Jan 13, 2014):
Generally yes, I usually use fast memory off. It helps to know the address that failed, sometimes, and especially what thread it was on.
Hmm. I guess it could be io related...
-[Unknown]
@sum2012 commented on GitHub (Jan 13, 2014):
v0.9.6-429 debug log
fast memory off,stop on first error
https://drive.google.com/file/d/0B3OaSdeV0L8kRXlHaU5uNnpNTWM/edit?usp=sharing
@sum2012 commented on GitHub (Jan 22, 2014):
Maybe need fix invalid address before more test

@sum2012 commented on GitHub (Apr 25, 2014):
v0.9.8-500-gb0e97a0 Now debug log do not show OSK(freeze)
spam of
D[UTIL]: HLE\sceUtility.cpp:376 00000001=sceUtilityOskGetStatus()
(Could not get time to draw a OSK ?)
debug log:
https://drive.google.com/file/d/0B3OaSdeV0L8kakI4ZmZWb2tETTA/edit?usp=sharing
Fast test
osk good
v0.9.6-813-g9798af3
debug log:https://drive.google.com/file/d/0B3OaSdeV0L8kSzNQbnYwNk9kZjQ/edit?usp=sharing
bad
v0.9.6-837-g19a3ede
Compare
https://github.com/hrydgard/ppsspp/compare/v0.9.6-813-g9798af3...v0.9.6-837-g19a3ede
@sum2012 commented on GitHub (Apr 25, 2014):
Hmm, just a sceUtility debug log also proudce the problem
@sum2012 commented on GitHub (Apr 25, 2014):
git bisect result

This commit
github.com/unknownbrackets/ppsspp@1f5639a489@sum2012 commented on GitHub (Apr 25, 2014):
int PSPOskDialog::Init(u32 oskPtr) {
#ifdef DEBUG
OSK_INIT_DELAY_US = 10000;
#else
OSK_INIT_DELAY_US = 300000;
#endif
@unknownbrackets @hrydgard @thedax How to get a log setting from sceUtility programmably?

@thedax commented on GitHub (Apr 26, 2014):
@sum2012: You mean how can you tell what the log level for a certain module is set to while PPSSPP is running?
Probably something like this:
Or use a switch statement:
@unknownbrackets commented on GitHub (Apr 26, 2014):
Emulation behavior should definitely NOT change based on log level. Talk about a debugging nightmare.
-[Unknown]
@thedax commented on GitHub (Apr 26, 2014):
Oh, I agree completely. I was just answering his basic question on how to obtain the logging level at runtime.
@daniel229 commented on GitHub (Jun 8, 2014):
The DEMO also gets a lot Invalid address.
https://drive.google.com/file/d/0BzGZGDfFE68zSGNWcHVKX1pLWW8/edit?usp=sharing
@daniel229 commented on GitHub (Jul 5, 2014):
For the demo,after you killed the 3 robots in the first room and entry to another room,there is cutscene,if you don't skip,at the end it reportsa lot of
invalid address,then after you killed one of the two big robots,it reports a lot ofE[G3D]: GLES\SoftwareTransform.cpp:332 Normal projection mapping without normal?,sometime it crashes.@unknownbrackets commented on GitHub (Jul 5, 2014):
Interesting. The invalid addresses happen even with jit off, so it doesn't look like a jit bug.
-[Unknown]
@sum2012 commented on GitHub (Jul 5, 2014):
Flush icache only related to jit ?
@unknownbrackets commented on GitHub (Jul 5, 2014):
Correct... well, I guess there are also the replacement opcodes. Did it used to work without jit on?
-[Unknown]
@sum2012 commented on GitHub (Jul 5, 2014):
Doesn't
@daniel229 commented on GitHub (Jul 6, 2014):
Fixed one kind of the invalid addresses I mentioned in the https://github.com/hrydgard/ppsspp/issues/3110 ,that cutsene invalid addresses don't hang the emulator sometime.
@daniel229 commented on GitHub (Jul 17, 2014):
Those invalid addresses would make the game missing some graphics
non invalid addresses

invalid addresses

@sum2012 commented on GitHub (Aug 17, 2014):
Update the log to v0.9.9-84-g37b8f62
Info log:https://gist.github.com/sum2012/918e3536fe0c65485786
Debug log: https://drive.google.com/file/d/0B3OaSdeV0L8kTlU1WUtoVWN6NTg/edit?usp=sharing
I find sceUsb staff
@daniel229 commented on GitHub (Sep 2, 2014):
Don't Register sceAtrac3plus() can avoid the invalid addresses and these graphical issue.https://github.com/hrydgard/ppsspp/issues/5631
@sum2012 commented on GitHub (Sep 2, 2014):
Good finding
@sum2012 commented on GitHub (Sep 2, 2014):
I test from start.

Still freeze
@daniel229 commented on GitHub (Sep 2, 2014):
Above errors happen randomly.I don't get those errors this time.

@daniel229 commented on GitHub (Sep 2, 2014):
change this
if (Memory::IsValidAddress(numSamplesAddr))Memory::Write_U32(numSamples, numSamplesAddr);to
if (Memory::IsValidAddress(numSamplesAddr))Memory::Write_U32(numSamples/2, numSamplesAddr);it would not get invalid addresses and these graphical issue.
@unknownbrackets commented on GitHub (Sep 3, 2014):
It could be that this file decodes less samples each frame, whether due to mono or who knows what. But also, the first frame of audio actually is supposed to be a lower number of samples. Could just be that.
-[Unknown]
@daniel229 commented on GitHub (Sep 3, 2014):
It works with this.with atrac->currentSample <= 2048 still got error.
@daniel229 commented on GitHub (Sep 3, 2014):
It works with this
@unknownbrackets commented on GitHub (Sep 3, 2014):
Interesting. Well, at least that supports the theory that it could have to do with the first time. Thanks.
Guess we'll have to test a bunch of permutations, long/short, at3/at3+, stereo/mono, full buffer/sliding buffer...
-[Unknown]
@daniel229 commented on GitHub (Sep 23, 2014):
Demo crashing after the big robots explode in the second room,same as the retail version.
savestate for the demo
https://drive.google.com/file/d/0BzGZGDfFE68zaUJjYkZNSTljVXM/edit?usp=sharing
@unknownbrackets commented on GitHub (Sep 23, 2014):
199e6bcd3bavoids that crash, but it's still doing something wrong. Also, Google doesn't seem to want me to download that file.-[Unknown]
@daniel229 commented on GitHub (Sep 23, 2014):
Still crash with that change,I can't download from google either.Try this savestate
https://onedrive.live.com/redir?resid=46301D80532F136C%21107
@unknownbrackets commented on GitHub (Sep 24, 2014):
Hmm, that's jumping to 0 but I'm not sure from where. It's not in jit or vertexjit...
Do the graphical glitches still go away entirely without sceAtrac? I guess it's probably still bugs in that.
-[Unknown]
@daniel229 commented on GitHub (Sep 24, 2014):
without Register_sceAtrac3plus(); still get graphical glitches and crashing.
@ppsspp-gamer commented on GitHub (Sep 24, 2014):
Tested resistance retribution (UCUS-98668) with PPSSPP build v0.9.9.1-537-gabb294f x64, OpenGL backend, after merge pull request #6935 from unknownbrackets/atrac-minor, this game can almost finish first mission without any graphical glich, but still ran into infinite loop after open the door as picture below. Real time save state is attached just before ppsspp hang, download save state from here: http://www.mediafire.com/download/d844cd9i1er4d7e/UCUS98668_1.00_0.zip.
@daniel229 commented on GitHub (Sep 26, 2014):
@ppsspp-gamer that area did not hang for me with JPN version.
Same area crash point as the demo in retail version ,if it get lucky,it did not crash,it would get this error
@sum2012 commented on GitHub (Sep 26, 2014):
@ppsspp-gamer save (USA version)
media log:
https://gist.github.com/sum2012/f39217a5c38b713fc71b
debug log:
https://drive.google.com/file/d/0B3OaSdeV0L8kbi1aQzY5QUNwaFU/edit?usp=sharing
@ppsspp-gamer commented on GitHub (Sep 29, 2014):
I believe the resistance retribution crash (UCUS-98668) is related to atrac functions. If I disable audio just before opening the door, then enable audio after that, I can finish the first mission without problems. Actually I can continue several missions without crashes.
Another real time save state before crash (this crash can be avoid by disabling audio).
http://www.mediafire.com/download/yy2ldh49rajwm51/UCUS98668_1.00_0-02.zip
@unknownbrackets commented on GitHub (Sep 29, 2014):
The emulator's option to disable audio only disables output; everything else related to audio (including all the atrac3+ decoding and etc.) is still done. That is, the option doesn't affect game behavior at all; it only affects whether we send the resulting data to DirectSound or ignore it during the last step in the process.
If turning off audio really avoids the crash, it may be related to the amount of audio data being generated or something (like an overflow in our DirectSound management), rather than decoding specifically. But that seems unlikely based on the other crash.
-[Unknown]
@sum2012 commented on GitHub (Sep 29, 2014):
@ppsspp-gamer I still get invalid address when I disable audio in option
@ppsspp-gamer commented on GitHub (Sep 29, 2014):
@unknownbrackets
but if audio is disable, then the StreamCallback in soundThread() function won't be called, why should the atrac3+ decding still be done?
@sum2012, then I guess I am only lucky, I play almost half of this game by using this trick.
@unknownbrackets commented on GitHub (Sep 29, 2014):
Whether it should or should not, it is. Audio decoding is done in the emulation thread. All that callback does is pull bytes off the buffer.
The flow is like this:
Steps 1-5 are always done regardless of that setting. It only controls step 6. Steps 1-5 must still be done in some way because that have non-trivial impact on game thread scheduling and timing. Not doing those things would definitely break games.
It's reasonable to assume that the game would say "play this file in the background" and then the emulator can decode it at runtime all nice like. This would be great and really make it much easier to use more threads for emulation, and yes indeed allow the callback to be the decoder. But this is absolutely not how it works on the PSP. It is tightly coupled, and we have to follow the rules if we want to emulate PSP games (which do all sorts of things not narrowly described by "play this file in the background.")
-[Unknown]
@ppsspp-gamer commented on GitHub (Sep 30, 2014):
@unknownbrackets
Thanks for your explanation.
Is it possible the crash caused by StreamCallback (invalid audio data caused infinite loop or corrupt the heap)?
@unknownbrackets commented on GitHub (Sep 30, 2014):
Well, I don't see a BUFSIZE check there. I don't really know DirectSound but a buffer overflow might be possible there. It's already intentionally looping forever so I don't think it could cause an infinite loop.
That said the buffer seems (intentionally?) way too large, so I dunno.
-[Unknown]
@ppsspp-gamer commented on GitHub (Oct 2, 2014):
Tested with build v0.9.9.1-566-gc2a462c x64, after merge merge pull request #6959 from unknownbrackets/atrac-minor, although this fix is not for resistance retribution, some how it also fixs most of resistance retribution crash bugs.
Now I can play through half of this game without tricks by disabling audio until I meet a crash bug of graphics. But not sure if this is a real graphic bug or another bug caused by corrupted memory
Error message from log console:

Real time save state before crash:
http://www.mediafire.com/download/3w4orj1p8sez199/UCUS98668_1.00_0-3.zip
info log: http://www.mediafire.com/download/r62df3qk5v3mcny/ucus98668-ppsspplog.zip
@daniel229 commented on GitHub (Mar 17, 2015):
Also the smoke is not correct when the door open.

ppsspp
psp

@daniel229 commented on GitHub (Mar 23, 2015):
Change CPU clock to 25, the explosion would not crash.
@daniel229 commented on GitHub (Apr 11, 2015):
ForceMaxEmulatedFPS = 20 also helps the crash.
@unknownbrackets commented on GitHub (Apr 11, 2015):
Well, that's just going to affect its timing and delay whatever thread does the flipping more. So all these things definitely mean it's something going too fast, I think...
-[Unknown]
@daniel229 commented on GitHub (Apr 11, 2015):
46 is the biggest one make it working,and still get 60 fps most of the time.45 will make it get 45 fps most of the time.
@daniel229 commented on GitHub (Dec 7, 2015):
weird bug,Stuck here, like https://github.com/hrydgard/ppsspp/issues/7320

savestate for the demo
https://drive.google.com/file/d/0BzGZGDfFE68zb04tWGM0OW40X1U/view?usp=sharing
@daniel229 commented on GitHub (Dec 7, 2015):
It seems like it's not a bug,just funny.and happen in PSP.
@unknownbrackets commented on GitHub (Jan 3, 2016):
Does this crash still happen? I tried the savestate, which still crashes, but it seems like it always crashes no matter anything. I'm thinking the savestate is already "too late" to recover.
-[Unknown]
@daniel229 commented on GitHub (Jan 3, 2016):
Still need low CPU clock to avoid the crash.
Two savestate here,default clock and 70Mhz.
https://drive.google.com/folderview?id=0BzGZGDfFE68zd29uVGppZ3V0QWM&usp=sharing
@ghost commented on GitHub (Sep 10, 2019):
Damn game! I'm always stopped in this part.
@dml360 commented on GitHub (Oct 29, 2019):
I think this game will not be emulated correctly by ppsspp, since 2014 this isue is open and was never possible to fix the problem, I created one in 2018 and to my surprise was duplicate of this here, including inumerous isues were opened and closed as duplicates of this one .. I would like to be a programming expert to work on this problem.
@Panderner commented on GitHub (Mar 11, 2020):
this issue has a lot of duplicates and this issue is Never fixed in recent versions, This Game is unplayable due to crashing issues.
@ghost commented on GitHub (Jul 13, 2020):
damn 7 years in the making.
You think by now this will get fixed somehow but its still crashes and freezes in places.
There are even options on the main menu that will make it crash lol.
@sum2012 commented on GitHub (Jul 14, 2020):
@MojoJojoDojo Does Change CPU clock to 25 or ForceMaxEmulatedFPS = 20
help the game ?
@ghost commented on GitHub (Oct 24, 2020):
Hey i tried recently messing with clocks.
Is there a way to get the Ad-Hoc option to work?
It will just freeze PPSSPP when you try it.
@ghost commented on GitHub (Sep 21, 2021):
Using JIT this game is freezing


after this part no crash.
logs
logcat_09-21-2021_23-00-46.txt
But using IR interpreter is crashing.
I will test more about this game and report back.
@ghost commented on GitHub (Sep 21, 2021):
Force software rendering and loading a savestates crashing out the emulator.
Interpreter and IR Interpreter crashing Jit no crashing but freezed in blackscreen.
I try also DrawSyncEatCycles for this game but no luck 😅
@ghost commented on GitHub (Sep 21, 2021):
OpenGL game is freezed but touchscreen controller still response.
Vulkan game is freezed and touchscreen controller is no response and after a minute ppsspp isn't responding.
@ghost commented on GitHub (Sep 21, 2021):
This bluescreen (hoping) that is useful to fix this issue in the near future.

@ghost commented on GitHub (Sep 22, 2021):
Extracting the iso pass me on that particular area that always freeze 😂
I will test more and play if I can finish this game without freeze/crash hope that helps.
https://user-images.githubusercontent.com/37603562/134297221-22f95075-241f-4c27-b799-66346764a3a5.mp4
Got the idea from this yt channel https://youtu.be/Gjq7jKMMMvE
@anr2me commented on GitHub (Sep 22, 2021):
That is really strange if PPSSPP were having difficulty extracting the content properly from the ISO O.o
I remembered something similar also happened when using remote disc a few months ago, sometimes textures can be missing or became black, but it was on a different game, and clearing the cache fixed the issue.
@ghost commented on GitHub (Jul 15, 2022):
Just noting this out but this is the only known game to use the "PSP Plus" feature.

This allows PSP-2000 and PSP-3000 to use a dualshock 3 controller when its connected to a PS3.
In general I think the game keeps polling the USB for the infected mode which is being used when you connect the PSP to the PS3 as well.
Possibly either could issues when the game is being emulated (the features dont work on the Vita as is with Adrenaline).
This also got something to do with the AV out on the PSP BTW:
@LunaMoo commented on GitHub (Jul 15, 2022):
If that's "only game with this feature" then it's unlikely to affect those crashes as there's a different game on same engine which doesn't have support for that and crashes similar way.
Also those additional modes of RR are all within PSP version, usb connection is there just to check if you have the other game to unlock those things, basically it's an ad to buy the other game if you have one of them.
Edit: note that it's known since forever that those games are affected by timings and you can pass some of the crashes by slowing down emulated psp cpu, delaying some syscalls also can help. If I recall the game was also working better if complete savedata was present probably due to missions running a bit differently if replayed compared to playing first time.
@anr2me commented on GitHub (Jul 15, 2022):
Whenever i tried to get my self killed, on death it have a high chance to crash, felt like it have something to do with Savedata / Auto-saving
@LunaMoo commented on GitHub (Jul 15, 2022):
Maybe it's an allocation problem and it increases the savedata size in memory overwriting something, could explain why using complete savedata is more stable.
@ghost commented on GitHub (Jul 15, 2022):
I presume that you talk about the Syphon Filter games.
I actually had good experience with them mostly and didnt encounter any crashes but maybe i overlooked it.
But I guess you know more about it...
BTW the infected mode thing that only happens when using the USB feature seemed to me to be a bit more complex then other games that appear to use it.
@sum2012 commented on GitHub (Jul 15, 2022):
it is interesing.If we force do not save in coding whether it still get
crash
在 2022年7月16日週六 上午4:59,LunaMoo @.***> 寫道:
@LunaMoo commented on GitHub (Jul 16, 2022):
It's more advanced in a sense that it unlocks game modification instead of items etc., it however does nothing at all if it doesn't connect to the other game, it also doesn't copy anything from the other game, it's just an unlock as in all such cases. Also I believe the check only works on boot, before title screen. It doesn't run later on, you can look into the source code of a plugin someone made to unlock it.
About Syphon Filter, we literally have an open issue about it crashing, it shares smoke rendering issue as well.
The game doesn't allow saving during mission as far as I recall anyway so no point blocking it. I was thinking more about game writing savedata to ram, ie. statistics and such and if that grows with time, maybe some part of it overwrites things like pointers or whatever causing a crash. It's probably not what's happening, just trying to think why it would be affected by player death as observed by ANR2ME, but this could as well just be death animation rendering causing the crash, I mean weirdly the backend seems to be affecting at least Syphon Filter exact moment of crash(with d3d9 reportedly going slightly further before crashing) and those games are running on same engine.
@Deka710 commented on GitHub (Sep 3, 2022):
any hope for this game?(resistance retribution),just asking
@sum2012 commented on GitHub (Sep 3, 2022):
can you share save status before crash?
在 2022年9月3日週六 下午11:48,Deka710 @.***> 寫道:
@Deka710 commented on GitHub (Sep 3, 2022):
save states ?
@sum2012 commented on GitHub (Sep 3, 2022):
@Deka710 Yes
@sum2012 commented on GitHub (Sep 4, 2022):
@Deka710 You need change to "Anyone who has the link allow"
@Deka710 commented on GitHub (Sep 4, 2022):
https://drive.google.com/file/d/1-B-AJuSVSIKfH9wMzfDQHbxG77LJiCt1/view?usp=sharing here
@Deka710 commented on GitHub (Sep 4, 2022):
https://user-images.githubusercontent.com/97207704/188291768-d218b4a3-40fd-4a31-98ce-1b186e135b84.mp4
after killing those big monsters in this stage theres chance for crash
@sum2012 commented on GitHub (Sep 4, 2022):
Back up the save states to me.
https://drive.google.com/file/d/1Gzp8-82STXBcGmAqymy_yjikJm6MAaVX/view?usp=sharing
@Deka710 commented on GitHub (Sep 4, 2022):
done
@sum2012 commented on GitHub (Sep 4, 2022):
It is gpu error .I can only reproduce once :(
@inukaze commented on GitHub (Jan 12, 2023):
Hi there, well i had test the game in versions : Japanese + Full ReTranslation (Audio & Text), European Version, and USA Version.
Japanese Version & European Version : When you finish the Zone 1 of Roterdam after defeat the first boss, and you see that soldier and when goes to sewer, the PPSSPP Stuck.
i test with : PPSSPP v1.9.3, v1.11.2, v1.12.3 (Windows & GNU/Linux) & v1.14.4 (Just under Windows) [I need install Slackware 15.0 and full upgrade system to see if i can compile the latest version]
In USA Version : The emulator not stuck there, i had the PSP System on Spanish, and when the Loading Screen, are typing text on the left of screen, and its not finish put text, if i press X too much fast i got the follow screen :
Well i delete that backup images because i can't finish the title, but i forgot test if works using another language of Latino Country like : Spanish (Spain), French, Italian, Portuguese just for test if the error are for some kind bad access on specific languages.
i write in the LunaMoo Workarounds just to see if that user can find a method to workaround that error on the non-usa versions -> https://github.com/LunaMoo/PPSSPP_workarounds/issues/9
@ghost commented on GitHub (Mar 17, 2023):
Logs that didn't crash during the fmv might be useful?
@hrydgard commented on GitHub (Mar 17, 2023):
those openContentUri exceptions aren't that useful unfortuantely, just a very verbose "file not found"
@anr2me commented on GitHub (Mar 17, 2023):
Hmm.. could this be another I/O timing issue (like Aces of Wars) if using an extracted ISO on Android made it passed that scene, due to scoped storage slowing it down.
@ghost commented on GitHub (Mar 18, 2023):
Another logs
@unknownbrackets commented on GitHub (Mar 18, 2023):
Cannot mkdir //.android? That's weird.
-[Unknown]
@ghost commented on GitHub (Mar 18, 2023):
The US demo doesn't crash after defeating the 2 big boss alien with fast memory off.
https://playdreamcreate.com/demos/NPUG22850
Fast Memory crash
adb logs
@RinMaru commented on GitHub (Feb 19, 2025):
This still happens in Resistance Ret
@Unknowncat1991 commented on GitHub (Apr 4, 2025):
Does Disable HLE of scePsmf and scePsmfPlayer
doesnt helped this?
@RinMaru commented on GitHub (Apr 5, 2025):
I can't even find those settings. unless they hidden behind debug?
@sum2012 commented on GitHub (Apr 5, 2025):
newest git version already disable both HLE
在 2025年4月5日週六 上午10:53,Rin @.***> 寫道:
@RinMaru commented on GitHub (Apr 5, 2025):
Ill try the latest nightly tomorrow and see if the issue is at all resolved
@RinMaru commented on GitHub (Apr 5, 2025):
seems to have fixed the game aside from broken smoke effects still. this can be closed
@sum2012 commented on GitHub (Apr 6, 2025):
Can anyone test https://github.com/hrydgard/ppsspp/issues/19755
The game savedata is in the first post (Do not load save status )
@Panderner commented on GitHub (May 10, 2025):
Unfortunately a 30 FPS cap cheat doesn't help to avoiding crashes.