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[GH-ISSUE #4786] Remaining issues in Dan Ball Senki W #1978
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Atrac3+
Audio
CPU emulation
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Guardband / Range Culling
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Originally created by @daniel229 on GitHub (Dec 11, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/4786
A video lead you to know the issue 1and 2
http://www.youtube.com/watch?v=KTlrWd7hKYc
normal

Camera stop

it display now,but some time not correct.

sometime not correct

log
intro video is now display (affected by #6737.)
Videoes now skip after 2 seconds (affected by #5381.)
Videoes now do not play sound (affected by #6384.)
@dbz400 commented on GitHub (Dec 11, 2013):
For 2nd issue , any savestate can shared?
@daniel229 commented on GitHub (Dec 11, 2013):
move to right side,then go outside.

savedate here,rename jpg to rar

@daniel229 commented on GitHub (Dec 11, 2013):
Updated two issue to top post.
4-missing background.
5-video not played.
@dbz400 commented on GitHub (Jan 7, 2014):
Have this improved lately?
@daniel229 commented on GitHub (Jan 7, 2014):
No improvement.
@daniel229 commented on GitHub (Jan 16, 2014):
Test with 0.9.6-436
For the video part,the audio can be heard, but display nothing.
Log shows this,and audio stuttering when these messages posting.
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 319900 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 508000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 712820 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 926000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1135000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1314740 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1553000 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1732740 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1941740 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2121480 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2313760 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2593820 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2852980 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3099600 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3367120 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3634640 dts: 8948940
AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3881260 dts: 8948940
@daniel229 commented on GitHub (Jan 31, 2014):
FPS issue fixed by https://github.com/hrydgard/ppsspp/pull/5174

@daniel229 commented on GitHub (Jan 31, 2014):
https://github.com/hrydgard/ppsspp/issues/3110 Frontier Gate Boost+ also got FPS issue fixed.these two games have several issues the same.
@unknownbrackets commented on GitHub (Jan 31, 2014):
Huh, that's very interesting.
The camera stopping thing is still happening, right? AFAIK the video is a depth issue.
-[Unknown]
@daniel229 commented on GitHub (Feb 1, 2014):
Yes camera is still stopping.
@unknownbrackets commented on GitHub (Jun 4, 2014):
Does the black box thing still happen?
-[Unknown]
@daniel229 commented on GitHub (Jun 4, 2014):
still happen when screen transition.block transfer not help


@unknownbrackets commented on GitHub (Jun 15, 2014):
Have any of the changes helped specifically 2, 4, and 5? Is 1 affected by jit on/off?
-[Unknown]
@daniel229 commented on GitHub (Jun 16, 2014):
1,2,4,5 no change at all.with jit off,Ican not move.
jit off

@unknownbrackets commented on GitHub (Jun 16, 2014):
Well, then there's definitely some cpu bug here, even if it's the interpreter that's wrong. If you switch the CONDITIONAL_DISABLE defines in CompVFPU.cpp, and use jit, does it still have the above problem? If not, does it happen switching them in CompFPU.cpp?
-[Unknown]
@daniel229 commented on GitHub (Jun 16, 2014):
change #define CONDITIONAL_DISABLE ; to #define CONDITIONAL_DISABLE { fpr.ReleaseSpillLocks(); Comp_Generic(op); return; } in CompVFPU.cpp,the jit without anyproblem.
@daniel229 commented on GitHub (Jun 16, 2014):
It gets problem in CompFPU.cpp
@daniel229 commented on GitHub (Jun 16, 2014):
the problem is
void Jit::Comp_FPU2op(MIPSOpcode op) {@unknownbrackets commented on GitHub (Jun 16, 2014):
Which one inside there? Change for example
case 13:tocase 13: DISABLE;and it will disable trunc.w.s. abs, mov, and neg should be pretty hard to be wrong, sqrt, trunc.w.s, and cvt.s.w are the likely ones.Does the camera thing go away if you have the CONDITIONAL_DISABLE swapped in CompVFPU.cpp and use jit? It could be a totally different instruction causing that problem.
-[Unknown]
@daniel229 commented on GitHub (Jun 16, 2014):
Yes,disable case 13,the problem presents.CONDITIONAL_DISABLE swapped in CompVFPU.cpp does not help the camera problem.
@unknownbrackets commented on GitHub (Jun 16, 2014):
Does it affect anything to revert this change?
github.com/hrydgard/ppsspp@cbf1df9-[Unknown]
@daniel229 commented on GitHub (Jun 16, 2014):
both jit and non-jit can't move.
@unknownbrackets commented on GitHub (Jun 16, 2014):
So basically this and #4268 don't agree about that change, seems this likes it. I'm not sure why interpreter is not behaving the same way...
-[Unknown]
@unknownbrackets commented on GitHub (Jun 25, 2014):
Does this game crash for you with simulate block transfers on?
http://forums.ppsspp.org/showthread.php?tid=5201&pid=86714#pid86714
The black box thing seems really weird. It's hard to catch those things in the GE debugger, but I wonder what the vertex type / positions are.
I guess the camera stop thing is likely to be a cpu bug as well, if this uncovered an interpreter cpu bug...
-[Unknown]
@daniel229 commented on GitHub (Jun 25, 2014):
Is that Danball Senki Boost,it does not crash for me,but I find a graphical issue with simulate block transfers on.
simulate block transfers on

simulate block transfers off

before the black box drawing.


@daniel229 commented on GitHub (Jun 25, 2014):
Gedebugger about the graphical issue

@unknownbrackets commented on GitHub (Jun 25, 2014):
Oh. I was confused. Thought they were the same game.
Hmm Boost seems like a format mismatch... hard to say. W definitely looks like that texture ought to display. I wonder if it is depth related. Maybe minz and maxz clamp before depth test or affect clipping... are the vertex addresses? Or it could be stencil.
-[Unknown]
@daniel229 commented on GitHub (Jul 4, 2014):
Dan Ball Senki W random hangs in battle with jit off.
@unknownbrackets commented on GitHub (Jul 4, 2014):
Hmm, well, same question then - if you disable CompFPU or etc. does this happen even with jit on? Have to narrow it down.
-[Unknown]
@daniel229 commented on GitHub (Jul 4, 2014):
Disable either CompFPU or CompVFPU would not hang.Disable both,it hangs.
I find other bug that the character face to another way when talking due to Disable codes in
void Jit::Comp_Vcmp(MIPSOpcode op) {@daniel229 commented on GitHub (Jul 5, 2014):
The hangup is due to disable both
void Jit::Comp_Vcmp(MIPSOpcode op) {andvoid Jit::Comp_FPUComp(MIPSOpcode op){
@unknownbrackets commented on GitHub (Jul 5, 2014):
Hmm, so there must be a wrong NAN/INF/-0.0 comparison hiding in those somewhere...
-[Unknown]
@daniel229 commented on GitHub (Jul 5, 2014):
Change all
CONDITIONAL_DISABLE;toDISABLE;,and leave the one invoid Jit::Comp_Vcmp(MIPSOpcode op) {,still experience the camera problem.@daniel229 commented on GitHub (Aug 21, 2014):
The video is showing now since https://github.com/hrydgard/ppsspp/pull/6737 but missing audio and skipped in about 2 second.
The missing audio due to https://github.com/hrydgard/ppsspp/pull/6384 ,revert it,the Level 5 logo works fine, the intro video has sound though,but just for about 2 second and then skipped.
revert https://github.com/hrydgard/ppsspp/pull/5381 the intro video works fine now.
debug log for the missing audio(rename jpg to rar)

@daniel229 commented on GitHub (Mar 8, 2015):
The second issue fixed in
github.com/hrydgard/ppsspp@a04af187ea.@unknownbrackets commented on GitHub (Mar 8, 2015):
So, just to recap:
Square problem is now fixed.FPS is now correct.Videos now display.Jit disabled no longer causes T formation or lack of movement.-[Unknown]
@daniel229 commented on GitHub (Mar 8, 2015):
Remove issues that fixed in the top.
@unknownbrackets commented on GitHub (Mar 8, 2015):
It helps the camera issue? Hmm. Well, that explains why jit doesn't affect it. It might be a separate timing issue that simulate UMD delays only accidentally helps. Hmm.
So the main issues are video related, timing related, and something to do with block transfers still.
Does the background show correctly if you open the menu, close it, and open it again? And if you move, is it wrong until you close and open it again? Or how wrong is it?
-[Unknown]
@daniel229 commented on GitHub (Mar 8, 2015):
Background is randomly happen. close it, and open it again it may get different results.
right

wrong 1

wrong 2

@DanSenki commented on GitHub (Oct 31, 2015):
Prior to the current build, are there any more problems to the game other than the black model outlines and the skipping cutscenes?
Battles work perfectly fine.

@daniel229 commented on GitHub (Oct 31, 2015):
@DanSenki

That model looks fine here.what device did you play on and which version of PPSSPP?If you changed any setting,I recommend trying the defaults.
@unknownbrackets commented on GitHub (Oct 31, 2015):
I'd be interested to know what setting causes that.
-[Unknown]
@DanSenki commented on GitHub (Oct 31, 2015):
Woah woah woah how did that work.
(While I did some fixes that work temporarily, when I switch between windows, the graphics glitch.)
Are there still any issues on cutscenes though?
@DanSenki commented on GitHub (Oct 31, 2015):
Even on default, this still happens.
@DanSenki commented on GitHub (Nov 1, 2015):
UPDATE:
Restoring defaults not only doesn't fix anything, it makes the screen shake when pressing the menu.
@unknownbrackets commented on GitHub (Nov 1, 2015):
What device, video card, operating system version, etc. is this on? Are you using the latest git build?
-[Unknown]
@DanSenki commented on GitHub (Nov 1, 2015):
Windows 10 Home, with Intel HD Graphics, with a 1.0.1 build.
Graphic Card shouldn't be an issue, though. It ran BOOST almost perfectly.
Oh shit. uh, ignore the BOOST screenshot.
@DanSenki commented on GitHub (Nov 4, 2015):
I think I found a source for the skipping cutscenes.
Still no trace for the outlines?
@daniel229 commented on GitHub (Nov 4, 2015):
The cutscenes would be played on this build.The graphical problem seems like a driver problem?
http://www.filedropper.com/ppsspp-v101-216-gb9fbaed-windows
@DanSenki commented on GitHub (Nov 4, 2015):
Unless Level-5 made the graphics more obnoxious than in the original game, I can't really say it's a driver problem or compatibility.
@DanSenki commented on GitHub (Nov 8, 2015):
UPDATE:
Cutscenes play fine. (But in LQ for some reason?)
However, graphic glitches remain. (But it's not as bad.) Along with screenshake glitch
Log Console says it (might?) be a shading problem?
From the screenshot here, graphic glitches remain----
Walking out from the glitched area fixes it?
Yeah, like I said, it's not my graphic drivers.
@DanSenki commented on GitHub (Nov 16, 2015):
Bump.
@Yuuyatails commented on GitHub (Jan 16, 2016):
Okay, it seems that the videos still skips in the latest build (v1.1.1-673-g6d3368b). I take a look at the log console and I found that PPSSPP produces the same error messages that DanSenki had also found whenever it play the videos.
It is also worth mentioning that daniel229's link to download the 'patch' version of PPSSPP no longer works.
I am running PPSSPP on a PC with 32-bit Windows OS, if you ask.
@daniel229 commented on GitHub (Jan 17, 2016):
already cantain the 32bits and 64bits exe,try https://drive.google.com/file/d/0BzGZGDfFE68zci10Vk1PS1lYcTQ/view?usp=sharing
@DanSenki commented on GitHub (Jan 17, 2016):
I don't really think that will be fixed anytime soon, to be honest.
@unknownbrackets commented on GitHub (Jan 17, 2016):
Can you put
#define HLE_LOG_FORCEat the top ofsceMpeg.cppand then copy out the log? I'm wondering if it uses audio at all.-[Unknown]
@Yuuyatails commented on GitHub (Jan 17, 2016):
At unknownbrackets: Honestly, I don't know how to do that in PPSSPP since I am just a novice here and don't have any compliers.
@daniel229 commented on GitHub (Jan 17, 2016):
The log
https://gist.github.com/daniel229/704be588f5290d13f179
@unknownbrackets commented on GitHub (Jan 17, 2016):
What happens if you replace this:
With:
It seems like it's not sending more packets with
sceMpegRingbufferPut. Probably it expects to continue receiving no data, which I think is the correct thing for it to expect.-[Unknown]
@daniel229 commented on GitHub (Jan 17, 2016):
Video is not skipping now,still no sound.
@daniel229 commented on GitHub (Jan 17, 2016):
Also affect the cutscene in Silent Hill zero.
@unknownbrackets commented on GitHub (Jan 17, 2016):
Affects Silent Hill Zero in a good way? Or a bad way?It was #8435.If you comment this line out, the audio comes back?
https://github.com/hrydgard/ppsspp/pull/6384/files#diff-7569aff64133d9c49602eec78c0dfd5bR1782
Can you log
atracAu.esBuffer?-[Unknown]
@daniel229 commented on GitHub (Jan 17, 2016):
Silent Hill Zero is affect by https://github.com/hrydgard/ppsspp/pull/8435
@unknownbrackets commented on GitHub (Jan 17, 2016):
Uh oh, 09f26380? What if you hardcode it to zero:
ctx->mediaengine->setAudioStream(0);
Hmm. I guess I didn't think about them calling Decode before getting the atrac AU. I think that should probably generate an error...
-[Unknown]
@daniel229 commented on GitHub (Jan 17, 2016):
0 works fine.
@daniel229 commented on GitHub (Jan 17, 2016):
JPCSP trace
@unknownbrackets commented on GitHub (Jan 17, 2016):
Nice, thanks. Apparently that is
sceAudiocodec: Decoding failed, so indeed it should return an error. This might fix other things too.-[Unknown]
@unknownbrackets commented on GitHub (Jan 17, 2016):
So to recap, now (feel free to edit this):
-[Unknown]
@DanSenki commented on GitHub (Jan 18, 2016):
@radiccy commented on GitHub (Mar 15, 2016):
i cant play the game.help! it keeps saying failed to load install data. i adjusted the settings but it's still says failed to load install data.help
@DanSenki commented on GitHub (Mar 18, 2016):
A bit of an update:
did not go around to battles yet but I assume it's all good and dandy. Unless someone would like to test that.
@Panderner commented on GitHub (Apr 26, 2020):
Still remaining issues?
@ghost commented on GitHub (Sep 14, 2021):
Issue still can reproduce?