[GH-ISSUE #4786] Remaining issues in Dan Ball Senki W #1978

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opened 2026-03-18 06:02:16 +03:00 by kerem · 73 comments
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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

    1. Camera stop after battle.(UMD delay helps it)

normal
03

Camera stop
04

    1. background issue

it display now,but some time not correct.
01

sometime not correct
02

log

08:16:216 AskaMainThre I[SCEGE]: GLES\Framebuffer.cpp:732 Resizing FBO for 00178000 : 256 x 512 x 3
08:16:219 AskaMainThre W[G3D]: GLES\TextureCache.cpp:336 Render to texture with different strides 512 != 256
08:16:219 AskaMainThre W[G3D]: GLES\TextureCache.cpp:339 Render to texture with different formats 1 != 3
08:16:220 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 94 fs 95
08:16:220 AskaMainThre W[G3D]: GLES\TextureCache.cpp:407 Render to area containing texture at 00178000 +240x0
08:16:221 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 94 fs 97
08:16:247 AskaMainThre W[G3D]: GLES\TextureCache.cpp:381 Ignoring possible render to texture at 04178000 +0x272 / 480x512
08:16:250 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 28 fs 99
    1. videoes issue
      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.)
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 - 1. Camera stop after battle.(UMD delay helps it) normal ![03](https://f.cloud.github.com/assets/3481559/1720781/5b0b0748-620d-11e3-845f-8014cc33008a.png) Camera stop ![04](https://f.cloud.github.com/assets/3481559/1720782/5b0b51f8-620d-11e3-91c0-ed132d36cb9b.png) - 4. background issue it display now,but some time not correct. ![01](https://cloud.githubusercontent.com/assets/3481559/6544631/46073722-c594-11e4-8e36-4bb0fbeeefea.png) sometime not correct ![02](https://cloud.githubusercontent.com/assets/3481559/6544630/46047488-c594-11e4-85d6-c6f5bfc57b39.png) log ``` 08:16:216 AskaMainThre I[SCEGE]: GLES\Framebuffer.cpp:732 Resizing FBO for 00178000 : 256 x 512 x 3 08:16:219 AskaMainThre W[G3D]: GLES\TextureCache.cpp:336 Render to texture with different strides 512 != 256 08:16:219 AskaMainThre W[G3D]: GLES\TextureCache.cpp:339 Render to texture with different formats 1 != 3 08:16:220 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 94 fs 95 08:16:220 AskaMainThre W[G3D]: GLES\TextureCache.cpp:407 Render to area containing texture at 00178000 +240x0 08:16:221 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 94 fs 97 08:16:247 AskaMainThre W[G3D]: GLES\TextureCache.cpp:381 Ignoring possible render to texture at 04178000 +0x272 / 480x512 08:16:250 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:140 Linked shader: vs 28 fs 99 ``` - 5. videoes issue 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.)
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@dbz400 commented on GitHub (Dec 11, 2013):

For 2nd issue , any savestate can shared?

<!-- gh-comment-id:30323494 --> @dbz400 commented on GitHub (Dec 11, 2013): For 2nd issue , any savestate can shared?
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@daniel229 commented on GitHub (Dec 11, 2013):

move to right side,then go outside.
01

savedate here,rename jpg to rar
npjh50618data0001

<!-- gh-comment-id:30325028 --> @daniel229 commented on GitHub (Dec 11, 2013): move to right side,then go outside. ![01](https://f.cloud.github.com/assets/3481559/1724582/1f6f55b2-6272-11e3-9e66-e0f8e35d726b.png) savedate here,rename jpg to rar ![npjh50618data0001](https://f.cloud.github.com/assets/3481559/1724584/26dfacca-6272-11e3-8fd5-c703941d7b0a.jpg)
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@daniel229 commented on GitHub (Dec 11, 2013):

Updated two issue to top post.
4-missing background.
5-video not played.

<!-- gh-comment-id:30325378 --> @daniel229 commented on GitHub (Dec 11, 2013): Updated two issue to top post. 4-missing background. 5-video not played.
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@dbz400 commented on GitHub (Jan 7, 2014):

Have this improved lately?

<!-- gh-comment-id:31723249 --> @dbz400 commented on GitHub (Jan 7, 2014): Have this improved lately?
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@daniel229 commented on GitHub (Jan 7, 2014):

No improvement.

<!-- gh-comment-id:31725116 --> @daniel229 commented on GitHub (Jan 7, 2014): No improvement.
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@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

<!-- gh-comment-id:32461461 --> @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
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@daniel229 commented on GitHub (Jan 31, 2014):

FPS issue fixed by https://github.com/hrydgard/ppsspp/pull/5174
03

<!-- gh-comment-id:33804600 --> @daniel229 commented on GitHub (Jan 31, 2014): FPS issue fixed by https://github.com/hrydgard/ppsspp/pull/5174 ![03](https://f.cloud.github.com/assets/3481559/2051787/7aa9a27c-8a8e-11e3-98bd-aa2212e4b8af.png)
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@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.

<!-- gh-comment-id:33808969 --> @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.
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@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]

<!-- gh-comment-id:33824235 --> @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]
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@daniel229 commented on GitHub (Feb 1, 2014):

Yes camera is still stopping.

<!-- gh-comment-id:33856002 --> @daniel229 commented on GitHub (Feb 1, 2014): Yes camera is still stopping.
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@unknownbrackets commented on GitHub (Jun 4, 2014):

Does the black box thing still happen?

-[Unknown]

<!-- gh-comment-id:45055249 --> @unknownbrackets commented on GitHub (Jun 4, 2014): Does the black box thing still happen? -[Unknown]
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@daniel229 commented on GitHub (Jun 4, 2014):

still happen when screen transition.block transfer not help
01
02

<!-- gh-comment-id:45057554 --> @daniel229 commented on GitHub (Jun 4, 2014): still happen when screen transition.block transfer not help ![01](https://cloud.githubusercontent.com/assets/3481559/3170376/3675604e-ebb6-11e3-836b-604611846dbb.png) ![02](https://cloud.githubusercontent.com/assets/3481559/3170377/367aac34-ebb6-11e3-8424-7efdd90ecab8.png)
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@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]

<!-- gh-comment-id:46127662 --> @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]
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@daniel229 commented on GitHub (Jun 16, 2014):

1,2,4,5 no change at all.with jit off,Ican not move.

jit off
01

<!-- gh-comment-id:46133298 --> @daniel229 commented on GitHub (Jun 16, 2014): 1,2,4,5 no change at all.with jit off,Ican not move. jit off ![01](https://cloud.githubusercontent.com/assets/3481559/3282459/6bf78060-f4f0-11e3-9873-db058e2ee3b0.png)
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@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]

<!-- gh-comment-id:46134872 --> @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]
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@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.

<!-- gh-comment-id:46135896 --> @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.
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@daniel229 commented on GitHub (Jun 16, 2014):

It gets problem in CompFPU.cpp

<!-- gh-comment-id:46135960 --> @daniel229 commented on GitHub (Jun 16, 2014): It gets problem in CompFPU.cpp
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@daniel229 commented on GitHub (Jun 16, 2014):

the problem is

void Jit::Comp_FPU2op(MIPSOpcode op) {

<!-- gh-comment-id:46136244 --> @daniel229 commented on GitHub (Jun 16, 2014): the problem is <pre>void Jit::Comp_FPU2op(MIPSOpcode op) {</pre>
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@unknownbrackets commented on GitHub (Jun 16, 2014):

Which one inside there? Change for example case 13: to case 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]

<!-- gh-comment-id:46137320 --> @unknownbrackets commented on GitHub (Jun 16, 2014): Which one inside there? Change for example `case 13:` to `case 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]
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@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.

<!-- gh-comment-id:46138416 --> @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.
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@unknownbrackets commented on GitHub (Jun 16, 2014):

Does it affect anything to revert this change? github.com/hrydgard/ppsspp@cbf1df9

-[Unknown]

<!-- gh-comment-id:46144890 --> @unknownbrackets commented on GitHub (Jun 16, 2014): Does it affect anything to revert this change? https://github.com/hrydgard/ppsspp/commit/cbf1df9 -[Unknown]
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@daniel229 commented on GitHub (Jun 16, 2014):

both jit and non-jit can't move.

<!-- gh-comment-id:46147441 --> @daniel229 commented on GitHub (Jun 16, 2014): both jit and non-jit can't move.
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@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]

<!-- gh-comment-id:46149245 --> @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]
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@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]

<!-- gh-comment-id:47057746 --> @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]
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@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
01

simulate block transfers off
02

before the black box drawing.
03
04

<!-- gh-comment-id:47059195 --> @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 ![01](https://cloud.githubusercontent.com/assets/3481559/3381459/29488986-fc1f-11e3-8262-d4829a6c5047.png) simulate block transfers off ![02](https://cloud.githubusercontent.com/assets/3481559/3381456/1a69441e-fc1f-11e3-810d-23462bd74a9c.png) before the black box drawing. ![03](https://cloud.githubusercontent.com/assets/3481559/3381496/2759e45c-fc20-11e3-929b-bfa363657854.png) ![04](https://cloud.githubusercontent.com/assets/3481559/3381495/27595b72-fc20-11e3-8afe-c40f81d654b1.png)
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@daniel229 commented on GitHub (Jun 25, 2014):

Gedebugger about the graphical issue
06

<!-- gh-comment-id:47059675 --> @daniel229 commented on GitHub (Jun 25, 2014): Gedebugger about the graphical issue ![06](https://cloud.githubusercontent.com/assets/3481559/3381596/103815ac-fc23-11e3-8383-b01c16c76e1a.png)
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@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]

<!-- gh-comment-id:47062333 --> @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]
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@daniel229 commented on GitHub (Jul 4, 2014):

Dan Ball Senki W random hangs in battle with jit off.

<!-- gh-comment-id:48057570 --> @daniel229 commented on GitHub (Jul 4, 2014): Dan Ball Senki W random hangs in battle with jit off.
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@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]

<!-- gh-comment-id:48062877 --> @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]
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@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) {

<!-- gh-comment-id:48074395 --> @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 <code>void Jit::Comp_Vcmp(MIPSOpcode op) {</code>
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@daniel229 commented on GitHub (Jul 5, 2014):

The hangup is due to disable both void Jit::Comp_Vcmp(MIPSOpcode op) { and void Jit::Comp_FPUComp(MIPSOpcode op)
{

<!-- gh-comment-id:48075730 --> @daniel229 commented on GitHub (Jul 5, 2014): The hangup is due to disable both <code>void Jit::Comp_Vcmp(MIPSOpcode op) {</code> and <code>void Jit::Comp_FPUComp(MIPSOpcode op) {</code>
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@unknownbrackets commented on GitHub (Jul 5, 2014):

Hmm, so there must be a wrong NAN/INF/-0.0 comparison hiding in those somewhere...

-[Unknown]

<!-- gh-comment-id:48075850 --> @unknownbrackets commented on GitHub (Jul 5, 2014): Hmm, so there must be a wrong NAN/INF/-0.0 comparison hiding in those somewhere... -[Unknown]
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@daniel229 commented on GitHub (Jul 5, 2014):

Change all CONDITIONAL_DISABLE; to DISABLE;,and leave the one invoid Jit::Comp_Vcmp(MIPSOpcode op) {,still experience the camera problem.

<!-- gh-comment-id:48076068 --> @daniel229 commented on GitHub (Jul 5, 2014): Change all <code>CONDITIONAL_DISABLE;</code> to <code>DISABLE;</code>,and leave the one in<code>void Jit::Comp_Vcmp(MIPSOpcode op) {</code>,still experience the camera problem.
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@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)
ppsspplog

02

<!-- gh-comment-id:52903203 --> @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) ![ppsspplog](https://cloud.githubusercontent.com/assets/3481559/3995058/7be6c100-2922-11e4-9bed-d9a43771313c.jpg) ![02](https://cloud.githubusercontent.com/assets/3481559/3994737/28edaf12-291e-11e4-81db-d28cb320fdae.png)
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@daniel229 commented on GitHub (Mar 8, 2015):

The second issue fixed in github.com/hrydgard/ppsspp@a04af187ea .

<!-- gh-comment-id:77733502 --> @daniel229 commented on GitHub (Mar 8, 2015): The second issue fixed in https://github.com/hrydgard/ppsspp/commit/a04af187ea055699cba72db093a78dead9656c72 .
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@unknownbrackets commented on GitHub (Mar 8, 2015):

So, just to recap:

  1. Camera issue remains, and is not caused by jit.
  2. Square problem is now fixed.
  3. FPS is now correct.
  4. Backgrounds still do not show correctly in menus, even with block transfers enabled.
  5. Videos now display.
  6. Jit disabled no longer causes T formation or lack of movement.
  7. Intro video does not play audio (affected by #6737.)
  8. Video skips after 2 seconds (affected by #5381.)
  9. Simulate UMD delays helps the camera issue (item 1.)

-[Unknown]

<!-- gh-comment-id:77733852 --> @unknownbrackets commented on GitHub (Mar 8, 2015): So, just to recap: 1. Camera issue remains, and is not caused by jit. 2. ~~Square problem is now fixed.~~ 3. ~~FPS is now correct.~~ 4. Backgrounds still do not show correctly in menus, even with block transfers enabled. 5. ~~Videos now display.~~ 6. ~~Jit disabled no longer causes T formation or lack of movement.~~ 7. Intro video does not play audio (affected by #6737.) 8. Video skips after 2 seconds (affected by #5381.) 9. Simulate UMD delays helps the camera issue (item 1.) -[Unknown]
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@daniel229 commented on GitHub (Mar 8, 2015):

Remove issues that fixed in the top.

  • Camera issue remains, and is not caused by jit.
  • Backgrounds show up but sometime not correct.
  • ~ With jit disabled, character puts hands in T formation and is unable to move.~This is fixed
  • 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.)
  • Simulate UMD delays helps the camera issue.
<!-- gh-comment-id:77734244 --> @daniel229 commented on GitHub (Mar 8, 2015): Remove issues that fixed in the top. - Camera issue remains, and is not caused by jit. - Backgrounds show up but sometime not correct. - ~ With jit disabled, character puts hands in T formation and is unable to move.~This is fixed - 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.) - Simulate UMD delays helps the camera issue.
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@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]

<!-- gh-comment-id:77734360 --> @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]
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@daniel229 commented on GitHub (Mar 8, 2015):

Background is randomly happen. close it, and open it again it may get different results.

right
01

wrong 1
02

wrong 2
03

<!-- gh-comment-id:77734512 --> @daniel229 commented on GitHub (Mar 8, 2015): Background is randomly happen. close it, and open it again it may get different results. right ![01](https://cloud.githubusercontent.com/assets/3481559/6544750/2f1a9b30-c599-11e4-9ab4-aecc9216944e.png) wrong 1 ![02](https://cloud.githubusercontent.com/assets/3481559/6544748/2f18960a-c599-11e4-8354-898eb58bced8.png) wrong 2 ![03](https://cloud.githubusercontent.com/assets/3481559/6544749/2f195b44-c599-11e4-8639-103b3c0c2bb3.png)
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@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.
npjh50618_00015

npjh50618_00000

<!-- gh-comment-id:152689389 --> @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. ![npjh50618_00015](https://cloud.githubusercontent.com/assets/15371521/10861605/b8a07596-7f43-11e5-8dc5-4cc944c0704b.png) ![npjh50618_00000](https://cloud.githubusercontent.com/assets/15371521/10861604/a83c8a14-7f43-11e5-8cbb-6ebb617ec9e2.png)
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@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.
01

<!-- gh-comment-id:152690959 --> @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. ![01](https://cloud.githubusercontent.com/assets/3481559/10861767/867fbcd2-7fc7-11e5-9d9e-bbbc85f90688.png)
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@unknownbrackets commented on GitHub (Oct 31, 2015):

I'd be interested to know what setting causes that.

-[Unknown]

<!-- gh-comment-id:152691013 --> @unknownbrackets commented on GitHub (Oct 31, 2015): I'd be interested to know what setting causes that. -[Unknown]
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@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?

<!-- gh-comment-id:152733434 --> @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?
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@DanSenki commented on GitHub (Oct 31, 2015):

npjh50618_00001
npjh50618_00000

Even on default, this still happens.

<!-- gh-comment-id:152738338 --> @DanSenki commented on GitHub (Oct 31, 2015): ![npjh50618_00001](https://cloud.githubusercontent.com/assets/15371521/10863997/0d6c5c22-7f9c-11e5-846e-dcf1e51dbc93.jpg) ![npjh50618_00000](https://cloud.githubusercontent.com/assets/15371521/10863998/0d6d8750-7f9c-11e5-9664-3cda1b75181d.jpg) Even on default, this still happens.
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@DanSenki commented on GitHub (Nov 1, 2015):

uljm05990_00000
npjh50618_00016
npjh50618_00017

UPDATE:
Restoring defaults not only doesn't fix anything, it makes the screen shake when pressing the menu.

<!-- gh-comment-id:152792346 --> @DanSenki commented on GitHub (Nov 1, 2015): ![uljm05990_00000](https://cloud.githubusercontent.com/assets/15371521/10867199/f3a1f3ac-8012-11e5-895e-a8b7955eb9d7.png) ![npjh50618_00016](https://cloud.githubusercontent.com/assets/15371521/10867200/f3a30256-8012-11e5-83b7-6597cc6fec2d.png) ![npjh50618_00017](https://cloud.githubusercontent.com/assets/15371521/10867198/f3a1ad48-8012-11e5-8743-b6ca30b888b5.png) UPDATE: Restoring defaults not only doesn't fix anything, it makes the screen shake when pressing the menu.
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@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]

<!-- gh-comment-id:152795687 --> @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]
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@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.

<!-- gh-comment-id:152828296 --> @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.
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@DanSenki commented on GitHub (Nov 4, 2015):

screenshot_10
screenshot_11

I think I found a source for the skipping cutscenes.
Still no trace for the outlines?

<!-- gh-comment-id:153543578 --> @DanSenki commented on GitHub (Nov 4, 2015): ![screenshot_10](https://cloud.githubusercontent.com/assets/15371521/10927093/bce3345c-8251-11e5-9646-10e16a6a33d4.png) ![screenshot_11](https://cloud.githubusercontent.com/assets/15371521/10927094/bce6fdda-8251-11e5-9780-cca4ce65789c.png) I think I found a source for the skipping cutscenes. Still no trace for the outlines?
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@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

<!-- gh-comment-id:153550584 --> @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
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@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.

<!-- gh-comment-id:153715760 --> @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.
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@DanSenki commented on GitHub (Nov 8, 2015):

UPDATE:

npjh50618_00002
npjh50618_00006
npjh50618_00007
npjh50618_00008
npjh50618_00009

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?

npjh50618_00010
From the screenshot here, graphic glitches remain----

npjh50618_00011
Walking out from the glitched area fixes it?

Yeah, like I said, it's not my graphic drivers.

<!-- gh-comment-id:154831032 --> @DanSenki commented on GitHub (Nov 8, 2015): UPDATE: ![npjh50618_00002](https://cloud.githubusercontent.com/assets/15371521/11020895/3da031a4-85e4-11e5-91c6-3a3cd34e7095.png) ![npjh50618_00006](https://cloud.githubusercontent.com/assets/15371521/11020896/412f2960-85e4-11e5-9831-a350062405f5.png) ![npjh50618_00007](https://cloud.githubusercontent.com/assets/15371521/11020897/45ab458c-85e4-11e5-8004-b0b24ccd1780.png) ![npjh50618_00008](https://cloud.githubusercontent.com/assets/15371521/11020899/48f68a94-85e4-11e5-836a-a54907874ba4.png) ![npjh50618_00009](https://cloud.githubusercontent.com/assets/15371521/11020901/4f18169a-85e4-11e5-80fa-77df24116e5d.png) 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? ![npjh50618_00010](https://cloud.githubusercontent.com/assets/15371521/11020917/dfe247cc-85e4-11e5-9188-222dbad4f3c8.png) From the screenshot here, graphic glitches remain---- ![npjh50618_00011](https://cloud.githubusercontent.com/assets/15371521/11020920/f4774430-85e4-11e5-8c70-1e488ab07e7b.png) Walking out from the glitched area fixes it? Yeah, like I said, it's not my graphic drivers.
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@DanSenki commented on GitHub (Nov 16, 2015):

Bump.

<!-- gh-comment-id:157022216 --> @DanSenki commented on GitHub (Nov 16, 2015): Bump.
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@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.

<!-- gh-comment-id:172274195 --> @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.
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@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

<!-- gh-comment-id:172281295 --> @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
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@DanSenki commented on GitHub (Jan 17, 2016):

I don't really think that will be fixed anytime soon, to be honest.

<!-- gh-comment-id:172286110 --> @DanSenki commented on GitHub (Jan 17, 2016): I don't really think that will be fixed anytime soon, to be honest.
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@unknownbrackets commented on GitHub (Jan 17, 2016):

Can you put #define HLE_LOG_FORCE at the top of sceMpeg.cpp and then copy out the log? I'm wondering if it uses audio at all.

-[Unknown]

<!-- gh-comment-id:172286195 --> @unknownbrackets commented on GitHub (Jan 17, 2016): Can you put `#define HLE_LOG_FORCE` at the top of `sceMpeg.cpp` and then copy out the log? I'm wondering if it uses audio at all. -[Unknown]
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@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.

<!-- gh-comment-id:172288575 --> @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.
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@daniel229 commented on GitHub (Jan 17, 2016):

The log
https://gist.github.com/daniel229/704be588f5290d13f179

<!-- gh-comment-id:172290012 --> @daniel229 commented on GitHub (Jan 17, 2016): The log https://gist.github.com/daniel229/704be588f5290d13f179
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@unknownbrackets commented on GitHub (Jan 17, 2016):

What happens if you replace this:

    if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) {
        WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp());
        ctx->endOfAudioReached = true;
        result = ERROR_MPEG_NO_DATA;
    }

With:

    if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) {
        WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp());
        ctx->endOfAudioReached = true;
    }
    if (ctx->mediaengine->IsNoAudioData()) {
        result = ERROR_MPEG_NO_DATA;
    }

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]

<!-- gh-comment-id:172290264 --> @unknownbrackets commented on GitHub (Jan 17, 2016): What happens if you replace this: ``` c++ if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) { WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp()); ctx->endOfAudioReached = true; result = ERROR_MPEG_NO_DATA; } ``` With: ``` c++ if (ctx->atracRegistered && ctx->mediaengine->IsNoAudioData() && !ctx->endOfAudioReached) { WARN_LOG(ME, "Audio end reach. pts: %i dts: %i", (int)atracAu.pts, (int)ctx->mediaengine->getLastTimeStamp()); ctx->endOfAudioReached = true; } if (ctx->mediaengine->IsNoAudioData()) { result = ERROR_MPEG_NO_DATA; } ``` 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]
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@daniel229 commented on GitHub (Jan 17, 2016):

Video is not skipping now,still no sound.

<!-- gh-comment-id:172290360 --> @daniel229 commented on GitHub (Jan 17, 2016): Video is not skipping now,still no sound.
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@daniel229 commented on GitHub (Jan 17, 2016):

Also affect the cutscene in Silent Hill zero.

<!-- gh-comment-id:172290406 --> @daniel229 commented on GitHub (Jan 17, 2016): Also affect the cutscene in Silent Hill zero.
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@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

ctx->mediaengine->setAudioStream(atracAu.esBuffer);

Can you log atracAu.esBuffer?

-[Unknown]

<!-- gh-comment-id:172291457 --> @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 > `ctx->mediaengine->setAudioStream(atracAu.esBuffer);` Can you log `atracAu.esBuffer`? -[Unknown]
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@daniel229 commented on GitHub (Jan 17, 2016):

Silent Hill Zero is affect by https://github.com/hrydgard/ppsspp/pull/8435

41:14:796 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 09f26380
41:14:797 AskaMainThre I[KERNEL]: HLE\sceKernelThread.cpp:1943 656=sceKernelCreateThread(MovieExitGameThread, 0881a1c4, 00000016, 2048, 00000000, 00000000)
41:14:797 AskaMainThre I[KERNEL]: HLE\sceKernelThread.cpp:2014 0=sceKernelStartThread(656, 0, 00000000)
41:14:826 AskaMainThre I[ME]: HLE\sceMpeg.cpp:348 Stream offset: 2048, Stream size: 0xFF800
41:14:826 AskaMainThre I[ME]: HLE\sceMpeg.cpp:349 First timestamp: 90000, Last timestamp: 870780
41:14:832 AskaMainThre I[ME]: HW\MediaEngine.cpp:87 FF: No accelerated colorspace conversion found from yuv420p to rgba.
41:14:843 AskaMainThre W[ME]: HLE\sceMpeg.cpp:1609 Audio end reach. pts: 85820 dts: 780780
41:14:843 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:850 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:160 Linked shader: vs 24 fs 25
41:14:875 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:908 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:942 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:14:976 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:009 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:042 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:076 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:109 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:143 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
41:15:176 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000
<!-- gh-comment-id:172291591 --> @daniel229 commented on GitHub (Jan 17, 2016): Silent Hill Zero is affect by https://github.com/hrydgard/ppsspp/pull/8435 ``` 41:14:796 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 09f26380 41:14:797 AskaMainThre I[KERNEL]: HLE\sceKernelThread.cpp:1943 656=sceKernelCreateThread(MovieExitGameThread, 0881a1c4, 00000016, 2048, 00000000, 00000000) 41:14:797 AskaMainThre I[KERNEL]: HLE\sceKernelThread.cpp:2014 0=sceKernelStartThread(656, 0, 00000000) 41:14:826 AskaMainThre I[ME]: HLE\sceMpeg.cpp:348 Stream offset: 2048, Stream size: 0xFF800 41:14:826 AskaMainThre I[ME]: HLE\sceMpeg.cpp:349 First timestamp: 90000, Last timestamp: 870780 41:14:832 AskaMainThre I[ME]: HW\MediaEngine.cpp:87 FF: No accelerated colorspace conversion found from yuv420p to rgba. 41:14:843 AskaMainThre W[ME]: HLE\sceMpeg.cpp:1609 Audio end reach. pts: 85820 dts: 780780 41:14:843 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:14:850 AskaMainThre I[G3D]: GLES\ShaderManager.cpp:160 Linked shader: vs 24 fs 25 41:14:875 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:14:908 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:14:942 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:14:976 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:15:009 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:15:042 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:15:076 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:15:109 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:15:143 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 41:15:176 AskaMainThre N[ME]: HLE\sceMpeg.cpp:1831 atracAu.esBuffer : 00000000 ```
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@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]

<!-- gh-comment-id:172291993 --> @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]
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@daniel229 commented on GitHub (Jan 17, 2016):

0 works fine.

<!-- gh-comment-id:172292077 --> @daniel229 commented on GitHub (Jan 17, 2016): 0 works fine.
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@daniel229 commented on GitHub (Jan 17, 2016):

JPCSP trace

13:32:20.726354 AskaMainThread - <- sceMpegAtracDecode 0x95866A4, 0x9586704, 0x9F25340, 0x1 = 0x807F00FD
<!-- gh-comment-id:172292809 --> @daniel229 commented on GitHub (Jan 17, 2016): JPCSP trace ``` 13:32:20.726354 AskaMainThread - <- sceMpegAtracDecode 0x95866A4, 0x9586704, 0x9F25340, 0x1 = 0x807F00FD ```
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@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]

<!-- gh-comment-id:172293304 --> @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]
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@unknownbrackets commented on GitHub (Jan 17, 2016):

So to recap, now (feel free to edit this):

  • Camera issue remains, and is not caused by jit.
  • Backgrounds show up but sometime not correct.
  • Simulate UMD delays helps the camera issue.
  • Video skips again after 2 seconds.

-[Unknown]

<!-- gh-comment-id:172306496 --> @unknownbrackets commented on GitHub (Jan 17, 2016): So to recap, now (feel free to edit this): - Camera issue remains, and is not caused by jit. - Backgrounds show up but sometime not correct. - Simulate UMD delays helps the camera issue. - Video skips again after 2 seconds. -[Unknown]
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@DanSenki commented on GitHub (Jan 18, 2016):

  • There is still character model issues.
<!-- gh-comment-id:172522712 --> @DanSenki commented on GitHub (Jan 18, 2016): - There is still character model issues.
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@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

<!-- gh-comment-id:196841026 --> @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
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@DanSenki commented on GitHub (Mar 18, 2016):

A bit of an update:

There are no glitches concerning character models. However, there are still glitches around the environment. As in there are still shading/shadow issues? (I would post the screenshot but I would rather not download the game again since I'm playing the first Danball Senki game again, but that's unrelated.)

Video goes on for a few more seconds only to be cut out again, like any other PPSSPP builds. Sound is included in videos

did not go around to battles yet but I assume it's all good and dandy. Unless someone would like to test that.

<!-- gh-comment-id:198423422 --> @DanSenki commented on GitHub (Mar 18, 2016): A bit of an update: > There are no glitches concerning character models. However, there are still glitches around the environment. As in there are still shading/shadow issues? (I would post the screenshot but I would rather not download the game again since I'm playing the first Danball Senki game again, but that's unrelated.) > > Video goes on for a few more seconds only to be cut out again, like any other PPSSPP builds. Sound is included in videos did not go around to battles yet but I assume it's all good and dandy. Unless someone would like to test that.
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@Panderner commented on GitHub (Apr 26, 2020):

Still remaining issues?

<!-- gh-comment-id:619473887 --> @Panderner commented on GitHub (Apr 26, 2020): Still remaining issues?
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@ghost commented on GitHub (Sep 14, 2021):

Issue still can reproduce?

<!-- gh-comment-id:918944393 --> @ghost commented on GitHub (Sep 14, 2021): Issue still can reproduce?
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