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[GH-ISSUE #4969] Arcana Famiglia Vascello Fantasma hangs up on logo screen #2078
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Originally created by @daniel229 on GitHub (Jan 2, 2014).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/4969
hangs up here

debug log
https://gist.github.com/daniel229/8213895
@unknownbrackets commented on GitHub (Jan 2, 2014):
Is this a new problem or has it always done that?
Hmm. And it just stops doing anything after logging that?
-[Unknown]
@daniel229 commented on GitHub (Jan 2, 2014):
try several builds between 0.76 to 0.96,they all hang up there.
It stays on that screen,fps is counting,logging is going.
@dbz400 commented on GitHub (Jan 10, 2014):
Wondering is it going to playback movie but stopped somehow ? Hopefully i can test it soon.
@daniel229 commented on GitHub (Jan 11, 2014):
The last log messages show these
03:56:088 SofdecThread E[ME]: HLE\sceMpeg.cpp:742 sceMpegAvcDecodeStop(089f59dc, 00000200, 0bfb3530, 0bfb3534)
03:56:088 soundThread I[KERNEL]: HLE\sceKernelThread.cpp:2273 sceKernelExitThread(0)
03:56:105 SofdecThread W[ME]: HLE\sceMpeg.cpp:1303 UNIMPL sceMpegFlushAllStream(089f59dc)
03:56:105 SofdecThread E[ME]: HLE\sceMpeg.cpp:893 UNIMPL sceMpegAvcDecodeFlush(089f59dc)
03:56:105 SofdecThread I[KERNEL]: HLE\sceKernelThread.cpp:2273 sceKernelExitThread(0)
03:56:171 user_main I[HLE]: HLE\scePower.cpp:345 scePowerSetClockFrequency(222,222,111)
03:56:221 user_main I[G3D]: GLES\ShaderManager.cpp:146 Linked shader: vs 16 fs 23
@dbz400 commented on GitHub (Jan 11, 2014):
Yep , i just tested it however still no idea where it get stuck ..
@daniel229 commented on GitHub (Jan 30, 2014):
jpcsp broke by r2209,fixed by 2490 http://code.google.com/p/jpcsp/source/detail?r=2490
@daniel229 commented on GitHub (Jan 30, 2014):
apply that change to ppsspp ,seems to fix the issue.
void __KernelUmdActivate()
{
u32 notifyArg = PSP_UMD_PRESENT | PSP_UMD_READY | PSP_UMD_READABLE;
@dbz400 commented on GitHub (Jan 30, 2014):
In latest source code , it now set it to PSP_UMD_READY when sceKernelSetCompiledSdkVersion get called only.
@dbz400 commented on GitHub (Jan 30, 2014):
What sdkversion it return for this game ?
@daniel229 commented on GitHub (Jan 30, 2014):
I don't see sdkVersion in the debug console
@dbz400 commented on GitHub (Jan 30, 2014):
Probably it means called one of those sceKernelSetCompiledSdkVersionXXX_XXX , for example 500_505 , 603_605
@dbz400 commented on GitHub (Jan 30, 2014):
Can you try to log in other sceKernelSetCompiledSdkVersionXXX_XXX as well ? i think it may try to set sdk version in latest firmware.
@daniel229 commented on GitHub (Jan 30, 2014):
57:20:193 root N[HLE]: HLE\sceKernelMemory.cpp:1102 sdkVersion=101056528
void sceKernelSetCompiledSdkVersion606(int sdkVersion)
@dbz400 commented on GitHub (Jan 30, 2014):
I see. It called the latest firmware .
@dbz400 commented on GitHub (Jan 30, 2014):
@unknownbrackets , can we add similar check here to set notifyArg = PSP_UMD_READY ? or we can simply add PSP_UMD_READY into notifyArg ?
@unknownbrackets commented on GitHub (Jan 30, 2014):
We should probably test it. But anyway, definitely it would not be setting to PSP_UMD_READY, probably |'ing it if anything.
But maybe, for example, it should go to ready | readable, and then a bit later to readable. It seems like this functionality affects disc-switching games and other games in subtle ways.
-[Unknown]
@dbz400 commented on GitHub (Jan 30, 2014):
Ooops it fixes another game as well .(Probably may fix more)