[GH-ISSUE #1231] Macross Triangle Frontier - hangs during save #393

Closed
opened 2026-03-17 12:00:47 +03:00 by kerem · 38 comments
Owner

Originally created by @4XPG on GitHub (Apr 9, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/1231

For this one, aside the random hangs other Artdink games get and garbled text, it also hangs during game save/load.

Here's the log:
https://gist.github.com/4XPG/5342897
and .map:
https://gist.github.com/4XPG/5342933

Originally created by @4XPG on GitHub (Apr 9, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/1231 For this one, aside the random hangs other Artdink games get and garbled text, it also hangs during game save/load. Here's the log: https://gist.github.com/4XPG/5342897 and .map: https://gist.github.com/4XPG/5342933
kerem closed this issue 2026-03-17 12:00:53 +03:00
Author
Owner

@4XPG commented on GitHub (Apr 9, 2013):

Here's the log for Macross Ultimate Frontier too, looks like it had similar problem as MTF
https://gist.github.com/4XPG/5342950
.map:
https://gist.github.com/4XPG/5342960

<!-- gh-comment-id:16093555 --> @4XPG commented on GitHub (Apr 9, 2013): Here's the log for Macross Ultimate Frontier too, looks like it had similar problem as MTF https://gist.github.com/4XPG/5342950 .map: https://gist.github.com/4XPG/5342960
Author
Owner

@4XPG commented on GitHub (May 31, 2013):

Here's the log while loading, looks like it loads with mode 0 (?), and while saving, it saves with mode 1
https://gist.github.com/4XPG/5684262

<!-- gh-comment-id:18738558 --> @4XPG commented on GitHub (May 31, 2013): Here's the log while loading, looks like it loads with mode 0 (?), and while saving, it saves with mode 1 https://gist.github.com/4XPG/5684262
Author
Owner

@unknownbrackets commented on GitHub (May 31, 2013):

Hmm. Strange. Mode 0 is pretty simple, and should work well. It's probably something the game is doing around the same time...

-[Unknown]

<!-- gh-comment-id:18751992 --> @unknownbrackets commented on GitHub (May 31, 2013): Hmm. Strange. Mode 0 is pretty simple, and should work well. It's probably something the game is doing around the same time... -[Unknown]
Author
Owner

@4XPG commented on GitHub (Jun 1, 2013):

Maybe. Yet it still mysteriously hangs after minutes of gameplay even with atrac3+ enabled. :\

<!-- gh-comment-id:18783132 --> @4XPG commented on GitHub (Jun 1, 2013): Maybe. Yet it still mysteriously hangs after minutes of gameplay even with atrac3+ enabled. :\
Author
Owner

@unknownbrackets commented on GitHub (Jun 24, 2013):

#2423 may improve this after it merges.

-[Unknown]

<!-- gh-comment-id:19885093 --> @unknownbrackets commented on GitHub (Jun 24, 2013): #2423 may improve this after it merges. -[Unknown]
Author
Owner

@4XPG commented on GitHub (Jun 24, 2013):

Nope, still hangs :
v0.8-22-g63afa03

<!-- gh-comment-id:19904656 --> @4XPG commented on GitHub (Jun 24, 2013): Nope, still hangs :\ v0.8-22-g63afa03
Author
Owner

@4XPG commented on GitHub (Aug 27, 2013):

bumping this, still hangs on save/load AND hangs because of IsSecondBufferNeeded.

v0.9.1-205-gbba0e29

<!-- gh-comment-id:23338473 --> @4XPG commented on GitHub (Aug 27, 2013): bumping this, still hangs on save/load AND hangs because of IsSecondBufferNeeded. v0.9.1-205-gbba0e29
Author
Owner

@thedax commented on GitHub (Oct 20, 2013):

Is this game freezing still? According to the forum, at least one of these Macross games isn't freezing anymore.

<!-- gh-comment-id:26679137 --> @thedax commented on GitHub (Oct 20, 2013): Is this game freezing still? According to the forum, at least one of these Macross games isn't freezing anymore.
Author
Owner

@SOMEGUY789 commented on GitHub (Oct 23, 2013):

The game itself is normally fine it's only a problem whenever this one on Macross Ultimate Frontier try to save that the emulator will freeze. It'll just show the save or load message and just hang on it and there's no input, thus you get stuck looking at the message.

<!-- gh-comment-id:26955971 --> @SOMEGUY789 commented on GitHub (Oct 23, 2013): The game itself is normally fine it's only a problem whenever this one on Macross Ultimate Frontier try to save that the emulator will freeze. It'll just show the save or load message and just hang on it and there's no input, thus you get stuck looking at the message.
Author
Owner

@LunaMoo commented on GitHub (Oct 26, 2013):

Just an update because compatibility list is confusing towards this issue - all 3 of the Macross games still have save problem.
Triangle Frontier and Ultimate just sit endlessly/freeze with saves hence will freeze right after boot if you actually put your saves before trying. Ace Frontier reacts slightly different showing Error code: 80110307(SCE_UTILITY_SAVEDATA_ERROR_LOAD_NO_DATA).

It seems JPCSP manages to load saves even at the r3200 ~ currently oldest available on buildbot. Don't have any java tools to compile it and it's terribly slow on my pc as well, so no clue when it was actually fixed. Gurlok here - http://forums.ppsspp.org/showthread.php?tid=1894&pid=38072#pid38072 mentioned it was fixed around r2856 maybe someone could check it?

<!-- gh-comment-id:27154980 --> @LunaMoo commented on GitHub (Oct 26, 2013): Just an update because compatibility list is confusing towards this issue - all 3 of the Macross games still have save problem. Triangle Frontier and Ultimate just sit endlessly/freeze with saves hence will freeze right after boot if you actually put your saves before trying. Ace Frontier reacts slightly different showing Error code: 80110307(SCE_UTILITY_SAVEDATA_ERROR_LOAD_NO_DATA). It seems JPCSP manages to load saves even at the r3200 ~ currently oldest available on buildbot. Don't have any java tools to compile it and it's terribly slow on my pc as well, so no clue when it was actually fixed. Gurlok here - http://forums.ppsspp.org/showthread.php?tid=1894&pid=38072#pid38072 mentioned it was fixed around r2856 maybe someone could check it?
Author
Owner

@4XPG commented on GitHub (Oct 26, 2013):

AFAIK they've attempted to fix the problem once but no go.

<!-- gh-comment-id:27157621 --> @4XPG commented on GitHub (Oct 26, 2013): AFAIK they've attempted to fix the problem once but no go.
Author
Owner

@LunaMoo commented on GitHub (Oct 27, 2013):

Tried to find more info today and it seems Macross Ace Frontier actually has exactly same bug as two other macross games, except that it has additional bug(s) which cause it to create wrong save directory "ULJS00158001" instead of "ULJS00158000" and that's the only reason it doesn't hang at save load now(if you create a save in proper dir it will hang exactly same way as the other two;p). So as a matter of fact that one is most buggy of the 3, the bugs just accidently makes it less bothersome.:|

No clue what to do else with that, saves seem to actually load into memory properly, emulator doesn't hang, game still runs as well(debug build log has a crazy spam to confirm that, but nothing really pointing at any problem) it seems to just await for some confirmation or some other info from the ppsspp which never happens. Hope someone's get's more luck with it or have some ideas what could be wrong:].

<!-- gh-comment-id:27180378 --> @LunaMoo commented on GitHub (Oct 27, 2013): Tried to find more info today and it seems Macross Ace Frontier actually has exactly same bug as two other macross games, except that it has additional bug(s) which cause it to create wrong save directory "ULJS00158001" instead of "ULJS00158000" and that's the only reason it doesn't hang at save load now(if you create a save in proper dir it will hang exactly same way as the other two;p). So as a matter of fact that one is most buggy of the 3, the bugs just accidently makes it less bothersome.:| No clue what to do else with that, saves seem to actually load into memory properly, emulator doesn't hang, game still runs as well(debug build log has a crazy spam to confirm that, but nothing really pointing at any problem) it seems to just await for some confirmation or some other info from the ppsspp which never happens. Hope someone's get's more luck with it or have some ideas what could be wrong:].
Author
Owner

@unknownbrackets commented on GitHub (Oct 27, 2013):

What filenames/directories are generated on an actual PSP?

If you use generated-by-a-PSP savedata in PPSSPP, does it work?

-[Unknown]

<!-- gh-comment-id:27180959 --> @unknownbrackets commented on GitHub (Oct 27, 2013): What filenames/directories are generated on an actual PSP? If you use generated-by-a-PSP savedata in PPSSPP, does it work? -[Unknown]
Author
Owner

@LunaMoo commented on GitHub (Oct 27, 2013):

For Triangle Frontier and Ultimate frontier saves/directories are same, saves seem to change game memory when loaded, but it stucks at loading screen and doesn't want to continue.

For Ace Frontier it somehow saves to a ULJS00158001 dir instead to ULJS00158000 as on psp even through when trying to load them game actually searches the proper directory. Get's stuck same way as other two games when putting psp save into proper directory.

<!-- gh-comment-id:27181789 --> @LunaMoo commented on GitHub (Oct 27, 2013): For Triangle Frontier and Ultimate frontier saves/directories are same, saves seem to change game memory when loaded, but it stucks at loading screen and doesn't want to continue. For Ace Frontier it somehow saves to a ULJS00158001 dir instead to ULJS00158000 as on psp even through when trying to load them game actually searches the proper directory. Get's stuck same way as other two games when putting psp save into proper directory.
Author
Owner

@unknownbrackets commented on GitHub (Oct 27, 2013):

So to confirm, a PSP only creates one directory, --000, and PPSSPP only creates one directory (in that game), --001. And since it still crashes with data from a PSP, we can assume for the moment that the data created in this directory is valid/created properly.

Couple questions:

  • What happens if you create an --001 directory for each game, and delete the --000? Does that make them all work (obviously it's still incorrect), or does it change nothing?
  • What happens if you try to run the PSP with such data (e.g. --001 directories), does it ignore them?
  • What happens if you delete --000 and --001, and set the SAVEDATA directory as "read only" in Windows? This should prevent saves from being created.
  • Does toggling the threaded IO setting change anything (starting from blank and with read only not set)?

-[Unknown]

<!-- gh-comment-id:27181919 --> @unknownbrackets commented on GitHub (Oct 27, 2013): So to confirm, a PSP only creates one directory, --000, and PPSSPP only creates one directory (in that game), --001. And since it still crashes with data from a PSP, we can assume for the moment that the data created in this directory is valid/created properly. Couple questions: - What happens if you create an --001 directory for each game, and delete the --000? Does that make them all work (obviously it's still incorrect), or does it change nothing? - What happens if you try to run the PSP with such data (e.g. --001 directories), does it ignore them? - What happens if you delete --000 and --001, and set the SAVEDATA directory as "read only" in Windows? This should prevent saves from being created. - Does toggling the threaded IO setting change anything (starting from blank and with read only not set)? -[Unknown]
Author
Owner

@LunaMoo commented on GitHub (Oct 27, 2013):

Oh wait I just checked, I'm dumb sorry;c it can create other directories, but for replays, not saves. 000 is game save, while 001++ are replays, I just confused replay save with normal save menu in Ace Frontier. ~The reason why it's less bothersome in this over two other games is because it doesn't ask to create save and has auto save turned off by default, that made me confused.@_@

So it seems they all save correctly. And all 3 freeze at load screen in same way on ppsspp. IO setting doesn't change anything in that matter.

<!-- gh-comment-id:27182228 --> @LunaMoo commented on GitHub (Oct 27, 2013): Oh wait I just checked, I'm dumb sorry;c it can create other directories, but for replays, not saves. 000 is game save, while 001++ are replays, I just confused replay save with normal save menu in Ace Frontier. ~The reason why it's less bothersome in this over two other games is because it doesn't ask to create save and has auto save turned off by default, that made me confused.@_@ So it seems they all save correctly. And all 3 freeze at load screen in same way on ppsspp. IO setting doesn't change anything in that matter.
Author
Owner

@SOMEGUY789 commented on GitHub (Nov 30, 2013):

So I know the programming languages are different but since this problem is still happening why not ask the devs of JPCSP how they fixed it. Last I remember loading in saving is supposed to work for theirs at least it would give you an idea of maybe where to look to fix this problem.

<!-- gh-comment-id:29550155 --> @SOMEGUY789 commented on GitHub (Nov 30, 2013): So I know the programming languages are different but since this problem is still happening why not ask the devs of JPCSP how they fixed it. Last I remember loading in saving is supposed to work for theirs at least it would give you an idea of maybe where to look to fix this problem.
Author
Owner

@shadowviper23 commented on GitHub (Dec 11, 2013):

curious why this was closed yet no fix has been found? all the other threads did get closed to eliminate duplicate issues, leaving this as the only one thankfully.. but now its been closed and yet the game still freezes during any save.. more so than freezinga ctually, gives you some sort of unbypassable error in japanese (i assume its saying corrupt data or something)

so can we get this back opened up so we can get a fix on this freezing issue?

ps: side note, but is there currently an active thread for the black boxes around the thrusters?

<!-- gh-comment-id:30319156 --> @shadowviper23 commented on GitHub (Dec 11, 2013): curious why this was closed yet no fix has been found? all the other threads did get closed to eliminate duplicate issues, leaving this as the only one thankfully.. but now its been closed and yet the game still freezes during any save.. more so than freezinga ctually, gives you some sort of unbypassable error in japanese (i assume its saying corrupt data or something) so can we get this back opened up so we can get a fix on this freezing issue? ps: side note, but is there currently an active thread for the black boxes around the thrusters?
Author
Owner

@dbz400 commented on GitHub (Dec 11, 2013):

Do you mean the save game here ? Saving looks okay to me
screen00133

screen00132

<!-- gh-comment-id:30320830 --> @dbz400 commented on GitHub (Dec 11, 2013): Do you mean the save game here ? Saving looks okay to me ![screen00133](https://f.cloud.github.com/assets/3000282/1724177/2dca9d7c-626a-11e3-9bc9-2bf38d91dd05.jpg) ![screen00132](https://f.cloud.github.com/assets/3000282/1724176/25193dfa-626a-11e3-8f5b-2f7db9866064.jpg)
Author
Owner

@dbz400 commented on GitHub (Dec 11, 2013):

In contrast , loading save is hanging

screen00135

<!-- gh-comment-id:30320979 --> @dbz400 commented on GitHub (Dec 11, 2013): In contrast , loading save is hanging ![screen00135](https://f.cloud.github.com/assets/3000282/1724195/9a4c1606-626a-11e3-92f6-2d1e2bf47c50.jpg)
Author
Owner

@hrydgard commented on GitHub (Dec 11, 2013):

@shadowviper23 , this one is not closed.

<!-- gh-comment-id:30321901 --> @hrydgard commented on GitHub (Dec 11, 2013): @shadowviper23 , this one is not closed.
Author
Owner

@4XPG commented on GitHub (Dec 11, 2013):

@raven02: If I recall, the save works fine for Ace Frontier (judging from your screenshots, that means Ultimate Frontier too), but hangs for Triangle Frontier.

"gives you some sort of unbypassable error in japanese (i assume its saying corrupt data or something) "
No, I think that's the usual 'saving, please don't turn off the console and/or remove the memory card until save is complete' message. By default that message should only shows for a second or so but we all know something's wrong happening while saving the game, thus hangs the emulation.

<!-- gh-comment-id:30323686 --> @4XPG commented on GitHub (Dec 11, 2013): @raven02: If I recall, the save works fine for Ace Frontier (judging from your screenshots, that means Ultimate Frontier too), but hangs for Triangle Frontier. "gives you some sort of unbypassable error in japanese (i assume its saying corrupt data or something) " No, I think that's the usual 'saving, please don't turn off the console and/or remove the memory card until save is complete' message. By default that message should only shows for a second or so but we all know something's wrong happening while saving the game, thus hangs the emulation.
Author
Owner

@shadowviper23 commented on GitHub (Dec 11, 2013):

oh i must be confused with how github works, it looks to me like thedax closed it a few days ago.

yeah that last image you posted raven is the actual error message, we need someone that can read that to let us know for sure what it is lol.. now that tends to pop up immediately after doing one mission and will not go away at all. then when you turn off the emulator and later back on the game will not even boot untill you delete the save folder for triangle frontier.

<!-- gh-comment-id:30374221 --> @shadowviper23 commented on GitHub (Dec 11, 2013): oh i must be confused with how github works, it looks to me like thedax closed it a few days ago. yeah that last image you posted raven is the actual error message, we need someone that can read that to let us know for sure what it is lol.. now that tends to pop up immediately after doing one mission and will not go away at all. then when you turn off the emulator and later back on the game will not even boot untill you delete the save folder for triangle frontier.
Author
Owner

@thedax commented on GitHub (Dec 11, 2013):

it looks to me like thedax closed it a few days ago.

What? I have no power to alter issues in any way on this repository.

<!-- gh-comment-id:30374705 --> @thedax commented on GitHub (Dec 11, 2013): > it looks to me like thedax closed it a few days ago. What? I have no power to alter issues in any way on this repository.
Author
Owner

@hrydgard commented on GitHub (Dec 11, 2013):

thedax just referred to this issue in another issue, and that one is closed. That's all that line says.

<!-- gh-comment-id:30375083 --> @hrydgard commented on GitHub (Dec 11, 2013): thedax just referred to this issue in another issue, and that one is closed. That's all that line says.
Author
Owner

@SOMEGUY789 commented on GitHub (Dec 12, 2013):

@shadowviper23
That message is basically your typical Loading data, don't remove the memory card message. It seems the emulation fails to get past that message and it'll hang on it when the game tries to load a save.

<!-- gh-comment-id:30381697 --> @SOMEGUY789 commented on GitHub (Dec 12, 2013): @shadowviper23 That message is basically your typical Loading data, don't remove the memory card message. It seems the emulation fails to get past that message and it'll hang on it when the game tries to load a save.
Author
Owner

@ghost commented on GitHub (Dec 13, 2013):

For those still interested, it seems that something changed in the log, as you can see here: http://i.imgur.com/qVSgb61.png .

As always the issue is caused by loading a saved data.

<!-- gh-comment-id:30526213 --> @ghost commented on GitHub (Dec 13, 2013): For those still interested, it seems that something changed in the log, as you can see here: http://i.imgur.com/qVSgb61.png . As always the issue is caused by loading a saved data.
Author
Owner

@unknownbrackets commented on GitHub (Jan 22, 2014):

Does #5174 affect this at all once it's merged? (it's not merged as I'm writing this, but probably will be soon.)

Or, maybe not, I somehow got confused into thinking this game was related to the other one, sorry.

-[Unknown]

<!-- gh-comment-id:32997749 --> @unknownbrackets commented on GitHub (Jan 22, 2014): Does #5174 affect this at all once it's merged? (it's not merged as I'm writing this, but probably will be soon.) Or, maybe not, I somehow got confused into thinking this game was related to the other one, sorry. -[Unknown]
Author
Owner

@dbz400 commented on GitHub (Jan 22, 2014):

Just tested with it .Test it from stratch (not savestat load up) , still stuck at loading the save .

58:06:470 user_main I[UTIL]: Dialog\PSPSaveDialog.cpp:61 sceUtilitySavedataInitStart(09ece784) : Mode = 0
58:06:503 user_main I[UTIL]: Dialog\SavedataParam.cpp:547 Loading file with size 462488 in ms0:/PSP/SAVEDATA/NPJH50050000/DATA.BIN

screen00000

<!-- gh-comment-id:33024128 --> @dbz400 commented on GitHub (Jan 22, 2014): Just tested with it .Test it from stratch (not savestat load up) , still stuck at loading the save . 58:06:470 user_main I[UTIL]: Dialog\PSPSaveDialog.cpp:61 sceUtilitySavedataInitStart(09ece784) : Mode = 0 58:06:503 user_main I[UTIL]: Dialog\SavedataParam.cpp:547 Loading file with size 462488 in ms0:/PSP/SAVEDATA/NPJH50050000/DATA.BIN ![screen00000](https://f.cloud.github.com/assets/3000282/1974333/64b58b2a-836d-11e3-897c-7bef7d51b1d1.jpg)
Author
Owner

@daniel229 commented on GitHub (Feb 11, 2014):

still hangs on loading save screen.
Debug log:
https://gist.github.com/daniel229/8930915

edited

<!-- gh-comment-id:34733529 --> @daniel229 commented on GitHub (Feb 11, 2014): still hangs on loading save screen. Debug log: https://gist.github.com/daniel229/8930915 edited
Author
Owner

@unknownbrackets commented on GitHub (Feb 11, 2014):

Hmm. A JpcspTrace of sceUtilitySavedataShutdownStart and sceUtilitySavedataGetStatus could help. I see that it calls sceUtilitySavedataShutdownStart(), and then after a while calls sceUtilitySavedataGetStatus(), which at that point returns 0. It might be good to verify this is what happens on a PSP... it probably is.

After that it waits for a sound effect.

Then it just draws the screen. This involves some signals and interrupts, so maybe it's a problem with their handling. Hmm...

-[Unknown]

<!-- gh-comment-id:34735040 --> @unknownbrackets commented on GitHub (Feb 11, 2014): Hmm. A JpcspTrace of sceUtilitySavedataShutdownStart and sceUtilitySavedataGetStatus could help. I see that it calls sceUtilitySavedataShutdownStart(), and then after a while calls sceUtilitySavedataGetStatus(), which at that point returns 0. It might be good to verify this is what happens on a PSP... it probably is. After that it waits for a sound effect. Then it just draws the screen. This involves some signals and interrupts, so maybe it's a problem with their handling. Hmm... -[Unknown]
Author
Owner

@daniel229 commented on GitHub (Feb 11, 2014):

sceUtilitySavedataShutdownStart 0x9790b33c
Patching syscall from 0x81E1228 to 0x9FFFF78
sceUtilitySavedataGetStatus 0x8874dbe0
Patching syscall from 0x81E128C to 0x9FFFF14
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x1
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x1
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x1
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x3
16:51:54 user_main - sceUtilitySavedataShutdownStart 0x8DC77B8, 0x0, 0x0, 0x0, 0xDEADBEEF, 0xDEADBEEF, 0x8DC0000, 0xDEADBEEF = 0x0
16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x0

<!-- gh-comment-id:34735911 --> @daniel229 commented on GitHub (Feb 11, 2014): > sceUtilitySavedataShutdownStart 0x9790b33c > Patching syscall from 0x81E1228 to 0x9FFFF78 > sceUtilitySavedataGetStatus 0x8874dbe0 > Patching syscall from 0x81E128C to 0x9FFFF14 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x1 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x1 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x1 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x2 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x3 > 16:51:54 user_main - sceUtilitySavedataShutdownStart 0x8DC77B8, 0x0, 0x0, 0x0, 0xDEADBEEF, 0xDEADBEEF, 0x8DC0000, 0xDEADBEEF = 0x0 > 16:51:54 user_main - sceUtilitySavedataGetStatus 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF, 0xDEADBEEF = 0x0
Author
Owner

@daniel229 commented on GitHub (Feb 11, 2014):

JPCSP fixed the random hangs on loading screen by http://code.google.com/p/jpcsp/source/detail?r=2690

<!-- gh-comment-id:34745461 --> @daniel229 commented on GitHub (Feb 11, 2014): JPCSP fixed the random hangs on loading screen by http://code.google.com/p/jpcsp/source/detail?r=2690
Author
Owner

@hrydgard commented on GitHub (Feb 11, 2014):

Wow, these games are badly written. If that's indeed what fixes it, @unknownbrackets , more delays...

<!-- gh-comment-id:34745985 --> @hrydgard commented on GitHub (Feb 11, 2014): Wow, these games are badly written. If that's indeed what fixes it, @unknownbrackets , more delays...
Author
Owner

@dbz400 commented on GitHub (Feb 11, 2014):

Yep , 500ms fixed it .

    const static int SAVEDATA_INIT_DELAY_US = 500000;
<!-- gh-comment-id:34746592 --> @dbz400 commented on GitHub (Feb 11, 2014): Yep , 500ms fixed it . ``` const static int SAVEDATA_INIT_DELAY_US = 500000; ```
Author
Owner

@hrydgard commented on GitHub (Feb 11, 2014):

Feel free to send a pull.

<!-- gh-comment-id:34746833 --> @hrydgard commented on GitHub (Feb 11, 2014): Feel free to send a pull.
Author
Owner

@unknownbrackets commented on GitHub (Feb 11, 2014):

Isn't "VISIBLE" the state after init - that is, 2 (which currently we only do one frame, incorrectly, for automatic modes before switching to finished - 3)?

-[Unknown]

<!-- gh-comment-id:34767670 --> @unknownbrackets commented on GitHub (Feb 11, 2014): Isn't "VISIBLE" the state after init - that is, 2 (which currently we only do one frame, incorrectly, for automatic modes before switching to finished - 3)? -[Unknown]
Author
Owner

@hrydgard commented on GitHub (Feb 11, 2014):

I haven't actually looked at it in detail, so that's probably right. Should add a delay in that phase instead of lengthening the init delay then. Seems games don't really care as soon as there's enough delay put together though, but of course we should do it as right as possible.

<!-- gh-comment-id:34769350 --> @hrydgard commented on GitHub (Feb 11, 2014): I haven't actually looked at it in detail, so that's probably right. Should add a delay in that phase instead of lengthening the init delay then. Seems games don't really care as soon as there's enough delay put together though, but of course we should do it as right as possible.
Sign in to join this conversation.
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
starred/ppsspp#393
No description provided.