[GH-ISSUE #1757] Unbound Saga abnormal speed #579

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opened 2026-03-17 14:02:52 +03:00 by kerem · 9 comments
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Originally created by @sfageas on GitHub (May 11, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/1757

Game is running at incorrect speed like fast forward
Thread for the game is here http://forums.ppsspp.org/showthread.php?tid=1278&highlight=unbound+saga

I did some testing and the game was fine with 0.7-563 and broken after this build(couldn't find 0.7-564)

Originally created by @sfageas on GitHub (May 11, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/1757 Game is running at incorrect speed like fast forward Thread for the game is here http://forums.ppsspp.org/showthread.php?tid=1278&highlight=unbound+saga I did some testing and the game was fine with 0.7-563 and broken after this build(couldn't find 0.7-564)
kerem closed this issue 2026-03-17 14:02:57 +03:00
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@unknownbrackets commented on GitHub (May 11, 2013):

Perhaps it's this:

github.com/hrydgard/ppsspp@218c891

Could you, on Windows, go to the Debug menu and save out a map file, and put it in a gist/pastebin? That'll show if it's using vtimer funcs or etc.

-[Unknown]

<!-- gh-comment-id:17763052 --> @unknownbrackets commented on GitHub (May 11, 2013): Perhaps it's this: https://github.com/hrydgard/ppsspp/commit/218c891 Could you, on Windows, go to the Debug menu and save out a map file, and put it in a gist/pastebin? That'll show if it's using vtimer funcs or etc. -[Unknown]
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@sfageas commented on GitHub (May 12, 2013):

map file from 0.7-563
http://pastebin.com/ft1jVCmT

map file from 0.7-565
http://pastebin.com/MPhTPLxg

<!-- gh-comment-id:17773309 --> @sfageas commented on GitHub (May 12, 2013): map file from 0.7-563 http://pastebin.com/ft1jVCmT map file from 0.7-565 http://pastebin.com/MPhTPLxg
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@unknownbrackets commented on GitHub (May 12, 2013):

Thanks. It's definitely using vtimer funcs so it's probable that commit broke something.

It uses:

  • sceKernelGetVTimerTime
  • sceKernelStartVTimer
  • sceKernelStopVTimer
  • sceKernelCreateVTimer
  • sceKernelDeleteVTimer

So it's one of those functions misbehaving.

-[Unknown]

<!-- gh-comment-id:17773413 --> @unknownbrackets commented on GitHub (May 12, 2013): Thanks. It's definitely using vtimer funcs so it's probable that commit broke something. It uses: - sceKernelGetVTimerTime - sceKernelStartVTimer - sceKernelStopVTimer - sceKernelCreateVTimer - sceKernelDeleteVTimer So it's one of those functions misbehaving. -[Unknown]
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@unknownbrackets commented on GitHub (Aug 11, 2013):

Has this improved? I think the problem with vtimers has been fixed.

-[Unknown]

<!-- gh-comment-id:22460956 --> @unknownbrackets commented on GitHub (Aug 11, 2013): Has this improved? I think the problem with vtimers has been fixed. -[Unknown]
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@solarmystic commented on GitHub (Aug 11, 2013):

Nope, even as of the latest revision (0.8.1-1233 github.com/hrydgard/ppsspp@da1c59fa75) it's still running as if fast forwarded, with jerky characters and actions.

Map file from 0.8.1-1233
https://gist.github.com/solarmystic/6206191

<!-- gh-comment-id:22462284 --> @solarmystic commented on GitHub (Aug 11, 2013): Nope, even as of the latest revision (0.8.1-1233 https://github.com/hrydgard/ppsspp/commit/da1c59fa75814816f90d61ab000fa80bcf0ebd1a) it's still running as if fast forwarded, with jerky characters and actions. Map file from 0.8.1-1233 https://gist.github.com/solarmystic/6206191
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@unknownbrackets commented on GitHub (Oct 12, 2013):

00406d00 00000008 0899f2e8 1 zz_sceKernelDelayThread
00406d00 00000008 0899f2d0 1 zz_sceKernelGetVTimerTime
00406d00 00000008 0899f2e0 1 zz_sceKernelStartVTimer

00406d00 00000008 0899f4e0 1 zz_sceDisplayIsVblank
00406d00 00000008 0899f4e8 1 zz_sceDisplayGetFramePerSec

00406d00 00000008 0899f538 1 zz_sceGeDrawSync

00406d00 00000008 0899f680 1 zz_sceRtcGetCurrentClockLocalTime

This game doesn't even import many things for frame timing. The most likely suspects are above.

If you find each one's DEBUG_LOG (e.g. DEBUG_LOG(SCERTC, "sceRtcGetCurrentClockLocalTime(%08x)", pspTimePtr);) and change to NOTICE_LOG, are there any functions called frequently? sceKernelDelayThread only if it's with a relatively large parameter value (e.g. 10000 or more.)

I guess the most probable one is vtimers, if none of the above show up as being called a ton.

-[Unknown]

<!-- gh-comment-id:26206526 --> @unknownbrackets commented on GitHub (Oct 12, 2013): ``` 00406d00 00000008 0899f2e8 1 zz_sceKernelDelayThread 00406d00 00000008 0899f2d0 1 zz_sceKernelGetVTimerTime 00406d00 00000008 0899f2e0 1 zz_sceKernelStartVTimer 00406d00 00000008 0899f4e0 1 zz_sceDisplayIsVblank 00406d00 00000008 0899f4e8 1 zz_sceDisplayGetFramePerSec 00406d00 00000008 0899f538 1 zz_sceGeDrawSync 00406d00 00000008 0899f680 1 zz_sceRtcGetCurrentClockLocalTime ``` This game doesn't even import many things for frame timing. The most likely suspects are above. If you find each one's DEBUG_LOG (e.g. `DEBUG_LOG(SCERTC, "sceRtcGetCurrentClockLocalTime(%08x)", pspTimePtr);`) and change to NOTICE_LOG, are there any functions called frequently? sceKernelDelayThread only if it's with a relatively large parameter value (e.g. 10000 or more.) I guess the most probable one is vtimers, if none of the above show up as being called a ton. -[Unknown]
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@unknownbrackets commented on GitHub (Oct 24, 2013):

Could possibly be improved with vtimer fixes, can you test again?

-[Unknown]

<!-- gh-comment-id:27020565 --> @unknownbrackets commented on GitHub (Oct 24, 2013): Could possibly be improved with vtimer fixes, can you test again? -[Unknown]
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@solarmystic commented on GitHub (Oct 24, 2013):

@unknownbrackets

The game's abnormal speed is now definitely fixed with the vtimer fixes (circa v0.9.1-2145-gbadf33a) and is playable. (well at least as far as I've tested)

This issue can be closed when verification is obtained from another tester. Nice work @unknownbrackets

EDIT: In a completely unrelated(?) issue, the sound effects (from punching, kicking) and voices cut off/fade away after a short while in game. The BGM playback is completely fine however.

capture

<!-- gh-comment-id:27033466 --> @solarmystic commented on GitHub (Oct 24, 2013): @unknownbrackets The game's abnormal speed is now definitely fixed with the vtimer fixes (circa v0.9.1-2145-gbadf33a) and is playable. (well at least as far as I've tested) This issue can be closed when verification is obtained from another tester. Nice work @unknownbrackets EDIT: In a completely unrelated(?) issue, the sound effects (from punching, kicking) and voices cut off/fade away after a short while in game. The BGM playback is completely fine however. ![capture](https://f.cloud.github.com/assets/4345150/1403652/148672ac-3cf7-11e3-8dbc-07e88a2e3ec3.JPG)
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@unknownbrackets commented on GitHub (Oct 24, 2013):

So they keep playing but die out too early? Maybe it's ADSR related, or it could still be issues with timing. But probably better as a separate issue.

I'm going to go ahead and close this, if anyone is still experiencing problems with it running too fast, please comment. If there are more issues later, probably better as separate issues.

-[Unknown]

<!-- gh-comment-id:27036835 --> @unknownbrackets commented on GitHub (Oct 24, 2013): So they keep playing but die out too early? Maybe it's ADSR related, or it could still be issues with timing. But probably better as a separate issue. I'm going to go ahead and close this, if anyone is still experiencing problems with it running too fast, please comment. If there are more issues later, probably better as separate issues. -[Unknown]
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