[GH-ISSUE #2539] Code Lyoko stuck at "No problem screen" #994

Closed
opened 2026-03-17 18:29:29 +03:00 by kerem · 57 comments
Owner

Originally created by @sum2012 on GitHub (Jun 30, 2013).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/2539

PPSSPP v0.8.1-109
1
It just replay sound voice in the screen

JPCSP also have this probrem.
(and It can solved by disable decode audio by SonicStage)

PPSSPP Debug log:
(I have disabled log in hle\scekerneltime.cpp:67 /DEBUG_LOG(HLE, "sceKernelGetSystemTime(out:%16llx)", t);)

https://docs.google.com/file/d/0B3OaSdeV0L8kclhHR2czaGtuZGM/edit?usp=sharing

Originally created by @sum2012 on GitHub (Jun 30, 2013). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/2539 PPSSPP v0.8.1-109 ![1](https://f.cloud.github.com/assets/2177532/726648/af1b42b6-e11c-11e2-9dc2-8028ec61b32b.jpg) It just replay sound voice in the screen JPCSP also have this probrem. (and It can solved by disable decode audio by SonicStage) PPSSPP Debug log: (I have disabled log in hle\scekerneltime.cpp:67 /DEBUG_LOG(HLE, "sceKernelGetSystemTime(out:%16llx)", t);) https://docs.google.com/file/d/0B3OaSdeV0L8kclhHR2czaGtuZGM/edit?usp=sharing
kerem 2026-03-17 18:29:29 +03:00
  • closed this issue
  • added the
    Atrac3+
    label
Author
Owner

@sum2012 commented on GitHub (Nov 17, 2013):

@unknownbrackets I hope you have idea to fix
In sceIo.cpp I change DEBUG_LOG to NOTICE_LOG

1:
Orignal log:(Stop when no more log)
https://gist.github.com/sum2012/736c023d31ab744d055a

2:
in int sceIoPollAsync(int id, u32 address) { sceIo.cpp 's function
I comment Memory::Write_U64((u64) f->asyncResult, address);
I can pass the screen,but the Dialogue have no sound (and feeze in the boss)
Here is just pass the screen log.
https://gist.github.com/sum2012/f0e53be2f539fa6ed8d6

3:
JPCSPtrace log of sceIoPollAsync and sceIoReadAsync
https://gist.github.com/sum2012/d8370087c38b18ad3208

edit:correct sceIoPollAsync name

<!-- gh-comment-id:28667716 --> @sum2012 commented on GitHub (Nov 17, 2013): @unknownbrackets I hope you have idea to fix In sceIo.cpp I change DEBUG_LOG to NOTICE_LOG 1: Orignal log:(Stop when no more log) https://gist.github.com/sum2012/736c023d31ab744d055a 2: in int sceIoPollAsync(int id, u32 address) { sceIo.cpp 's function I comment Memory::Write_U64((u64) f->asyncResult, address); I can pass the screen,but the Dialogue have no sound (and feeze in the boss) Here is just pass the screen log. https://gist.github.com/sum2012/f0e53be2f539fa6ed8d6 3: JPCSPtrace log of sceIoPollAsync and sceIoReadAsync https://gist.github.com/sum2012/d8370087c38b18ad3208 edit:correct sceIoPollAsync name
Author
Owner

@unknownbrackets commented on GitHub (Nov 17, 2013):

Hmm, weird, it's reading a different amount of data (and alternating size) on the PSP.

I notice that the second param to sceAtracSetDataAndGetID is 0x800. Can you JpcspTrace that func and sceIoRead as well?

-[Unknown]

<!-- gh-comment-id:28667865 --> @unknownbrackets commented on GitHub (Nov 17, 2013): Hmm, weird, it's reading a different amount of data (and alternating size) on the PSP. I notice that the second param to sceAtracSetDataAndGetID is 0x800. Can you JpcspTrace that func and sceIoRead as well? -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Nov 17, 2013):

Here
https://gist.github.com/sum2012/c86218a92c3b85c92cb5

<!-- gh-comment-id:28668115 --> @sum2012 commented on GitHub (Nov 17, 2013): Here https://gist.github.com/sum2012/c86218a92c3b85c92cb5
Author
Owner

@unknownbrackets commented on GitHub (Nov 18, 2013):

Hmm. I wonder if this is actually atrac related.

-[Unknown]

<!-- gh-comment-id:28668981 --> @unknownbrackets commented on GitHub (Nov 18, 2013): Hmm. I wonder if this is actually atrac related. -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Dec 15, 2013):

PPSSPP v0.9.6-57 same problem
In sceAtrac.cpp I change all DEBUG_LOG to NOTICE_LOG.
The log stop in just repeat voice
https://gist.github.com/sum2012/fbf2c0389de689baca71

<!-- gh-comment-id:30601474 --> @sum2012 commented on GitHub (Dec 15, 2013): PPSSPP v0.9.6-57 same problem In sceAtrac.cpp I change all DEBUG_LOG to NOTICE_LOG. The log stop in just repeat voice https://gist.github.com/sum2012/fbf2c0389de689baca71
Author
Owner

@sum2012 commented on GitHub (Dec 15, 2013):

In the dialog loop,it just call sceAtracDecodeData
edit:do not call sceAtracAddStreamData and sceAtracGetRemainFrame

<!-- gh-comment-id:30601612 --> @sum2012 commented on GitHub (Dec 15, 2013): In the dialog loop,it just call sceAtracDecodeData edit:do not call sceAtracAddStreamData and sceAtracGetRemainFrame
Author
Owner

@thedax commented on GitHub (Jan 29, 2014):

How is this game looking now? Still hanging?

<!-- gh-comment-id:33635885 --> @thedax commented on GitHub (Jan 29, 2014): How is this game looking now? Still hanging?
Author
Owner

@sum2012 commented on GitHub (Jan 29, 2014):

v0.9.6-687
Yes,same hang
debug log
https://drive.google.com/file/d/0B3OaSdeV0L8kODNGSGVJM0pYUFE/edit?usp=sharing

<!-- gh-comment-id:33641320 --> @sum2012 commented on GitHub (Jan 29, 2014): v0.9.6-687 Yes,same hang debug log https://drive.google.com/file/d/0B3OaSdeV0L8kODNGSGVJM0pYUFE/edit?usp=sharing
Author
Owner

@sum2012 commented on GitHub (Apr 3, 2014):

v0.9.8-228-gf05f8c7 same
debug log
https://drive.google.com/file/d/0B3OaSdeV0L8kTmV0Y2JEUmdzdnc/edit?usp=sharing

<!-- gh-comment-id:39444388 --> @sum2012 commented on GitHub (Apr 3, 2014): v0.9.8-228-gf05f8c7 same debug log https://drive.google.com/file/d/0B3OaSdeV0L8kTmV0Y2JEUmdzdnc/edit?usp=sharing
Author
Owner

@sum2012 commented on GitHub (May 14, 2014):

ppsspp-v0.9.8-661-g2d12eb3 same problem
https://gist.github.com/sum2012/c0e17eb15089c9770e39

New finding ,remains always -1 when stuck
@unknownbrackets do your JPCSPTrace can modify to see it's value (don't just see the addreess)?

59:12:133 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:702 00000000=sceAtracDecodeData(0, 08a7c480, 0bfb7aa8[00000800], 0bfb7aac[00000000], 0bfb7abc[-1])
59:12:154 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:702 00000000=sceAtracDecodeData(0, 08a7e480, 0bfb7aa8[00000800], 0bfb7aac[00000000], 0bfb7abc[-1])

<!-- gh-comment-id:43071850 --> @sum2012 commented on GitHub (May 14, 2014): ppsspp-v0.9.8-661-g2d12eb3 same problem https://gist.github.com/sum2012/c0e17eb15089c9770e39 New finding ,remains always -1 when stuck @unknownbrackets do your JPCSPTrace can modify to see it's value (don't just see the addreess)? 59:12:133 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:702 00000000=sceAtracDecodeData(0, 08a7c480, 0bfb7aa8[00000800], 0bfb7aac[00000000], 0bfb7abc[-1]) 59:12:154 ATRAC3 play D[ME]: HLE\sceAtrac.cpp:702 00000000=sceAtracDecodeData(0, 08a7e480, 0bfb7aa8[00000800], 0bfb7aac[00000000], 0bfb7abc[-1])
Author
Owner

@unknownbrackets commented on GitHub (May 14, 2014):

Use "p" for the parameter instead of x for that. From the readme:

  - x: log the parameter value as an hexadecimal number without leading zero's, e.g. 0x12345
  - d: log the parameter value as a decimal number without leading zero's, e.g. 12345
  - s: log the parameter value as a pointer to a zero-terminated string, e.g.
       0x08812345('This is a string')
  - p: log the parameter value as a pointer to a 32-bit value, e.g.
       0x08812345(0x12345)    (when the 32-bit value at address 0x08812345 is 0x00012345)
  - v: log the parameter value as a pointer to a variable-length structure.
       The first 32-bit value is the total length of the structure. E.g.:
       0x08812345(0x00000008 0x00012345)

-[Unknown]

<!-- gh-comment-id:43122730 --> @unknownbrackets commented on GitHub (May 14, 2014): Use "p" for the parameter instead of x for that. From the readme: ``` - x: log the parameter value as an hexadecimal number without leading zero's, e.g. 0x12345 - d: log the parameter value as a decimal number without leading zero's, e.g. 12345 - s: log the parameter value as a pointer to a zero-terminated string, e.g. 0x08812345('This is a string') - p: log the parameter value as a pointer to a 32-bit value, e.g. 0x08812345(0x12345) (when the 32-bit value at address 0x08812345 is 0x00012345) - v: log the parameter value as a pointer to a variable-length structure. The first 32-bit value is the total length of the structure. E.g.: 0x08812345(0x00000008 0x00012345) ``` -[Unknown]
Author
Owner

@sum2012 commented on GitHub (May 14, 2014):

Thanks @unknownbrackets
New finding

03:47:06.294248 ATRAC3 play thread - -> sceAtracDecodeData 0, 0x8A7C380, 0x09FB35A8(0xFFFFFFFF), 0x09FB35AC(0x0), 0x09FB35BC(0x2) = 0x0
03:47:06.297522 ATRAC3 play thread - <- sceAtracDecodeData 0, 0x8A7C380, 0x09FB35A8(0x363), 0x09FB35AC(0x0), 0x09FB35BC(0x1) = 0x0

03:47:06.305863 ATRAC3 play thread - -> sceAtracGetStreamDataInfo 0, 0x9FB35B8, 0x09FB35B4(0xFFFFFFFF), 0x09FB35B0(0xFFFFFFFF) = 0x0
03:47:06.305942 ATRAC3 play thread - <- sceAtracGetStreamDataInfo 0, 0x9FB35B8, 0x09FB35B4(0x438), 0x09FB35B0(0x800) = 0x0

sceAtracDecodeData remains never -1

full log:
https://gist.github.com/sum2012/6b3454f1248486cda10d

<!-- gh-comment-id:43129728 --> @sum2012 commented on GitHub (May 14, 2014): Thanks @unknownbrackets New finding 03:47:06.294248 ATRAC3 play thread - -> sceAtracDecodeData 0, 0x8A7C380, 0x09FB35A8(0xFFFFFFFF), 0x09FB35AC(0x0), 0x09FB35BC(0x2) = 0x0 03:47:06.297522 ATRAC3 play thread - <- sceAtracDecodeData 0, 0x8A7C380, 0x09FB35A8(0x363), 0x09FB35AC(0x0), 0x09FB35BC(0x1) = 0x0 03:47:06.305863 ATRAC3 play thread - -> sceAtracGetStreamDataInfo 0, 0x9FB35B8, 0x09FB35B4(0xFFFFFFFF), 0x09FB35B0(0xFFFFFFFF) = 0x0 03:47:06.305942 ATRAC3 play thread - <- sceAtracGetStreamDataInfo 0, 0x9FB35B8, 0x09FB35B4(0x438), 0x09FB35B0(0x800) = 0x0 sceAtracDecodeData remains never -1 full log: https://gist.github.com/sum2012/6b3454f1248486cda10d
Author
Owner

@unknownbrackets commented on GitHub (May 14, 2014):

sceAtracSetLoopNum(0, -1)

So, then this is most likely because of the incorrect buffer management in sceAtrac. As mentioned, games can opt to use a fixed (smaller sized) buffer to store atrac data, using a sliding window. This game is most likely doing that, i.e. there are always remaining frames because all frames are never within memory.

Although I'm not really sure, I have not done much testing on sceAtrac.

-[Unknown]

<!-- gh-comment-id:43138776 --> @unknownbrackets commented on GitHub (May 14, 2014): sceAtracSetLoopNum(0, -1) So, then this is most likely because of the incorrect buffer management in sceAtrac. As mentioned, games can opt to use a fixed (smaller sized) buffer to store atrac data, using a sliding window. This game is most likely doing that, i.e. there are always remaining frames because all frames are never within memory. Although I'm not really sure, I have not done much testing on sceAtrac. -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Jun 6, 2014):

Update JPCSPTrace log:
add
sceAtracReleaseAtracID 0x61eb33f5 1 x
sceAtracSetDataAndGetID 0x7a20e7af 2 xx
sceAtracSetLoopNum 0x868120b5 2 xx

https://gist.github.com/sum2012/d17308329ee6cb3b5c85

<!-- gh-comment-id:45387241 --> @sum2012 commented on GitHub (Jun 6, 2014): Update JPCSPTrace log: add sceAtracReleaseAtracID 0x61eb33f5 1 x sceAtracSetDataAndGetID 0x7a20e7af 2 xx sceAtracSetLoopNum 0x868120b5 2 xx https://gist.github.com/sum2012/d17308329ee6cb3b5c85
Author
Owner

@sum2012 commented on GitHub (Sep 7, 2014):

Update @unknownbrackets JPCSPTrace:
https://gist.github.com/sum2012/341ec200de6b93405ef3

ppsspp-v0.9.9.1-241-gf2c50f5 log:
https://gist.github.com/sum2012/e38ba14301f6c441ebe7

Another finding
sceAtracGetStreamDataInfo write wrong value of readOffsetAddr

<!-- gh-comment-id:54738808 --> @sum2012 commented on GitHub (Sep 7, 2014): Update @unknownbrackets JPCSPTrace: https://gist.github.com/sum2012/341ec200de6b93405ef3 ppsspp-v0.9.9.1-241-gf2c50f5 log: https://gist.github.com/sum2012/e38ba14301f6c441ebe7 Another finding sceAtracGetStreamDataInfo write wrong value of readOffsetAddr
Author
Owner

@sum2012 commented on GitHub (Sep 7, 2014):

Hmm
14:21:12.465389 ATRAC3 play thread - -> sceAtracGetStreamDataInfo 0, 0x09FB33B8(0x8A5C40C), 0x09FB33B4(0x438), 0x09FB33B0(0x800) = 0x0
14:21:12.465518 ATRAC3 play thread - <- sceAtracGetStreamDataInfo 0, 0x09FB33B8(0x8A5C844), 0x09FB33B4(0x18C), 0x09FB33B0(0xC38) = 0x0
0x8A5C844 - 0x8A5C40C = 0x438
0xC38- 0x800= 0x438
0x438- 0x18C= 0x2AC

Alright ,write this first
edit:Don't know how to get this magic value 0x438,0x2AC

<!-- gh-comment-id:54740253 --> @sum2012 commented on GitHub (Sep 7, 2014): Hmm 14:21:12.465389 ATRAC3 play thread - -> sceAtracGetStreamDataInfo 0, 0x09FB33B8(0x8A5C40C), 0x09FB33B4(0x438), 0x09FB33B0(0x800) = 0x0 14:21:12.465518 ATRAC3 play thread - <- sceAtracGetStreamDataInfo 0, 0x09FB33B8(0x8A5C844), 0x09FB33B4(0x18C), 0x09FB33B0(0xC38) = 0x0 0x8A5C844 - 0x8A5C40C = 0x438 0xC38- 0x800= 0x438 0x438- 0x18C= 0x2AC Alright ,write this first edit:Don't know how to get this magic value 0x438,0x2AC
Author
Owner

@sum2012 commented on GitHub (Sep 19, 2014):

Just a note
JPCSP fixed Atrac3 sound and hang in-game
in http://code.google.com/p/jpcsp/source/detail?r=3629
and http://code.google.com/p/jpcsp/source/detail?r=3630

log:
https://gist.github.com/sum2012/8542426d317a004edcc4

<!-- gh-comment-id:56245984 --> @sum2012 commented on GitHub (Sep 19, 2014): Just a note JPCSP fixed Atrac3 sound and hang in-game in http://code.google.com/p/jpcsp/source/detail?r=3629 and http://code.google.com/p/jpcsp/source/detail?r=3630 log: https://gist.github.com/sum2012/8542426d317a004edcc4
Author
Owner

@LPatamon commented on GitHub (Oct 4, 2014):

I hope this is okay to mention. Just to say that the stuck problem is still present on v0.9.9.1-566-gc2a462c

I thought in mentioning, so we can keep a record of this issue and its progress.

<!-- gh-comment-id:57888433 --> @LPatamon commented on GitHub (Oct 4, 2014): I hope this is okay to mention. Just to say that the stuck problem is still present on v0.9.9.1-566-gc2a462c I thought in mentioning, so we can keep a record of this issue and its progress.
Author
Owner

@sum2012 commented on GitHub (Oct 4, 2014):

Update the log to v0.9.9.1-588-g8a2ad02
https://gist.github.com/sum2012/50ab02c06bc2f43cb49c

<!-- gh-comment-id:57906354 --> @sum2012 commented on GitHub (Oct 4, 2014): Update the log to v0.9.9.1-588-g8a2ad02 https://gist.github.com/sum2012/50ab02c06bc2f43cb49c
Author
Owner

@sum2012 commented on GitHub (Oct 4, 2014):

@unknownbrackets if I change to
u32 sceAtracGetStreamDataInfo(int atracID, u32 writeAddr, u32 writableBytesAddr, u32 readOffsetAddr) {
...
if (Memory::IsValidAddress(writeAddr))
Memory::Write_U32(atrac->first.addr, writeAddr);
Change to Memory::Write_U16 work without BGM.Do you have idea to correct fix ?

Modify log:
https://gist.github.com/sum2012/054dbbcadc6cebc987b7

edit:Comment that two line seem safer for modify.

<!-- gh-comment-id:57908541 --> @sum2012 commented on GitHub (Oct 4, 2014): @unknownbrackets if I change to u32 sceAtracGetStreamDataInfo(int atracID, u32 writeAddr, u32 writableBytesAddr, u32 readOffsetAddr) { ... if (Memory::IsValidAddress(writeAddr)) Memory::Write_U32(atrac->first.addr, writeAddr); Change to Memory::Write_U16 work without BGM.Do you have idea to correct fix ? Modify log: https://gist.github.com/sum2012/054dbbcadc6cebc987b7 edit:Comment that two line seem safer for modify.
Author
Owner

@LPatamon commented on GitHub (Oct 4, 2014):

This game sure has showed to be tricky to make it work correctly huh? No doubt that the atrac sound sure is very complex.

Game still with the stuck thing and voices sound loop on the latest github version v0.9.9.1-588-g8a2ad02.

<!-- gh-comment-id:57916908 --> @LPatamon commented on GitHub (Oct 4, 2014): This game sure has showed to be tricky to make it work correctly huh? No doubt that the atrac sound sure is very complex. Game still with the stuck thing and voices sound loop on the latest github version v0.9.9.1-588-g8a2ad02.
Author
Owner

@sum2012 commented on GitHub (Jan 20, 2015):

Update debug log to v0.9.9.1-1576-g4100163
https://drive.google.com/file/d/0B3OaSdeV0L8kZXVDU21mMTRFdXc/view?usp=sharing

<!-- gh-comment-id:70650423 --> @sum2012 commented on GitHub (Jan 20, 2015): Update debug log to v0.9.9.1-1576-g4100163 https://drive.google.com/file/d/0B3OaSdeV0L8kZXVDU21mMTRFdXc/view?usp=sharing
Author
Owner

@metal5621 commented on GitHub (Jan 21, 2015):

Um, hi there. I just wanted to ask is there something that you can do to fix this problem? I would really love to play this game but it keeps occurring no matter what i try :(

<!-- gh-comment-id:70760271 --> @metal5621 commented on GitHub (Jan 21, 2015): Um, hi there. I just wanted to ask is there something that you can do to fix this problem? I would really love to play this game but it keeps occurring no matter what i try :(
Author
Owner

@sum2012 commented on GitHub (Jan 21, 2015):

@metal5621 This is hacked version (without sound)
Need this setting
1
Windows 32 bit
https://drive.google.com/file/d/0B3OaSdeV0L8kR1BpcURpcHpUNmM/view?usp=sharing
Windows 64 bit
https://drive.google.com/file/d/0B3OaSdeV0L8kcXZ5U25JR0t6Y2s/view?usp=sharing
Android
https://drive.google.com/file/d/0B3OaSdeV0L8kZldMWWt0ai0xeGc/view?usp=sharing

<!-- gh-comment-id:70853615 --> @sum2012 commented on GitHub (Jan 21, 2015): @metal5621 This is hacked version (without sound) Need this setting ![1](https://cloud.githubusercontent.com/assets/2177532/5838228/e06d34a8-a1c0-11e4-959f-e51d42af6147.jpg) Windows 32 bit https://drive.google.com/file/d/0B3OaSdeV0L8kR1BpcURpcHpUNmM/view?usp=sharing Windows 64 bit https://drive.google.com/file/d/0B3OaSdeV0L8kcXZ5U25JR0t6Y2s/view?usp=sharing Android https://drive.google.com/file/d/0B3OaSdeV0L8kZldMWWt0ai0xeGc/view?usp=sharing
Author
Owner

@metal5621 commented on GitHub (Jan 21, 2015):

Oh my god, thank you so much, i almost cried. You made one girl's day, sir.

<!-- gh-comment-id:70863173 --> @metal5621 commented on GitHub (Jan 21, 2015): Oh my god, thank you so much, i almost cried. You made one girl's day, sir.
Author
Owner

@sum2012 commented on GitHub (Jan 25, 2015):

Update the log to v0.9.9.1-1599-g53510f5
https://gist.github.com/sum2012/838230d97693866924dc

<!-- gh-comment-id:71347189 --> @sum2012 commented on GitHub (Jan 25, 2015): Update the log to v0.9.9.1-1599-g53510f5 https://gist.github.com/sum2012/838230d97693866924dc
Author
Owner

@unknownbrackets commented on GitHub (Oct 25, 2015):

Okay, so here's what's happening based on that log:

  1. The game (like many others, I think) waits for "remaining frames" in the buffer to hit 0. This is generally when it needs more data fed to it.

    1.1. Currently, PPSSPP tracks against a larger buffer, even when streaming, and generally gets this number wrong.

    1.2. When PPSSPP has seen all data, it returns -1, not 0, which is incorrect for streaming. I think it ought to return -2 when not looping, in fact.

  2. The game seems to check sceAtracGetStreamDataInfo after remain hits 0, to determine where to read from, which is normal.

    2.1. Since it's looping, this is probably how it can tell when the looping has happened (since remaining frames will hit 0 often and when looping, never be negative)

    2.2. In PPSSPP, the fileoffset never returns to the start when looping, because it still assembles the larger buffer and doesn't need the old data.

I suspect that's what's causing the hang here.

-[Unknown]

<!-- gh-comment-id:150949552 --> @unknownbrackets commented on GitHub (Oct 25, 2015): Okay, so here's what's happening based on that log: 1. The game (like many others, I think) waits for "remaining frames" in the buffer to hit 0. This is generally when it needs more data fed to it. 1.1. Currently, PPSSPP tracks against a larger buffer, even when streaming, and generally gets this number wrong. 1.2. When PPSSPP has seen all data, it returns -1, not 0, which is incorrect for streaming. I think it ought to return -2 when not looping, in fact. 2. The game seems to check sceAtracGetStreamDataInfo after remain hits 0, to determine where to read from, which is normal. 2.1. Since it's looping, this is probably how it can tell when the looping has happened (since remaining frames will hit 0 often and when looping, never be negative) 2.2. In PPSSPP, the fileoffset never returns to the start when looping, because it still assembles the larger buffer and doesn't need the old data. I suspect that's what's causing the hang here. -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Oct 25, 2015):

@unknownbrackets
1.2 is wrong,per jpcsptrace log https://gist.github.com/sum2012/341ec200de6b93405ef3
PSP really return 0 not -2 for streaming

<!-- gh-comment-id:150967329 --> @sum2012 commented on GitHub (Oct 25, 2015): @unknownbrackets 1.2 is wrong,per jpcsptrace log https://gist.github.com/sum2012/341ec200de6b93405ef3 PSP really return 0 not -2 for streaming
Author
Owner

@unknownbrackets commented on GitHub (Oct 25, 2015):

As mentioned, I think it does -2 only when not looping. I was just mentioning things from my testing. In this case, the game enables looping for no good reason at all.

-[Unknown]

<!-- gh-comment-id:150967469 --> @unknownbrackets commented on GitHub (Oct 25, 2015): As mentioned, I think it does -2 only when not looping. I was just mentioning things from my testing. In this case, the game enables looping for no good reason at all. -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Oct 25, 2015):

@unknownbrackets ok

<!-- gh-comment-id:150967784 --> @sum2012 commented on GitHub (Oct 25, 2015): @unknownbrackets ok
Author
Owner

@sum2012 commented on GitHub (Oct 25, 2015):

I add this log in addition to #8105 in sceAtracGetRemainFrame
if (atrac->bufferState == ATRAC_STATUS_STREAMED_LOOP_FROM_END)
NOTICE_LOG(ME, "ATRAC_STATUS_STREAMED_LOOP_FROM_END");
else if (atrac->bufferState == ATRAC_STATUS_STREAMED_LOOP_WITH_TRAILER)
NOTICE_LOG(ME, "ATRAC_STATUS_STREAMED_LOOP_WITH_TRAILER");

it log "ATRAC_STATUS_STREAMED_LOOP_FROM_END"

<!-- gh-comment-id:150975081 --> @sum2012 commented on GitHub (Oct 25, 2015): I add this log in addition to #8105 in sceAtracGetRemainFrame if (atrac->bufferState == ATRAC_STATUS_STREAMED_LOOP_FROM_END) NOTICE_LOG(ME, "ATRAC_STATUS_STREAMED_LOOP_FROM_END"); else if (atrac->bufferState == ATRAC_STATUS_STREAMED_LOOP_WITH_TRAILER) NOTICE_LOG(ME, "ATRAC_STATUS_STREAMED_LOOP_WITH_TRAILER"); it log "ATRAC_STATUS_STREAMED_LOOP_FROM_END"
Author
Owner

@sum2012 commented on GitHub (Oct 25, 2015):

v1.1.1-101-gc14d1f7 full debug log:
(Just in case it is not only atrac case issue)
https://drive.google.com/file/d/0B3OaSdeV0L8kNU9KVEFZOGFtOWs/view?usp=sharing

<!-- gh-comment-id:150977708 --> @sum2012 commented on GitHub (Oct 25, 2015): v1.1.1-101-gc14d1f7 full debug log: (Just in case it is not only atrac case issue) https://drive.google.com/file/d/0B3OaSdeV0L8kNU9KVEFZOGFtOWs/view?usp=sharing
Author
Owner

@sum2012 commented on GitHub (Nov 6, 2015):

ppsspp-v1.1.1-223-ga581de7 same problem
log:
https://gist.github.com/sum2012/86f459b4e6cd4803ca03

<!-- gh-comment-id:154561904 --> @sum2012 commented on GitHub (Nov 6, 2015): ppsspp-v1.1.1-223-ga581de7 same problem log: https://gist.github.com/sum2012/86f459b4e6cd4803ca03
Author
Owner

@sum2012 commented on GitHub (Nov 8, 2015):

v1.1.1-240-gb9f703d still same problem
In the sceAtracDecodeData, remain frame not -1 now,but the game still don't get signal to stop looping
full log:
https://gist.github.com/sum2012/f8c58e2e836287213494

<!-- gh-comment-id:154833306 --> @sum2012 commented on GitHub (Nov 8, 2015): v1.1.1-240-gb9f703d still same problem In the sceAtracDecodeData, remain frame not -1 now,but the game still don't get signal to stop looping full log: https://gist.github.com/sum2012/f8c58e2e836287213494
Author
Owner

@sum2012 commented on GitHub (Nov 8, 2015):

Compare again JpcspTrace log
Real psp (in this game) do not return "remain 3" in sceAtracDecodeData

<!-- gh-comment-id:154834772 --> @sum2012 commented on GitHub (Nov 8, 2015): Compare again JpcspTrace log Real psp (in this game) do not return "remain 3" in sceAtracDecodeData
Author
Owner

@unknownbrackets commented on GitHub (Nov 8, 2015):

That's because sceAtracGetStreamDataInfo() is supposed to request 0x438 bytes, but is requesting 0x800. The remain frame value is correct based on the amount of data, but the amount of data is still incorrect.

-[Unknown]

<!-- gh-comment-id:154835561 --> @unknownbrackets commented on GitHub (Nov 8, 2015): That's because `sceAtracGetStreamDataInfo()` is supposed to request 0x438 bytes, but is requesting 0x800. The remain frame value is correct based on the amount of data, but the amount of data is still incorrect. -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Nov 8, 2015):

Update JPCSPTrace log with sceAtracGetRemainFrame 0x9ae849a7 2 xp
https://gist.github.com/sum2012/d9a19dc2abddf0fdc01f

<!-- gh-comment-id:154878879 --> @sum2012 commented on GitHub (Nov 8, 2015): Update JPCSPTrace log with sceAtracGetRemainFrame 0x9ae849a7 2 xp https://gist.github.com/sum2012/d9a19dc2abddf0fdc01f
Author
Owner

@daniel229 commented on GitHub (Jan 2, 2016):

https://github.com/hrydgard/ppsspp/pull/8354 broke this game more,the bgm in other scene is missing.

<!-- gh-comment-id:168354971 --> @daniel229 commented on GitHub (Jan 2, 2016): https://github.com/hrydgard/ppsspp/pull/8354 broke this game more,the bgm in other scene is missing.
Author
Owner

@unknownbrackets commented on GitHub (Jan 2, 2016):

Hmm. Could you try an #define HLE_LOG_FORCE before and after for just that area (ideally including it loading the background and then playing)?

-[Unknown]

<!-- gh-comment-id:168356496 --> @unknownbrackets commented on GitHub (Jan 2, 2016): Hmm. Could you try an `#define HLE_LOG_FORCE` before and after for just that area (ideally including it loading the background and then playing)? -[Unknown]
Author
Owner
<!-- gh-comment-id:168357146 --> @daniel229 commented on GitHub (Jan 2, 2016): after https://gist.github.com/daniel229/da4e95d56fe896c47bbc before https://gist.github.com/daniel229/e0d6ddbe2501f8609155
Author
Owner

@unknownbrackets commented on GitHub (Jan 2, 2016):

Hmm. What if you try this for FillPacket() instead?

    bool FillPacket() {
        u32 off = getFileOffsetBySample(currentSample);
        if (off + atracBytesPerFrame <= first.size) {
#ifdef USE_FFMPEG
            av_init_packet(packet);
#endif // USE_FFMPEG
            packet->data = data_buf + off;
            packet->size = atracBytesPerFrame;
            packet->pos = off;

            return true;
        } else {
            return false;
        }

        return true;
    }

Which might be more correct, I wasn't really sure.

-[Unknown]

<!-- gh-comment-id:168362462 --> @unknownbrackets commented on GitHub (Jan 2, 2016): Hmm. What if you try this for `FillPacket()` instead? ``` c++ bool FillPacket() { u32 off = getFileOffsetBySample(currentSample); if (off + atracBytesPerFrame <= first.size) { #ifdef USE_FFMPEG av_init_packet(packet); #endif // USE_FFMPEG packet->data = data_buf + off; packet->size = atracBytesPerFrame; packet->pos = off; return true; } else { return false; } return true; } ``` Which might be more correct, I wasn't really sure. -[Unknown]
Author
Owner

@daniel229 commented on GitHub (Jan 2, 2016):

That sounds stuttering

<!-- gh-comment-id:168363987 --> @daniel229 commented on GitHub (Jan 2, 2016): That sounds stuttering
Author
Owner

@unknownbrackets commented on GitHub (Jan 2, 2016):

Did #8361 fix that? With #8361 + #8356, is this fixed?

-[Unknown]

<!-- gh-comment-id:168422128 --> @unknownbrackets commented on GitHub (Jan 2, 2016): Did #8361 fix that? With #8361 + #8356, is this fixed? -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Jan 2, 2016):

#8361 have been merged so that I just download v1.1.1-569-g1a6217b to test
v1.1.1-569-g1a6217b still stuck at "No problem screen"
log:
https://gist.github.com/sum2012/eda3d1d8f3bcfc8cedfb

<!-- gh-comment-id:168426740 --> @sum2012 commented on GitHub (Jan 2, 2016): #8361 have been merged so that I just download v1.1.1-569-g1a6217b to test v1.1.1-569-g1a6217b still stuck at "No problem screen" log: https://gist.github.com/sum2012/eda3d1d8f3bcfc8cedfb
Author
Owner

@unknownbrackets commented on GitHub (Jan 2, 2016):

Okay, but it doesn't have stuttering / missing BGM in the other places?

#8356 isn't merged yet.

-[Unknown]

<!-- gh-comment-id:168426828 --> @unknownbrackets commented on GitHub (Jan 2, 2016): Okay, but it doesn't have stuttering / missing BGM in the other places? #8356 isn't merged yet. -[Unknown]
Author
Owner

@sum2012 commented on GitHub (Jan 2, 2016):

Doesn't have stuttering / missing BGM
I am testing #8356

<!-- gh-comment-id:168427072 --> @sum2012 commented on GitHub (Jan 2, 2016): Doesn't have stuttering / missing BGM I am testing #8356
Author
Owner

@sum2012 commented on GitHub (Jan 2, 2016):

Well done @unknownbrackets
#8356 finally correctly fixed this crazy game
log:
https://gist.github.com/sum2012/97b695ee4f2c8ee5b629

<!-- gh-comment-id:168428932 --> @sum2012 commented on GitHub (Jan 2, 2016): Well done @unknownbrackets #8356 finally correctly fixed this crazy game log: https://gist.github.com/sum2012/97b695ee4f2c8ee5b629
Author
Owner

@thedax commented on GitHub (Jan 3, 2016):

Nice to see a two year old issue finally get fixed.

<!-- gh-comment-id:168456944 --> @thedax commented on GitHub (Jan 3, 2016): Nice to see a two year old issue finally get fixed.
Author
Owner

@LPatamon commented on GitHub (Jan 3, 2016):

I say the same. At last we can go past the "no problem" part when starting a new game :D

<!-- gh-comment-id:168457019 --> @LPatamon commented on GitHub (Jan 3, 2016): I say the same. At last we can go past the "no problem" part when starting a new game :D
Author
Owner

@unknownbrackets commented on GitHub (Jan 3, 2016):

Yep, it was "no problem" at all. Okay, sorry.

-[Unknown]

<!-- gh-comment-id:168459691 --> @unknownbrackets commented on GitHub (Jan 3, 2016): Yep, it was "no problem" at all. Okay, sorry. -[Unknown]
Author
Owner

@punysub commented on GitHub (Jan 25, 2017):

can you just say very simple how to fix it,i dont understand what are all you saying to fix this game

<!-- gh-comment-id:275088282 --> @punysub commented on GitHub (Jan 25, 2017): can you just say very simple how to fix it,i dont understand what are all you saying to fix this game
Author
Owner

@sum2012 commented on GitHub (Jan 25, 2017):

@punysub download newest version in http://buildbot.orphis.net/ppsspp/

<!-- gh-comment-id:275111227 --> @sum2012 commented on GitHub (Jan 25, 2017): @punysub download newest version in http://buildbot.orphis.net/ppsspp/
Author
Owner

@punysub commented on GitHub (Jan 29, 2017):

the window become black,whats wrong?

<!-- gh-comment-id:275903778 --> @punysub commented on GitHub (Jan 29, 2017): the window become black,whats wrong?
Author
Owner

@sum2012 commented on GitHub (Jan 29, 2017):

1

<!-- gh-comment-id:275908227 --> @sum2012 commented on GitHub (Jan 29, 2017): ![1](https://cloud.githubusercontent.com/assets/2177532/22403679/d93f605e-e659-11e6-90e0-3c1b67608f39.jpg)
Author
Owner

@sum2012 commented on GitHub (Jan 29, 2017):

@punysub
Test on my phone,the screen is total bad,I will open a new issue

<!-- gh-comment-id:275908588 --> @sum2012 commented on GitHub (Jan 29, 2017): @punysub Test on my phone,the screen is total bad,I will open a new issue
Author
Owner

@Adeiyan commented on GitHub (Jul 9, 2017):

hi
iam trying to play this game. but I get problem like this. and I try to searching for information in Google. and this is only one information I can get.
so...
is there any way to fix this bug?
iam sorry I don't understand what u all talking about up there.
can u make video how to fix it?
I want to playing this game. Please help me.
thanks

<!-- gh-comment-id:313902916 --> @Adeiyan commented on GitHub (Jul 9, 2017): hi iam trying to play this game. but I get problem like this. and I try to searching for information in Google. and this is only one information I can get. so... is there any way to fix this bug? iam sorry I don't understand what u all talking about up there. can u make video how to fix it? I want to playing this game. Please help me. thanks
Author
Owner

@unknownbrackets commented on GitHub (Jul 10, 2017):

Step 1: Update to ideally PPSSPP v1.4.2, or at least v1.2.2 or higher.
Step 2: Play the game.
Step 3: Profit?

https://www.ppsspp.org/downloads.html

-[Unknown]

<!-- gh-comment-id:313988362 --> @unknownbrackets commented on GitHub (Jul 10, 2017): Step 1: Update to ideally PPSSPP v1.4.2, or at least v1.2.2 or higher. Step 2: Play the game. Step 3: Profit? https://www.ppsspp.org/downloads.html -[Unknown]
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#994
No description provided.