Open seta-san opened 3 years ago
Can you try the EE Timing Hack please?
I have the game. A savestate right before the crash will help figure this out.
SLUS-21864 (F78D6593).00.zip the way i've been triggering it is that i just into the cave with the old man. i get attacked by some bats. i just back out onto the little island. switch to the boy and use the mirror light and start shining it into the cave and it eventually crashes.
still crashes with ee timing hack.
to be fair it seems like it does it anytime the boy the uses the mirror long enough.
The problem with TLB misses is they can be caused by virtually anything.
I sugest you to first try clamping/rounding, then disable instant VU1 or play with the cyclerate to see if that makes a difference.
Lastly, try the EE interpreter with the EE cache even if, well, I doubt it's this.
Edit, also try fast cdvd, very important that one.
yes. bring the mirror out and shine it for a long while. i've disabled the frame limiting.
Ok, I can reproduce the tlb miss now.
@seta-san f78d6593.zip
Can you test this patch, see if it fixes the crash and doesn't cause any side effects?
If that doesn't work try this-
What are you trying to patch in the game code prafull?
Edit, the game was made by Asobo, so far they tend to use the exact same engine in their games which doesn't have any problems and require positive VU rounding.
I would like to have a blockdump of the game please.
first one locks up and does this and does this in an infinite loop but doesn't actually tlb miss "[IOP] looping mode padman: DMA Busy ID = 3c850008 ret = 0 SB_STAT = f0000102
second one locks up and tlb misses infinitely but never hits the assert crash "
seta-san, please do a blockdump of your game as well as a savestate before the problem happens.
Okay so I had a quick look at this.
I can stop it crashing by removing the forced "nearest" rounding on the FPU for DIV, then set my EE round mode to "Negative" then the crashes stop, but you do get a single frame which looks like a zebra skin (possibly some sort of depth download). So it's not perfect, but it seems to stop the crashing.
That makes sense regarding the engine, it's also worth mentioning any asobo game will require positive VU rounding to work properly.
Well, positive rounding does nothing, in this case. It still crashes.
i set vu rounding to positive and ee round mode to negative and it still tlb misses
and i've played up to this point in the game without issue without setting vu to positive
Usually asobo games will produce some very slight sps which can be insanelly hard to see with normal VU rounding.
As for the crashing, I don't have a dev build around but are you sure cop2 timings are right refraction? Because it's possible negative rounding could hackfix the glitch like it does on ffx
Nothing comes up in the log to say there's a problem with COP2 timings.
Ok then. Interesting still the game have issues like this, I hope it doesn't require softfloat.
Just asking, have you unlocked the lantern before entering the cave? I'm unable to reproduce the bug in the PAL version, probably because I have the lantern...
EDIT: even without the lantern and shining the mirror left and right for a long time doesn't seem to trigger the bug for me.
Is this reproducable at all anymore? I tried at the beginning of the game where I got it to happen last time, and it's still not doing it.
if somebody can reproduce it, then I will need a savestate some time before it happens. Otherwise I'll go ahead and close this.
I’ll check it when my son allows
yes. it still crashes
okay can you provide a savestate just before please?
it can help to unlock frames to speed it up
strike that. i tried it again and got an assert error
What was the original savestate name? You renamed it.
i just saved it to file
okay can you tell me the serial for your version of UP then, so I can try to reconstruct it
slus-21864
Thanks
That savestate is not crashing for me :/ I'm moving my mirror around all over the place.
Am I missing something? :/
no sometimes it triggers right away. sometimes it seems like it won't trigger at all
ah I got it yeah
Can you try it on my True Crime PR at all? I'm trying it myself but I can't get it to trigger on there, but not sure if I'm just being fortunate.
funny you said that. i already did. it still crashes.
bummer, alright thanks.
I reproduced it on latest. Still an issue.
Describe the Bug
TLB Miss on Disney's Up when entering a dark cave.
Reproduction Steps
3rd level.
Expected Behavior
emulator doesn't crash
PCSX2 Revision
dev-1754
Operating System
Windows 10 (64bit)
If Linux - Specify Distro
No response
CPU
i5-9600
GPU
gtx 960
GS Settings
softwar renderer
Emulation Settings
No response
GS Window Screenshots
Logs & Dumps
C:\Users\source\repos\PCSX2\pcsx2\pcsx2\FiFo.cpp(48) : assertion failed: Function: ReadFIFO_VIF1 Thread: EE Core Condition: vif1Regs.stat.FQC != 0 Message: FQC = 0 on VIF FIFO READ!
Stacktrace: [00] _hwRead128<5> \source\repos\PCSX2\pcsx2\pcsx2\HwRead.cpp:392 [01] _hwRead32<5,0> \source\repos\PCSX2\pcsx2\pcsx2\HwRead.cpp:76 [02] _hwWrite16<5> \source\repos\PCSX2\pcsx2\pcsx2\HwWrite.cpp:363 [03] m_IndirectDispatchers
[04] AppCoreThread::DoCpuExecute \source\repos\PCSX2\pcsx2\pcsx2\gui\AppCoreThread.cpp:677 [05] SysCoreThread::ExecuteTaskInThread \source\repos\PCSX2\pcsx2\pcsx2\System\SysCoreThread.cpp:300 [06] Threading::pxThread::_try_virtual_invoke \source\repos\PCSX2\pcsx2\common\ThreadTools.cpp:616 [07] Threading::pxThread::_internal_execute \source\repos\PCSX2\pcsx2\common\ThreadTools.cpp:671 [08] Threading::pxThread::internal_callback_helper \source\repos\PCSX2\pcsx2\common\ThreadTools.cpp:722 [09] Threading::pxThread::_internal_callback \source\repos\PCSX2\pcsx2\common\ThreadTools.cpp:711 [10] ptw32_threadStart \source\repos\PCSX2\pcsx2\3rdparty\pthreads4w\ptw32_threadStart.c:184 [11] o_iswdigit
[12] BaseThreadInitThunk
[13] RtlGetAppContainerNamedObjectPath
[14] RtlGetAppContainerNamedObjectPath