Open ZenoArrows opened 9 months ago
This one might be worth trying: SRR2.zip
This one
Foundation Technologies - RadCore - Version 3.01
Registered Game Data [0]: Save Game Info (16 bytes) Registered Game Data [1]: Input Manager (1 bytes) Registered Game Data [2]: Character Sheet (7128 bytes) Debug Console Failed: Make sure debug communication system initialized ::RadScript Version 3.4 ::RadSound Version 3.7 AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Sound Memory totals: Stream: [0x4ad800] Clip: [0xb1a000], Total: [0xfc7800] AUDIO: Sound Buffered Stream Memory Stream: [0x0], Clip: [0x0] Total: AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes Registered Game Data [3]: Sound Manager (20 bytes)
And this one without the debug code might also be worth a shot: SRR2.zip
Second one gives empty log
Ok so same results pretty much. I could add a bunch of more logging to try and pinpoint the error, but what we really need is to get a crash dump like this:
Will do
Getting a complete stack trace using this tool would be even better: https://github.com/xyzz/vita-parse-core
I can actually run the parser myself, I'll just need the psp2dmp file from you. In any case, whether it's a picture of the crash dump on the display or parsing the stack trace from the psp2dmp, we'll need to use a version that I have debug information for, so be sure to use this one: SRR2.zip
Sorry that it's rotated
Now wait for file link
Nice, that's very helpful, it's looking like this might be an issue with Bink. Can you try following the instruction on the release page for converting the cutscenes to Bink 2?
Ok
Done. Do i need to delete rmv files? And credits.rmv not converted, it's ok?
No, actually you can delete the .bik files. The RMV files now contain the Bink 2 video.
credits.rmv is never actually used.
Oke, now i need to test with this?
I can actually run the parser myself, I'll just need the psp2dmp file from you. In any case, whether it's a picture of the crash dump on the display or parsing the stack trace from the psp2dmp, we'll need to use a version that I have debug information for, so be sure to use this one: SRR2.zip
Yeah, but if that still crashes, then try this version and send me the crash dump again: SRR2.zip
Still crash
Looks like you uploaded the wrong file, that's controllerP.p3d
I used this
Yeah, but if that still crashes, then try this version and send me the crash dump again: SRR2.zip
controllerP.p3d is where it should be
art\frontend\dynaload\images\controller\controllerP.p3d
Oh, i forgot that I was re-transferred game files, I forgot to transfer controller file
Nice, it's no longer crashing in Bink, now it's just failing to resolve some paths.
Looks like you uploaded the wrong file, that's controllerP.p3d
Oh, really, i thought you were talking about the fact that i send a dump with a problem related to controllerP.p3d, sorry, i'm such an idiot
By the way, can you post the log again now that it gets beyond Bink?
This?
Foundation Technologies - RadCore - Version 3.01
Registered Game Data [0]: Save Game Info (16 bytes) Registered Game Data [1]: Input Manager (1 bytes) Registered Game Data [2]: Character Sheet (7128 bytes) Debug Console Failed: Make sure debug communication system initialized ::RadScript Version 3.4 ::RadSound Version 3.7 AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Sound Memory totals: Stream: [0x4ad800] Clip: [0xb1a000], Total: [0xfc7800] AUDIO: Sound Buffered Stream Memory Stream: [0x0], Clip: [0x0] Total: AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes Registered Game Data [3]: Sound Manager (20 bytes)
Ok, we'll have to add some new logs then, unfortunately the crash dump doesn't have a stack trace so I can't look far enough back to figure out what went wrong.
Here's a version that logs all file manipulation: SRR2.zip
Need a crash dump?
Foundation Technologies - RadCore - Version 3.01
Registered Game Data [0]: Save Game Info (16 bytes) Registered Game Data [1]: Input Manager (1 bytes) Registered Game Data [2]: Character Sheet (7128 bytes) Debug Console Failed: Make sure debug communication system initialized ::RadScript Version 3.4 ::RadSound Version 3.7 AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Sound Memory totals: Stream: [0x4ad800] Clip: [0xb1a000], Total: [0xfc7800] AUDIO: Sound Buffered Stream Memory Stream: [0x0], Clip: [0x0] Total: AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes Registered Game Data [3]: Sound Manager (20 bytes) OpenFile: sound\accept.rsd
right, so it crashes on the first attempt to load a file, that's good to know.
Ok, let's just add a bunch more logs: SRR2.zip
I can send you a bundle (Log and Dump) if you want
Foundation Technologies - RadCore - Version 3.01
Registered Game Data [0]: Save Game Info (16 bytes) Registered Game Data [1]: Input Manager (1 bytes) Registered Game Data [2]: Character Sheet (7128 bytes) Debug Console Failed: Make sure debug communication system initialized ::RadScript Version 3.4 ::RadSound Version 3.7 AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting SOUND streamer will allocate: Sound: [0x46800] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Predicting MUSIC streamer will allocate: Sound: [0x8cc00] Buffer:[0x0] AUDIO: Sound Memory totals: Stream: [0x4ad800] Clip: [0xb1a000], Total: [0xfc7800] AUDIO: Sound Buffered Stream Memory Stream: [0x0], Clip: [0x0] Total: AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x46800] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes AUDIO: Allocating stream resource in sound memory: [0x8cc00] Bytes Registered Game Data [3]: Sound Manager (20 bytes) OpenFile: sound\accept.rsd OpenFile: 186 Registered Game Data [4]: Super Cam Central (1 bytes) OpenFile: 188 Registered Game Data [5]: Super Cam Central (1 bytes) OpenFile: 190 Registered Game Data [6]: Super Cam Central (1 bytes) OpenFile: 192 Registered Game Data [7]: Super Cam Central (1 bytes) OpenFile: 194 Registered Game Data [8]: Tutorial Manager (5 bytes)
That's kinda weird how it gets further now, so yeah a dump file would also be useful
Can you try this build? SRR2.zip
Nah, if that were the case you'd get a FileNotFound error, this is a crash inside the standard library when handling std::filesystem::exists()
.
Ok, glad to hear that no problems from my side
ok, let's try without std::filesystem
: SRR2.zip
Now it crashes in the same place when actually attempting to open the file.
Ok, let's try with absolute paths and an updated SDK: SRR2.zip
I've created a version that just uses standard fopen, let's see if that works: SRR2.zip
If that doesn't work it's likely that it's just plain old memory corruption and I'll really need the actual hardware to debug that.
It crashed
Maybe i can do something?
If that doesn't work it's likely that it's just plain old memory corruption and I'll really need the actual hardware to debug that.
I've ordered a second hand PSTV, that should allow me to debug it.
That's good
Are you going to make patch for the switch version in near future?
I've compiled a PS Vita version, but have no hardware to test it on. Nor do I have any knowledge about where the game assets should be placed.
However if anyone wants to try and figure that out, you can download a very early version of the port here to help with testing: https://github.com/ZenoArrows/The-Simpsons-Hit-and-Run/releases/tag/v0.4-vita
Please discuss issues with this port as comments in this ticket until the port is finalized.