Open forvate opened 2 years ago
About 10 seconds into the log, there's a scePsmf error (but it just looks like the game calling it wrong.) It looks like savedata is loaded after that, so it's probably not related. Seems like savedata load is finished at 15:01:461.
In case this is some rendering readback issue, does it work any better if you use "software rendering" in settings? It may be a bit slow, but if this locks up the same way it means it's less likely to be related to graphics rendering.
-[Unknown]
In case this is some rendering readback issue, does it work any better if you use "software rendering" in settings? It may be a bit slow, but if this locks up the same way it means it's less likely to be related to graphics rendering.
It does still lock up with software rendering on. Here's logs of the same area of the game with software rendering on just in case: ppsspplog.zip
A small note:jpcsp emulator (version c6090df) don't have this bug
Here's another softlock I found, seems related because of its similar nature. When using the Go back to previous choice, the game allows you to go back to the previous point of the game to switch your decision, this is done with pushing the Analog to the left. On PPSSPP it results in a softlock. I used the same savedata for convince.
Logs: ppsspplog.zip
Not sure is about sceUtilityScreenshot
I'm not sure what this function does in PPSSPP, but from it's name I'm just gonna mention that this port has a screenshot tool built in for taking screenshots of the scene/CGs.
It is "start" button of real psp...... edit:no new finding in the log
Please try https://github.com/hrydgard/ppsspp/pull/16006, I didn't tested much other than the spot from the savedata posted where it fixed the problem.
Edit: To quickly test it, you don't need a new build, just add following lines:
# Rewrite
ULJM06364 = true
ULJM06365 = true
under [DrawSyncEatCycles] inside compat.ini
I confirm first case fixed. Second case I do not confirm (No save file)
Reopening since it still locks when going back to previous choice, at least it's more playable with DrawSyncEatCycles hack, but it likely suffers from more of the "PPSSPP runs too fast" than just draw sync as with timing issues it might even be helping by luck.
As a potentially interesting note - overclocking PSP cpu clock will break the fixed softlock even with a hack, kind of another confirmation it's a timing issue, then again seeing that it's a japanese title should usually be enough to say it suffers from timing problems>.<.
Please try #16006, I didn't tested much other than the spot from the savedata posted where it fixed the problem.
Edit: To quickly test it, you don't need a new build, just add following lines:
# Rewrite ULJM06364 = true ULJM06365 = true
under [DrawSyncEatCycles] inside compat.ini
This does look like it fixed all of the softlocks during regular gameplay! The go-back feature still does cause a softlock, I'll start replaying the game fully just to ensure it's all working just in case.
Game or games this happens in
ULJM-06365 - Rewrite
What area of the game / PPSSPP
While in certain scenes and circumstances, the game will permanently softlock, all input is disabled except the fast forward and reverse text (L and R triggers). Followed example might be one of many, but it's the first one to encounter.
Screenshots:
Savedata: (game progress only, there are 2 more saves for game data) ULJM06364DATA02.zip
What should happen
Game should not softlock.
Screenshot from PSP-3000:
Logs
ppsspplog1.zip
Platform
Windows
Mobile phone model or graphics card
NVIDIA GeForce GTX 1060 6GB
PPSSPP version affected
v1.13.1-533-g829baa7c3
Last working version
No response
Graphics backend (3D API)
Direct3D 11
Checklist