Open daniel229 opened 10 years ago
For 2nd issue , any savestate can shared?
move to right side,then go outside.
savedate here,rename jpg to rar
Updated two issue to top post. 4-missing background. 5-video not played.
Have this improved lately?
No improvement.
Test with 0.9.6-436 For the video part,the audio can be heard, but display nothing. Log shows this,and audio stuttering when these messages posting. AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 319900 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 508000 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 712820 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 926000 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1135000 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1314740 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1553000 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1732740 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 1941740 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2121480 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2313760 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2593820 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 2852980 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3099600 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3367120 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3634640 dts: 8948940 AskaMainThre I[ME]: HLE\sceMpeg.cpp:1172 Audio end reach. pts: 3881260 dts: 8948940
FPS issue fixed by https://github.com/hrydgard/ppsspp/pull/5174
https://github.com/hrydgard/ppsspp/issues/3110 Frontier Gate Boost+ also got FPS issue fixed.these two games have several issues the same.
Huh, that's very interesting.
The camera stopping thing is still happening, right? AFAIK the video is a depth issue.
-[Unknown]
Yes camera is still stopping.
Does the black box thing still happen?
-[Unknown]
still happen when screen transition.block transfer not help
Have any of the changes helped specifically 2, 4, and 5? Is 1 affected by jit on/off?
-[Unknown]
1,2,4,5 no change at all.with jit off,Ican not move.
jit off
Well, then there's definitely some cpu bug here, even if it's the interpreter that's wrong. If you switch the CONDITIONAL_DISABLE defines in CompVFPU.cpp, and use jit, does it still have the above problem? If not, does it happen switching them in CompFPU.cpp?
-[Unknown]
change #define CONDITIONAL_DISABLE ; to #define CONDITIONAL_DISABLE { fpr.ReleaseSpillLocks(); Comp_Generic(op); return; } in CompVFPU.cpp,the jit without anyproblem.
It gets problem in CompFPU.cpp
the problem is
void Jit::Comp_FPU2op(MIPSOpcode op) {
Which one inside there? Change for example case 13:
to case 13: DISABLE;
and it will disable trunc.w.s. abs, mov, and neg should be pretty hard to be wrong, sqrt, trunc.w.s, and cvt.s.w are the likely ones.
Does the camera thing go away if you have the CONDITIONAL_DISABLE swapped in CompVFPU.cpp and use jit? It could be a totally different instruction causing that problem.
-[Unknown]
Yes,disable case 13,the problem presents.CONDITIONAL_DISABLE swapped in CompVFPU.cpp does not help the camera problem.
Does it affect anything to revert this change? https://github.com/hrydgard/ppsspp/commit/cbf1df9
-[Unknown]
both jit and non-jit can't move.
So basically this and #4268 don't agree about that change, seems this likes it. I'm not sure why interpreter is not behaving the same way...
-[Unknown]
Does this game crash for you with simulate block transfers on? http://forums.ppsspp.org/showthread.php?tid=5201&pid=86714#pid86714
The black box thing seems really weird. It's hard to catch those things in the GE debugger, but I wonder what the vertex type / positions are.
I guess the camera stop thing is likely to be a cpu bug as well, if this uncovered an interpreter cpu bug...
-[Unknown]
Is that Danball Senki Boost,it does not crash for me,but I find a graphical issue with simulate block transfers on.
simulate block transfers on
simulate block transfers off
before the black box drawing.
Gedebugger about the graphical issue
Oh. I was confused. Thought they were the same game.
Hmm Boost seems like a format mismatch... hard to say. W definitely looks like that texture ought to display. I wonder if it is depth related. Maybe minz and maxz clamp before depth test or affect clipping... are the vertex addresses? Or it could be stencil.
-[Unknown]
Dan Ball Senki W random hangs in battle with jit off.
Hmm, well, same question then - if you disable CompFPU or etc. does this happen even with jit on? Have to narrow it down.
-[Unknown]
Disable either CompFPU or CompVFPU would not hang.Disable both,it hangs.
I find other bug that the character face to another way when talking due to Disable codes in void Jit::Comp_Vcmp(MIPSOpcode op) {
The hangup is due to disable both void Jit::Comp_Vcmp(MIPSOpcode op) {
and void Jit::Comp_FPUComp(MIPSOpcode op)
{
Hmm, so there must be a wrong NAN/INF/-0.0 comparison hiding in those somewhere...
-[Unknown]
Change all CONDITIONAL_DISABLE;
to DISABLE;
,and leave the one invoid Jit::Comp_Vcmp(MIPSOpcode op) {
,still experience the camera problem.
The video is showing now since https://github.com/hrydgard/ppsspp/pull/6737 but missing audio and skipped in about 2 second. The missing audio due to https://github.com/hrydgard/ppsspp/pull/6384 ,revert it,the Level 5 logo works fine, the intro video has sound though,but just for about 2 second and then skipped. revert https://github.com/hrydgard/ppsspp/pull/5381 the intro video works fine now.
debug log for the missing audio(rename jpg to rar)
The second issue fixed in https://github.com/hrydgard/ppsspp/commit/a04af187ea055699cba72db093a78dead9656c72 .
So, just to recap:
-[Unknown]
Remove issues that fixed in the top.
It helps the camera issue? Hmm. Well, that explains why jit doesn't affect it. It might be a separate timing issue that simulate UMD delays only accidentally helps. Hmm.
So the main issues are video related, timing related, and something to do with block transfers still.
Does the background show correctly if you open the menu, close it, and open it again? And if you move, is it wrong until you close and open it again? Or how wrong is it?
-[Unknown]
Background is randomly happen. close it, and open it again it may get different results.
right
wrong 1
wrong 2
Prior to the current build, are there any more problems to the game other than the black model outlines and the skipping cutscenes?
Battles work perfectly fine.
@DanSenki That model looks fine here.what device did you play on and which version of PPSSPP?If you changed any setting,I recommend trying the defaults.
I'd be interested to know what setting causes that.
-[Unknown]
Woah woah woah how did that work.
(While I did some fixes that work temporarily, when I switch between windows, the graphics glitch.)
Are there still any issues on cutscenes though?
Even on default, this still happens.
UPDATE: Restoring defaults not only doesn't fix anything, it makes the screen shake when pressing the menu.
What device, video card, operating system version, etc. is this on? Are you using the latest git build?
-[Unknown]
Windows 10 Home, with Intel HD Graphics, with a 1.0.1 build.
Graphic Card shouldn't be an issue, though. It ran BOOST almost perfectly.
Oh shit. uh, ignore the BOOST screenshot.
I think I found a source for the skipping cutscenes. Still no trace for the outlines?
The cutscenes would be played on this build.The graphical problem seems like a driver problem? http://www.filedropper.com/ppsspp-v101-216-gb9fbaed-windows
Unless Level-5 made the graphics more obnoxious than in the original game, I can't really say it's a driver problem or compatibility.
A video lead you to know the issue 1and 2 http://www.youtube.com/watch?v=KTlrWd7hKYc
normal
Camera stop
it display now,but some time not correct.
sometime not correct
log