Closed Boggalog closed 2 years ago
See also #425 Issues are probably related.
See also #425 Issues are probably related.
I should have clarified, mine is without using a VMC.
VMC "hacks" into the serial ports (SIO2), to emulate the memory card. PADEMU also "hacks" into the same serial ports (SIO2) to emulate the controllers. So they are most likely related issues, but thank you for clarifying.
Even without pademu or vmc is freezing for me in 1.1 version. Back to version 1.0 works fine though
Same problem with 1.2
Same freeze issue with PADEMU + VMC not being used. Previous compatibility modes 1, 3, and 6 mentioned on this compatibility list does not work on 1.2.0 beta, as well as 1.1.0. Have not tried any other versions but will try 1.0.0 as @Sin2FX mentioned it works for them on that version.
EDIT: I wanted to update this to say that I was mistaken, PADEMU was actually turned on, I thought I had turned it off but I guess not. Once I turned off PADEMU, the game works with compatibility modes 1, 3, and 6, PADEMU Disabled and VMC disabled on 1.2.0 beta.
Game is not working att all For me, same settings as op. fat 3000 ps2, internal hdd, original bba with internal sata hdd.
tried this game with stock settings, and after, also 1, 3, 6 modes enabled, (vmc and pademu both OFF). Udma 4 (whatever that's mean)
[v1.2.0-Beta-1832-f087feb] = Black Screen v 1.1.0 = Freeze on first text screen.
Have you disabled GSM ? For me it worked
Ive got a wierd one when the GSM is enable im my case NTSC cuz it has to be forced otherwise my tv wont read the signals for some reason got a LCD samsung tv, with mode 1,3,6 VMC off and PADEMU off the game runs and gets a retarded Freez after DOLBY logo Black screen. Disabling the GSM it will run normally but picture will flickr and goes in and out is there a custom ELD config to fix the freez with GSM? ive tried PAL version of the game it runs but i like the 60HZ of the NTSC more smooth than PAL even tho PAL version has 60HZ i feel like NTSC will perform better cuz its been converted from US version
game crashed after naughty dog logo intro.
OPL 1.2.0 beta 1875 https://github.com/ps2homebrew/Open-PS2-Loader/commit/2f0506c817c5c3bc9df272446e91b3efc10ea0ae
PS2: SCPH 90010 game format: ISO Launch method: SMB game modes: 3+6 VMC: crashes at saving pademu: black screen after naughty dog intro screen
-V3ditata
Perhaps the issue is IOP RAM usage? Can you check this game using the UDPBD testbuild to see if there's peaks of memory usage?
UDPBD test build
carlos@carlos-ideapad-310:~$ ./ps2client -h 192.168.1.10 execee host:OPNPS2LD-v1.2.0-Beta-1875-2f0506c-dirty.ELF
loadelf: fname host:OPNPS2LD-v1.2.0-Beta-1875-2f0506c-dirty.ELF secname all
Input ELF format filename = host:OPNPS2LD-v1.2.0-Beta-1875-2f0506c-dirty.ELF
0 01bd3880 00130788 ....................
Loaded, host:OPNPS2LD-v1.2.0-Beta-1875-2f0506c-dirty.ELF
start address 0x1d0001c
gp address 00000000
open name rom0:ROMVER flag 1 data 41378
open fd = 2
OPL GUI start!
BDM: connecting device udp0p0 id=0x0
BDM: connecting device udp0p1 id=0x7
BDM: udp0p0 mounted to MBR
BDM: udp0p1 mounted to fatfs
THEMES Trying to set again theme: <OPL>
loadISOGameListCache: 2 games loaded.
loadISOGameListCache: 10 games loaded.
CONFIG No file mass0:CFG/SLUS_210.50.cfg.
texDiscoverLoad(mass0:ART/SLUS_210.50_COV)
texDiscoverLoad(mass0:ART/SLUS_210.50_ICO)
CONFIG No file mass0:CFG/SLUS_211.08.cfg.
texDiscoverLoad(mass0:ART/SLUS_211.08_COV)
texDiscoverLoad(mass0:ART/SLUS_211.08_ICO)
CONFIG No file mass0:CFG/SCUS_971.24.cfg.
APPSUPPORT 5 apps loaded
bdmDriver=udp
BDMSUPPORT Start LBA = 19452096
DVD detected.
BDMSUPPORT CleanUp
APPSUPPORT Shutdown
audsrv_adpcm_init()
FNTSYS End
SYSTEM LaunchLoaderElf loading modules
IOPRP image size calculated: 47348
IOPRP image size actual: 47120
SYSTEM IRX 1 address start: 0x97050 end: 0x989a0
SYSTEM IRX 2 address start: 0x989a0 end: 0xa41b0
SYSTEM IRX 3 address start: 0xa41b0 end: 0xa4674
SYSTEM IRX 4 address start: 0xa4680 end: 0xa4b18
SYSTEM IRX 5 address start: 0xa4b20 end: 0xaa514
SYSTEM IRX 11 address start: 0xaa520 end: 0xad5c0
SYSTEM IRX 14 address start: 0xad5c0 end: 0xb0f50
SYSTEM IRX STORAGE 0x97000 - 0xb0f50
Preparing GSM...
Starting ee_core with following arguments:
[0] BDM_UDP_MODE 1 mc1:BOOT/OPNPS2LD.ELF 20 0.0.0.0 0.0.0.0 0.0.0.0 0 0 0 1 257 0
[1] 2147505996 2147541616
[2] 618496 724864
[3] SCUS_971.24
[4] 36
[5] 1 2 0 7874698008519356 56154283650848769 1 0 0 0 1 0
[6] cdrom0:\SCUS_971.24;1
Leaving OPL GUI, starting eecore...
Get Reboot Request From EE
Input ELF format filename = cdrom0:\SCUS_971.24;1
0 00100000 0003705e . . . . - memory free = 1500KiB
Loaded, cdrom0:\SCUS_971.24;1
start address 0x100008
gp address 00000000
sce_fileio: unrecognized code ff
Get Reboot Request From EE
loadmodule: fname cdrom0:\DRIVERS\SIO2MAN.IRX;1 args 0 arg
loadmodule: id 28, ret 0
loadmodule: fname cdrom0:\DRIVERS\PADMAN.IRX;1 args 0 arg
loadmodule: id 29, ret 0
loadmodule: fname cdrom0:\DRIVERS\LIBSD.IRX;1 args 0 arg
loadmodule: id 30, ret 0
loadmodule: fname cdrom0:\DRIVERS\MCMAN.IRX;1 args 0 arg
loadmodule: id 31, ret 0
loadmodule: fname cdrom0:\DRIVERS\MCSERV.IRX;1 args 0 arg
loadmodule: id 32, ret 0
loadmodule: fname cdrom0:\DRIVERS\989SND.IRX;1 args 0 arg
- memory free = 1288KiB
========================================================
989snd (c)2000, 2001 Sony Computer Entertainment America
by Buzz Burrowes v2.6.8
(build with sce library rev 2.3.0)
========================================================
Thread Priorities:
Sound Tick = 9
Main RPC = 58
Loading RPC = 59
Streaming = 60, 61, 62, 63
========================================================
loadmodule: id 33, ret 0
loadmodule: fname cdrom0:\DRIVERS\OVERLORD.IRX;1 args 19 arg iso _cd
loadmodule: id 34, ret 1
This is the log I meant, only not the correct part. Sorry if I wasn't clear. The log you captured if from booting the game, but the interesting part comes later. When the game gets into the menu, iop ram usage will increase. Also when going ingame iop ram usage can increase further. The moments when iop ram usage increases, are the moments a game will crash if our smb/pademu/mcemu modules use too much ram.
Without GSM picture will flickr because the game is interlaced and uses field rendering. But for e disabling GSM will make the game run regardless of PADEMU or not. VMC is not work either way. If VMC is on game will freeze when checking for MC
Disclaimer Issue reports for OPL version which were not downloaded from the official GitHub repo are not accepted. Before posting the issue confirm that you meet the below requirements.
Describe the issue A clear and concise description of what the issue is. Jak and Daxter - The Precursor Legacy freezes on the initial "Sony presents..." splash screen when PADEMU is enabled.
Configuration (please complete the following information):
To Reproduce Steps to reproduce the behavior:
Expected behavior The game should start as it does with PADEMU disabled.
Screenshots
Additional context This is while using compatibility modes 1,3 and 6.