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Gran Turismo
06-04-2013, 09:12 AM
Post: #46
RE: Gran Turismo
(06-02-2013 08:13 AM)[Unknown] Wrote:  Hmm, what I really want to see is a stack trace. Those are just recently executed syscalls, it could be not in atrac at all... it looks like it's crashing in libc, so probably a memcpy() from a bad address.

When it crashes to the debugger, is there anywhere you can get a stack trace?

It should look something like the screenshot here:

http://stackoverflow.com/questions/76243...rror-shown

-[Unknown]

How can I generate stack traces on PPSSPP? I have Microsoft Visual C++ 2010 but I know it can be done easier/more minimalisticaly. Do the normal builds support stack traces or I need to build from source with different parameters?
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06-04-2013, 01:55 PM
Post: #47
RE: Gran Turismo
You just need to build it so you have a .pdb file. Then, the easiest way is to run with Visual Studio (press F5) and when it crashes, it'll show the stack trace in one of the boxes on screen.

-[Unknown]
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06-05-2013, 02:17 AM
Post: #48
RE: Gran Turismo
I tried using DDMS to grab the stack trace of the app when it crashes, but because it just crashes instead of force closing, no traces or dumps are generated, and method profiling in DDMS/Eclipse just stops when the app crashes without generating the .trace file needed. I read the logcat again, and the app seems to be trying to access an invalid memory address or some read-only memory, so the OS is throwing a segmentation fault (the SIGSIEV at the end of the logcat) and then it kills the app.

As for the Java Stack Trace Console option, the logcat is not actually showing a "Caused By" error, so it can't be put into the stack trace console to find the offending code. It's probably going to need trial and error to track down exactly what is causing the problem. For now, all that is known is that attempting to progress past the first dialog prompt/menu makes the emu attempt to work with some protected memory, of which the OS detects and throws a segmentation fault.
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06-05-2013, 03:03 AM (This post was last modified: 06-05-2013 03:05 AM by TheDax.)
Post: #49
RE: Gran Turismo
Here's a stack trace of a crash I'm getting from 1097(Windows):

Code:
>    PPSSPPWindows.exe!EmuScreen::render() Line 276    C++
    PPSSPPWindows.exe!ScreenManager::render() Line 87    C++
    PPSSPPWindows.exe!NativeRender() Line 417    C++
    PPSSPPWindows.exe!Core_RunLoop() Line 129    C++
    PPSSPPWindows.exe!Core_Run() Line 172    C++
    PPSSPPWindows.exe!TheThread(void * x) Line 82    C++

All I did was try to run the game, skip the intro FMV(it's black anyway), and then it's loading with an animated GT logo.

Unfortunately, that's all it's showing me(related to PPSSPP, that is, unless you want to see the ntdll.dll and msvcr100.dll calls too..).

3.8ghz i7 5930K, 16GB DDR4 RAM, 4GB Nvidia GTX 970, Asus X99 PRO, Windows 7 (SP1) x64
How to ask useful questions: http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
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06-05-2013, 05:10 AM
Post: #50
RE: Gran Turismo
Hmm, that's `mipsr4k.RunLoopUntil(nowTicks + blockTicks);`. Does it crash with the same trace even with jit off?

-[Unknown]
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06-05-2013, 10:07 PM (This post was last modified: 06-05-2013 11:00 PM by TheDax.)
Post: #51
RE: Gran Turismo
Now it seems to be crashing in a different place as of 1140:

Code:
>    PPSSPPWindows64.exe!sceKernelChangeThreadPriority() Line 2277    C++
    PPSSPPWindows64.exe!CallSyscall(unsigned int op) Line 468    C++

Interpreter crash:

Code:
>    PPSSPPWindows64.exe!sceKernelChangeThreadPriority() Line 2277    C++
    PPSSPPWindows64.exe!CallSyscall(unsigned int op) Line 468    C++
    PPSSPPWindows64.exe!MIPSInterpret_RunUntil(unsigned __int64 globalTicks) Line 989    C++
    PPSSPPWindows64.exe!EmuScreen::render() Line 274    C++
    PPSSPPWindows64.exe!ScreenManager::render() Line 87    C++
    PPSSPPWindows64.exe!NativeRender() Line 456    C++
    PPSSPPWindows64.exe!Core_RunLoop() Line 129    C++
    PPSSPPWindows64.exe!Core_Run() Line 224    C++
    PPSSPPWindows64.exe!TheThread(void * x) Line 82    C++

Debug log from 1140: http://www.mediafire.com/download/v1up0m...spp-gt.zip

3.8ghz i7 5930K, 16GB DDR4 RAM, 4GB Nvidia GTX 970, Asus X99 PRO, Windows 7 (SP1) x64
How to ask useful questions: http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
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06-06-2013, 04:00 AM
Post: #52
RE: Gran Turismo
Ah, that's useful. Should be fixable, let me try.

-[Unknown]
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06-06-2013, 06:18 AM
Post: #53
RE: Gran Turismo
Okay, this may hopefully fix that, would like to know if it doesn't / if it's still broken later and where:

https://github.com/hrydgard/ppsspp/pull/2106

-[Unknown]
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06-06-2013, 01:12 PM (This post was last modified: 06-06-2013 01:28 PM by VIRGIN KLM.)
Post: #54
RE: Gran Turismo
(06-06-2013 06:18 AM)[Unknown] Wrote:  Okay, this may hopefully fix that, would like to know if it doesn't / if it's still broken later and where:

https://github.com/hrydgard/ppsspp/pull/2106

-[Unknown]
Can be moved to In-Game, did a whole race to be sure.
It seems to work now but it has 2 bad glitches:
1. The font just repeats the first letter of the message, so if it's "Saving..." it will show "Sssssssss". Also if the message is something that scrolls into the screen it will start scrolling from the first to the next letter:
Example, "Saving..."
1st frame "Sssssssss"
2nd frame "Aaaaaaaaa"
3rd frame "Vvvvvvvvv"
4th frame "Iiiiiiiii"
...

2. Which is kinda gamebreaking. It will freeze if you have a savegame.
LOG:
Code:
03:20:360 PDI:00000023 E[HLE]: HLE\scePsmf.cpp:554 UNIMPL scePsmfQueryStreamOffset(09ca50f0, 09ca5068)
03:20:360 PDI:00000023 I[HLE]: HLE\sceKernelMemory.cpp:1277 FreeMemoryBlock(09c61200)
03:20:360 PDI:00000023 I[HLE]: HLE\sceKernelMemory.cpp:1277 FreeMemoryBlock(0934bc00)
03:20:361 PDI:00000023 E[HLE]: HLE\sceKernelThread.cpp:2295 sceKernelChangeThreadPriority(581, 1): bogus priority
03:20:361 PDI:00000023 I[HLE]: HLE\sceKernelThread.cpp:2015 __KernelReturnFromThread: 0
03:20:361 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1277 FreeMemoryBlock(0902b700)
03:20:361 PDI:00000020 E[HLE]: HLE\sceMpeg.cpp:1000 sceMpegFinish(...)
03:20:361 PDI:00000020 I[HLE]: HLE\sceKernelModule.cpp:1183 sceKernelStopModule(0000024b, 00000000, 00000000, 00000000, 00000000) - faking
03:20:361 PDI:00000020 I[HLE]: HLE\sceKernelModule.cpp:1244 sceKernelUnloadModule(587)
03:20:362 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1277 FreeMemoryBlock(09ca5f00)
03:20:362 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1269 09ca5f00=AllocMemoryBlock(SysMemUserForUser_FE707FDF)(PDI:ABLOCK, 1, 00000800, 00000000)
03:20:362 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(09ca5f00, 09df78c0)
03:20:362 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(09ca5f00, 09df7910)
03:20:362 PDI:00000020 I[HLE]: HLE\sceKernelThread.cpp:1886 589=sceKernelCreateThread(name=PDI:00000024, entry=08b2e004, prio=18, stacksize=66560)
03:20:362 PDI:00000020 I[HLE]: HLE\sceKernelThread.cpp:1929 sceKernelStartThread(thread=589, argSize=32, argPtr=09fe5ba8)
03:20:362 PDI:00000024 I[HLE]: HLE\sceKernelModule.cpp:1332 sceKernelGetModuleId()
03:20:363 PDI:00000005 I[HLE]: GLES\Framebuffer.cpp:432 Creating FBO for 04000000 : 480 x 272 x 1
03:20:364 PDI:00000020 I[HLE]: HLE\sceKernelModule.cpp:421 ~SCE module, skipping header
03:20:364 PDI:00000020 I[HLE]: HLE\sceKernelModule.cpp:426 Decrypting ~PSP file
03:20:364 PDI:00000020 I[HLE]: ELF\PrxDecrypter.cpp:302 Missing key 5B, cannot decrypt module
03:20:364 PDI:00000020 I[HLE]: HLE\sceKernelModule.cpp:1053 595=sceKernelLoadModule(name=disc0:/PSP_GAME/USRDIR/MODULE/PSMF.PRX,flag=00000000,(...))
03:20:364 PDI:00000020 I[HLE]: HLE\sceKernelModule.cpp:1084 sceKernelStartModule(595,asize=00000000,aptr=00000000,retptr=00000000,00000000):​ faked (un
decryptable module)
03:20:364 PDI:00000020 W[HLE]: HLE\sceMpeg.cpp:332 sceMpegInit()
03:20:365 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1269 0902b700=AllocMemoryBlock(SysMemUserForUser_FE707FDF)(PDI:ABLOCK, 0, 00320500, 00000000)
03:20:365 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(0902b700, 09df78b0)
03:20:365 PDI:00000020 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(0902b700, 09df7900)
03:20:368 PDI:00000024 E[HLE]: HLE\scePsmf.cpp:598 UNIMPLEMENTED scePsmfVerifyPsmf(09ca50f0)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1269 0934bc00=AllocMemoryBlock(SysMemUserForUser_FE707FDF)(PDI:ABLOCK, 0, 0021a000, 00000000)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(0934bc00, 09ca4f90)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(0934bc00, 09ca4fe0)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1269 09c61200=AllocMemoryBlock(SysMemUserForUser_FE707FDF)(PDI:ABLOCK, 1, 00010000, 00000000)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(09c61200, 09ca4fa0)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1287 GetMemoryBlockPtr(09c61200, 09ca4ff0)
03:20:368 PDI:00000024 I[HLE]: HLE\sceMpeg.cpp:412 09c61230=sceMpegCreate(09ca6380, 09c61200, 65536, 09ca6300, 512, 0, 0)
03:20:368 PDI:00000024 I[ME]: HLE\sceMpeg.cpp:282 Stream offset: 2048, Stream size: 0x21E3000
03:20:368 PDI:00000024 I[ME]: HLE\sceMpeg.cpp:283 First timestamp: 90000, Last timestamp: 11699598
03:20:368 PDI:00000024 I[ME]: HLE\sceMpeg.cpp:282 Stream offset: 2048, Stream size: 0x21E3000
03:20:368 PDI:00000024 I[ME]: HLE\sceMpeg.cpp:283 First timestamp: 90000, Last timestamp: 11699598
03:20:368 PDI:00000024 E[HLE]: HLE\scePsmf.cpp:554 UNIMPL scePsmfQueryStreamOffset(09ca50f0, 09ca5068)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1277 FreeMemoryBlock(09c61200)
03:20:368 PDI:00000024 I[HLE]: HLE\sceKernelMemory.cpp:1277 FreeMemoryBlock(0934bc00)
03:20:371 PDI:00000005 I[HLE]: GLES\Framebuffer.cpp:432 Creating FBO for 04044000 : 480 x 272 x 1
03:20:376 PDI:00000005 I[HLE]: GLES\Framebuffer.cpp:432 Creating FBO for 040cc000 : 480 x 272 x 3
03:20:382 PDI:00000005 I[HLE]: GLES\Framebuffer.cpp:432 Creating FBO for 04154000 : 480 x 272 x 3
03:20:399 idle0        I[HLE]: GLES\Framebuffer.cpp:634 Decimating FBO for 04044000 (480 x 272 x 1), age 6[/size]
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06-06-2013, 01:17 PM
Post: #55
RE: Gran Turismo
Moved
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06-06-2013, 02:00 PM
Post: #56
RE: Gran Turismo
Does the font issue go away if you disable the vertex cache?

Does it freeze the same way with a savegame from a real PSP? What does the log look like without a savegame?

-[Unknown]
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06-06-2013, 03:30 PM
Post: #57
RE: Gran Turismo
Some images


Attached File(s) Thumbnail(s)
                   
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06-06-2013, 06:22 PM (This post was last modified: 06-06-2013 06:23 PM by Combone.)
Post: #58
RE: Gran Turismo
Gran Turismo USA

Have Bugs here Sad

[Image: buggtppsspp.bmp]

......

My VideoCard is ATI Radeon - HD 6750 1GB.

Driver: AMD Catalyst™ 13.6 Beta
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06-06-2013, 06:30 PM (This post was last modified: 06-06-2013 06:33 PM by VIRGIN KLM.)
Post: #59
RE: Gran Turismo
(06-06-2013 02:00 PM)[Unknown] Wrote:  Does the font issue go away if you disable the vertex cache?
Nope, doesn't seem to affect it at all.

(06-06-2013 02:00 PM)[Unknown] Wrote:  Does it freeze the same way with a savegame from a real PSP?
Yep. It has a mearure that you can load savegames only with specific nicknames, my PSP has the same name as in my ini but still it could be something related to that.

(06-06-2013 02:00 PM)[Unknown] Wrote:  What does the log look like without a savegame?
What part should I load to post it here? Like, just the menu, which is the part just after the freeze if you have a savegame.
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06-06-2013, 06:36 PM (This post was last modified: 06-07-2013 01:16 AM by Donel.)
Post: #60
RE: Gran Turismo
Wow, I can't believe this game is going in-game right now. I've tested it and noticed the following bugs:

- The most obvious, the fonts are all messed up
- The rear view mirror is broken, just like in Ridge Racer 2
- The sound transitions as you change the camera are very abrupt. The music and the engines don't sound perfect to me, but I'm not quite sure.
- The 3D parts of the screen shakes like an interlaced game on PCSX2.
- Some visual effects are probably broken, as the game looks very empty
- The opening CG doesn't play at all

Other than that, it's working pretty well. The speed is adequate, but improvements in this area are definitely possible.
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