Post Reply 
 
Thread Rating:
  • 3 Votes - 4.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Gran Turismo
05-24-2013, 05:52 PM (This post was last modified: 05-24-2013 06:00 PM by VIRGIN KLM.)
Post: #31
RE: Gran Turismo
(05-24-2013 05:05 PM)[Unknown] Wrote:  Darn. Which build did it stop working on?

-[Unknown]

v0.7.6-755-gbd9313 is the build that introduced the issue
v0.7.6-755-gb9a72b9 was the last build it worked

Edit: v799 it works again! lol that was fast! (still PPSSPP crashes on GT logo, obviously a savegame issue)
Find all posts by this user
Quote this message in a reply
05-24-2013, 06:13 PM
Post: #32
RE: Gran Turismo
Does it work if you delete the savedata or put PSP savedata in?

-[Unknown]
Find all posts by this user
Quote this message in a reply
05-24-2013, 06:30 PM (This post was last modified: 05-24-2013 06:31 PM by VIRGIN KLM.)
Post: #33
RE: Gran Turismo
(05-24-2013 06:13 PM)[Unknown] Wrote:  Does it work if you delete the savedata or put PSP savedata in?

-[Unknown]
No that trick stopped working after a point, with or without savedata, from PSP or PPSSPP it will always crash.
Any JpcspTrace functions to be logged?
Find all posts by this user
Quote this message in a reply
05-24-2013, 07:23 PM
Post: #34
RE: Gran Turismo
Yes, this one most importantly:

sceUtilitySavedataInitStart 0x50C4CD57 1 v

-[Unknown]
Find all posts by this user
Quote this message in a reply
05-26-2013, 02:34 AM (This post was last modified: 05-26-2013 02:37 AM by VIRGIN KLM.)
Post: #35
RE: Gran Turismo
(05-24-2013 07:23 PM)[Unknown] Wrote:  Yes, this one most importantly:

sceUtilitySavedataInitStart 0x50C4CD57 1 v

-[Unknown]

Here, sorry for the delay:

PS: If you want, do me a list of games that you want logs from them and what you want to log, If I have them I'll dedicate even a day doing that job!

.txt  log.txt (Size: 25.45 KB / Downloads: 877)
Find all posts by this user
Quote this message in a reply
05-26-2013, 05:28 AM
Post: #36
RE: Gran Turismo
Weird, it just uses autosave/autoload and nothing that seems exotic...

But it does call autosave three times, which is odd. Does it do that on PPSSPP as well?

-[Unknown]
Find all posts by this user
Quote this message in a reply
05-26-2013, 06:12 AM (This post was last modified: 05-26-2013 06:16 AM by VIRGIN KLM.)
Post: #37
RE: Gran Turismo
What I did was load the game, change the settings, play a course (I won) and went back to main menu. Possibly it saved 3 times (Load 1st time, Save Settings, Save that I won the course). Should I do a log that JUST goes to the main menu?

The weird thing is that PPSSPP crashes, it doesn't just stop on an error, it will say that PPSSPP stopped working. Should I do any Thread related logs? Seems like some weird ordering of Wake/Delete/Resume/Suspend could result into that?
Find all posts by this user
Quote this message in a reply
05-26-2013, 06:19 AM
Post: #38
RE: Gran Turismo
Oh, no that means that it crashed somewhere in our code. The best thing for that is if someone can compile and run PPSSPP and get a stack trace. I've also seen some logs from Android that included stack traces (I think maybe if you turn on debugging it is included in some Android versions?)

-[Unknown]
Find all posts by this user
Quote this message in a reply
05-26-2013, 07:20 AM
Post: #39
RE: Gran Turismo
So there's a stack overflow when it reaches code that is related to savegaming? Intresting, also i have no idea how to do that on Android.
Find all posts by this user
Quote this message in a reply
06-02-2013, 03:20 AM
Post: #40
RE: Gran Turismo
With the latest Google Play version, it scrolls through the standard epilepsy warnings, then the Polyphony logo, then the GT loading screen (all at 60FPS), then loads to a black screen. If you try and enter anything (pressing X), you hear the select noise, then it shows the GT loading screen again, PPSSPP slows down dramatically (>10FPS), and then crashes. I'm downloading the Android ADT pack to have a go at grabbing some debug logs via USB of what's happening with the emulator on my DROID RAZR. I'm running the game with JIT, Vertex Cache, Hardware Transform, Stream VBO, Media Engine and Buffered Rendering.
Find all posts by this user
Quote this message in a reply
06-02-2013, 03:38 AM
Post: #41
RE: Gran Turismo
Better get the latest beta version from here http://buildbot.orphis.net/ppsspp/
Find all posts by this user
Quote this message in a reply
06-02-2013, 03:46 AM
Post: #42
RE: Gran Turismo
(06-02-2013 03:38 AM)sfageas Wrote:  Better get the latest beta version from here http://buildbot.orphis.net/ppsspp/
I'll give that version a go while waiting for the SDK to install.
Find all posts by this user
Quote this message in a reply
06-02-2013, 05:20 AM
Post: #43
RE: Gran Turismo
Alright, ran the lastest code from GitHub with the Eclipse Debugger attached. ran through same steps, game crashed in the same place. Here is the logcat output (incomplete, because it ran out of buffer and started erasing the start of the log file), but of particular interest (to me anyway) are the last 5 lines from the logcat:
Code:
06-02 15:49:07.950: I/NativeApp(19928): 49:07:959 PDI:00000013 I[HLE]: jni/../../Core/HLE/sceAtrac.cpp:1055 sceAtracSetDataAndGetID(08e63cc0, 00020000)
06-02 15:49:07.950: W/NativeApp(19928): 49:07:959 PDI:00000013 W[HLE]: jni/../../Core/HLE/sceAtrac.cpp:989 This is an atrac3+ stereo audio
06-02 15:49:07.950: E/NativeApp(19928): 49:07:961 PDI:00000013 E[HLE]: jni/../../Core/HLE/sceAtrac.cpp:1129 UNIMPL sceAtracIsSecondBufferNeeded(0)
06-02 15:49:07.958: I/NativeApp(19928): 49:07:964 PDI:00000013 I[HLE]: jni/../../Core/HLE/sceAtrac.cpp:1097 sceAtracSetLoopNum(0, -1)
06-02 15:49:07.966: A/libc(19928): Fatal signal 11 (SIGSEGV) at 0x00000004 (code=1), thread 19947 (Thread-2862)
It looks like it's attempting to do some audio-related stuff, but I had audio disabled on this test.
Find all posts by this user
Quote this message in a reply
06-02-2013, 05:26 AM (This post was last modified: 06-02-2013 05:27 AM by Afinda.)
Post: #44
RE: Gran Turismo
(06-02-2013 05:20 AM)BodenM Wrote:  Alright, ran the lastest code from GitHub with the Eclipse Debugger attached. ran through same steps, game crashed in the same place. Here is the logcat output (incomplete, because it ran out of buffer and started erasing the start of the log file), but of particular interest (to me anyway) are the last 5 lines from the logcat:
Code:
06-02 15:49:07.950: I/NativeApp(19928): 49:07:959 PDI:00000013 I[HLE]: jni/../../Core/HLE/sceAtrac.cpp:1055 sceAtracSetDataAndGetID(08e63cc0, 00020000)
06-02 15:49:07.950: W/NativeApp(19928): 49:07:959 PDI:00000013 W[HLE]: jni/../../Core/HLE/sceAtrac.cpp:989 This is an atrac3+ stereo audio
06-02 15:49:07.950: E/NativeApp(19928): 49:07:961 PDI:00000013 E[HLE]: jni/../../Core/HLE/sceAtrac.cpp:1129 UNIMPL sceAtracIsSecondBufferNeeded(0)
06-02 15:49:07.958: I/NativeApp(19928): 49:07:964 PDI:00000013 I[HLE]: jni/../../Core/HLE/sceAtrac.cpp:1097 sceAtracSetLoopNum(0, -1)
06-02 15:49:07.966: A/libc(19928): Fatal signal 11 (SIGSEGV) at 0x00000004 (code=1), thread 19947 (Thread-2862)
It looks like it's attempting to do some audio-related stuff, but I had audio disabled on this test.

Audio on/off is only for output (like it'd be on PSP also). It's still being processed nontheless but not being played on the speakers. (Basicly, you either set Volume to 0 or 10).
Find all posts by this user
Quote this message in a reply
06-02-2013, 08:13 AM
Post: #45
RE: Gran Turismo
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]
Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump: