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Gran Turismo
#31
(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)
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#32
Does it work if you delete the savedata or put PSP savedata in?

-[Unknown]
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#33
(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?
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#34
Yes, this one most importantly:

sceUtilitySavedataInitStart 0x50C4CD57 1 v

-[Unknown]
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#35
(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: 1,188)
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#36
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]
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#37
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?
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#38
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]
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#39
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.
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#40
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.
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#41
Better get the latest beta version from here http://buildbot.orphis.net/ppsspp/
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#42
(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.
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#43
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.
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#44
(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).
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#45
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]
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