Pac-Man World 3
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04-29-2014, 07:07 PM
Post: #16
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RE: Pac-Man World 3
yeah,here's a log of what happens when it stops - this is on 9.8.551 -g253e11a 32bit build
specs: win xp 32bit service pack 3 nvidia GT630 2048mb ram graphics card, dual core 3.0GHz 2gb ram pc user |
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05-01-2014, 01:38 AM
Post: #17
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RE: Pac-Man World 3
Well, it's definitely running garbage data in the GE. Question is: why?
A debug log would help. -[Unknown] |
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05-01-2014, 02:50 AM
Post: #18
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RE: Pac-Man World 3
v0.9.8-561-g2b50fc debug log:
(05-01-2014 01:38 AM)[Unknown] Wrote: Well, it's definitely running garbage data in the GE. Question is: why? I want to be a crash fixer PM me if you want to me look a game |
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05-01-2014, 05:32 AM
(This post was last modified: 05-01-2014 05:32 AM by [Unknown].)
Post: #19
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RE: Pac-Man World 3
Well, that's interesting.
47:23:835 user_main D[SCEGE]: HLE\sceGe.cpp:427 sceGeListEnQueue(addr=49ef2700, stall=49ef2700, cbid=00000000, param=08b76820) This seems reasonable. It enqueues (using uncached pointers) a list at stall. The operation is normal, uncached is a bit odd. 47:23:835 user_main D[SCEGE]: HLE\sceGe.cpp:473 sceGeListUpdateStallAddr(dlid=889192482, stalladdr=49ef271c) Another very sane thing, it updated the list stall address (uncached again) +0x1c. 47:23:835 user_main D[SCEGE]: GLES\Framebuffer.cpp:611 viewport : 480x272, region : 480x272 , scissor: 480x272, stride: 512, 1 47:23:835 user_main D[SCEGE]: GLES\Framebuffer.cpp:858 Switching render target to FBO for 00088000: 480 x 272 x 3 47:23:844 user_main I[G3D]: GLES\ShaderManager.cpp:146 Linked shader: vs 58 fs 37 47:23:844 user_main W[G3D]: GLES\GLES_GPU.cpp:1823 Unknown GE command : b6fc3f48 47:23:844 user_main W[G3D]: GLES\GLES_GPU.cpp:1756 Unsupported Vertex Screen Coordinate Y : 050000 47:23:844 user_main W[G3D]: GLES\GLES_GPU.cpp:1761 Unsupported Vertex Screen Coordinate Z : 80bcad ... 47:23:862 user_main W[G3D]: GLES\GLES_GPU.cpp:1766 Unsupported Vertex Texture Coordinate S : 6cbd93 47:23:862 user_main W[G3D]: GLES\GLES_GPU.cpp:1786 Unsupported Vertex Alpha and Primitive : b20000 47:23:862 user_main W[G3D]: GLES\GLES_GPU.cpp:1066 Unsupported alphatest mask: 00 47:23:862 user_main W[G3D]: GLES\GLES_GPU.cpp:1781 Unsupported Vertex Color Value : b1bf28 47:23:862 user_main E[G3D]: GLES\GLES_GPU.cpp:896 Bad bounding box data: bd0000 That's already more than 7 (0x1c/4) cmds. Probably none of these are valid - but why didn't it stop? All the addresses are masked with 0x0FFFFFFF, so it *should* have. Can you try the following change, find GPU/GLES/GPUCommon.cpp: const bool useFastRunLoop = !dumpThisFrame_ && !useDebugger; Add before: dumpThisFrame_ = true; Then log again. I'm specifically interested in the same point, that should make it print out the commands it's executing. For a bit more though, actually, find this: NOTICE_LOG(G3D, "%s", temp); And replace with: NOTICE_LOG(G3D, "%08x: %s", list.pc, temp); That will also print out the addresses for extra clarity. -[Unknown] |
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05-01-2014, 05:54 AM
Post: #20
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RE: Pac-Man World 3
@Unknown
It is all the change of debug log (I used save status) https://drive.google.com/file/d/0B3OaSde...sp=sharing I want to be a crash fixer PM me if you want to me look a game |
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05-01-2014, 06:18 AM
Post: #21
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RE: Pac-Man World 3
08c668b4: 0a6bc17f: CMD CALL - 08c668b4 to 096bc17f, ret=08c668b8
Hmm, that won't work correctly. That's where the wheels fall off the bus. Does it help anything to change this, GPUCommon.cpp: void GPUCommon::Execute_Call(u32 op, u32 diff) { easy_guard guard(listLock); // Saint Seiya needs correct support for relative calls. const u32 retval = currentList->pc + 4; const u32 data = op & 0x00FFFFFF; const u32 target = gstate_c.getRelativeAddress(data); To: void GPUCommon::Execute_Call(u32 op, u32 diff) { easy_guard guard(listLock); // Saint Seiya needs correct support for relative calls. const u32 retval = currentList->pc + 4; const u32 data = op & 0x00FFFFFF; const u32 target = gstate_c.getRelativeAddress(data) & ~3; But, not sure. Seems like that command is wrong. -[Unknown] |
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05-01-2014, 06:27 AM
Post: #22
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RE: Pac-Man World 3
@Unknown Well done, fixed it.
Debug log: https://drive.google.com/file/d/0B3OaSde...sp=sharing Only you can fix the command I want to be a crash fixer PM me if you want to me look a game |
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05-06-2014, 01:36 PM
Post: #23
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RE: Pac-Man World 3
v0.9.8-602-g1bed54b
The crash solved, can move to playable I want to be a crash fixer PM me if you want to me look a game |
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05-06-2014, 02:20 PM
Post: #24
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RE: Pac-Man World 3
Moved
♦ Intel Core i7-6700HQ | 16 GB RAM | NVIDIA GeForce GTX 960M | Debian Testing ♦ Intel Core i7-2630QM | 4 GB RAM | NVIDIA GeForce GT 540M | Debian Testing ♦ PSP-3004 | 6.60 PRO-C2 |
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