Posts: 243
Threads: 26
Joined: Mar 2013
Reputation:
1
03-10-2013, 03:24 PM
(This post was last modified: 04-17-2013, 12:08 PM by sfageas.)
Title: Tony Hawk's Underground 2 Remix
Genre: Skateboard
Region: US
Format: CSO
Game ID: ULUS10014
Version: 0.6-1069-g03e8ee3
OS: Windows 8 x64
Compatability:Intro
Notes: there's only first title screen shown, see logs.
Logs: link to mediafire (file's pretty big): http://www.mediafire.com/?etcvln6y4sd47t4
Posts: 3,228
Threads: 25
Joined: Nov 2012
Reputation:
98
Seems like it's getting farther than before:
https://github.com/hrydgard/ppsspp/issues/758
This is interesting:
Unable to open raw sector: /sce_lbn0x60CEA_size0x260280, sector 00060cea, max 0004b69b
Question - does this game work fine in JPCSP with the same iso?
Also a lot of these:
Bogus framebuffer address: 09580a40
It might help to have a more recent log. If it starts hitting a lot of bad memory addresses, you can just close it (which is what made the log so large.)
-[Unknown]
Posts: 2,075
Threads: 62
Joined: Jun 2012
Reputation:
154
Bogus framebuffer shouldn't happen anymore at least, as it turns out to be fine for a game to display some regular RAM if it feels like it.
Posts: 37
Threads: 1
Joined: May 2013
Reputation:
0
I need this game!
iPhone 4s, iPad 2, iOS 5.1.1
Posts: 14
Threads: 0
Joined: Jan 2013
Reputation:
0
Please fix this game.
Posts: 121
Threads: 10
Joined: May 2013
Reputation:
2
Intro Video Works ( Rev. 1140)
Posts: 10
Threads: 1
Joined: Jun 2013
Reputation:
0
Can anyone on Update 0.8 test this?
Posts: 6
Threads: 0
Joined: Jun 2013
Reputation:
0
I'm on 0.8.1-41-ge440fa6. 64-bit on Windows.
It gets just past the intro video, starts loading for a second, then goes straight to black screen. The debug console keeps updating every second in red with:
"idle0 E[G3D]: GPUCommon.cpp:614 Signal without wait. signal/end: *a counter*"
Then every few seconds with:
"user_main E[G3D]: GPUCommon.cpp:614 Signal without wait. signal/end: *a counter*"
Sound is working fine though - goes ingame, just with no image whatsoever. Not a developer, but sounds like a dodgy semaphore handler? Hmmm.
Posts: 6
Threads: 0
Joined: Jun 2013
Reputation:
0
Goes ingame, properly, on the latest revision v0.8.1-997!
Videos have stopped functioning, but graphics render - however, missing textures are prevalent, see pictures attached.
Also crashes randomly. But it's a massive step up, very well done to the dev team
Posts: 2,880
Threads: 111
Joined: Dec 2012
Reputation:
45
moved
Phones: Poco F3 8GB/256GB (Snapdragon 870 5G) and Redmi Note 6 Pro 4/64GB (Snapdragon 636)
PC: AMD Ryzen 5 3600 / 16GB RAM DDR4 3600MHz / NVIDIA GTX 1660 Ti 6GB / Windows 10 Pro
Posts: 6
Threads: 0
Joined: Jun 2013
Reputation:
0
I have a log file if it helps:
http://pastebin.com/jV01eYNx
Vertex Buffer Overflow?
Posts: 1
Threads: 0
Joined: Aug 2013
Reputation:
0
(07-30-2013, 10:10 AM)Wombat Wrote: Goes ingame, properly, on the latest revision v0.8.1-997!
Videos have stopped functioning, but graphics render - however, missing textures are prevalent, see pictures attached.
Also crashes randomly. But it's a massive step up, very well done to the dev team 
Same here. I can get it to the first stage, but I go down the slope and the program terminates. I can't wait until this game works.
Posts: 6
Threads: 0
Joined: Jun 2013
Reputation:
0
Slightly better progress in revision v0.8.1-1275-g64e3fd7!
Intro movies no longer hang, and crashes are somewhat less frequent. However, they still happen:
Code: 51:53:794 user_main I[HLE]: HLE\sceKernelThread.cpp:1943 331=sceKernelCreateThread(name=stream thread, entry=088fcf24, prio=11, stacksize=32768)
51:53:794 user_main I[HLE]: HLE\sceKernelThread.cpp:1986 sceKernelStartThread(thread=331, argSize=4, argPtr=09fbf370)
51:53:816 stream threa I[HLE]: HLE\sceAtrac.cpp:1201 0=sceAtracSetDataAndGetID(08a909c0, 00020000)
51:53:816 stream threa W[HLE]: HLE\sceAtrac.cpp:1120 This is an atrac3+ stereo audio
52:12:735 user_main I[HLE]: HLE\sceIo.cpp:706 stdout: vert buf overflow! (+899073.8k = 899073.8k)
52:12:735 user_main E[CPU]: Mips\MIPSInt.cpp:174 BREAK!
52:12:735 user_main W[MM]: MemmapFunctions.cpp:87 ReadFromHardware: Invalid address 00000004
52:12:735 user_main I[HLE]: HLE\sceIo.cpp:706 stdout: display list overflow! (+8.8k = 36.2k)
52:12:735 user_main E[CPU]: Mips\MIPSInt.cpp:174 BREAK!
52:12:735 user_main E[MM]: MemmapFunctions.cpp:54 Unknown GetPointer 3ea38000 PC 3ea38000 LR 3ea38000
Also, a graphics bug I can pretty much pin down - when the player character is facing north - all graphics render correctly! When the character is facing south (or pretty much in between), lots of textures are missing and are just black!
See this album: http://imgur.com/a/skFzP
Posts: 1
Threads: 0
Joined: Aug 2013
Reputation:
0
Update to 0.9:
A big big improvement! Instant video, no stutters, just some textures missing! Sound is also working! I would consider this as playable!
Many thanks!
Posts: 170
Threads: 14
Joined: Jul 2013
Reputation:
0
(08-21-2013, 01:37 PM)Richylitschy Wrote: Update to 0.9:
A big big improvement! Instant video, no stutters, just some textures missing! Sound is also working! I would consider this as playable!
Many thanks!
I still have the random crashes...
Windows x86 and Android 4.0.4
Smartphone :
-> Sony Xperia Tipo (Android 4.0.4)
CPU - ARM Cortex-A5 800 MHz / GPU - Adreno 200
RAM - 404 MB
PC :
OS - Windows 8 / CPU - Intel Core i3-3220 3.30 GHz
GPU - NVIDIA GeForce GT 620 / RAM - 4,00 GB
|