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Read Framebuffers to Memory cause ppsspp crash
08-10-2013, 01:44 PM (This post was last modified: 08-10-2013 01:46 PM by vnctdj.)
Post: #1
Read Framebuffers to Memory cause ppsspp crash
When I choose the option 'Read Framebuffers to Memory (CPU)', ppsspp crashes. The log file as below:

Code:
34:18:073 EmuThread.cpp:122 I[BOOT]: Done.
34:33:031 EmuScreen.cpp:63 I[BOOT]: Starting up hardware.
34:33:031 System.cpp:64 I[HLE]: PPSSPP v0.8.1-1161-ge954bd1
34:33:031 MemMap.cpp:93 I[MM]: Memory system initialized. RAM at 000000000B120000 (mirror at 0 @ 0000000087FF0000, uncached @ 00000000C7FF0000)
34:33:048 Loaders.cpp:136 I[LOAD]: Identifying file...
34:33:048 PSPLoaders.cpp:121 I[LOAD]: NPJH50372 : 弹丸论破:希望的学园与绝望的高中生汉化版
34:33:049 PSPLoaders.cpp:192 I[LOAD]: Loading disc0:/PSP_GAME/SYSDIR/EBOOT.BIN...
34:33:049 HLE\sceKernelMemory.cpp:164 I[HLE]: Kernel and user memory pools initialized
34:33:049 HLE\sceIo.cpp:298 I[HLE]: Starting up I/O...
34:33:049 FileUtil.cpp:214 I[COMMON]: CreateFullPath: path F:\games\ppsspp\memstick\
34:33:049 FileUtil.cpp:218 I[COMMON]: CreateFullPath: path exists F:\games\ppsspp\memstick\
34:33:049 FileUtil.cpp:214 I[COMMON]: CreateFullPath: path F:\games\ppsspp\flash0\
34:33:049 FileUtil.cpp:218 I[COMMON]: CreateFullPath: path exists F:\games\ppsspp\flash0\
34:33:056 GLES\Framebuffer.cpp:205 N[HLE]: GPU Vendor : Intel
34:33:057 FileUtil.cpp:214 I[COMMON]: CreateFullPath: path cheats
34:33:057 FileUtil.cpp:218 I[COMMON]: CreateFullPath: path exists cheats
34:33:057 FileUtil.cpp:214 I[COMMON]: CreateFullPath: path F:\games\ppsspp\memstick\PSP\PPSSPP_STATE
34:33:057 FileUtil.cpp:218 I[COMMON]: CreateFullPath: path exists F:\games\ppsspp\memstick\PSP\PPSSPP_STATE
34:33:102 HLE\sceKernel.cpp:135 I[HLE]: Kernel initialized.
34:33:107 HLE\sceKernelModule.cpp:454 I[HLE]: Decrypting ~PSP file
34:33:136 C:\BuildAgent\work\acf56f986e98e7c9\Core/ELF/ElfReader.h:58 I[LOAD]: ElfReader: 0000000010380040
34:33:140 Util\BlockAllocator.cpp:359 I[HLE]: -----------
34:33:140 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
34:33:140 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08804000 - 08ca2a00 size 0049ea00 taken=1 tag=ELF
34:33:140 Util\BlockAllocator.cpp:363 I[HLE]: Block: 08ca2a00 - 0a000000 size 0135d600 taken=0 tag=(untitled)
34:33:140 ELF\ElfReader.cpp:502 I[LOAD]: Loading segment relocations
34:33:141 ELF\ElfReader.cpp:516 N[LOAD]: ELF loading completed successfully.
34:33:141 HLE\sceKernelModule.cpp:557 I[LOAD]: Module Model: 08921ea0 088e1dc4 088e1ddc
34:33:143 HLE\sceKernelModule.cpp:730 I[HLE]: Exporting ent 0 named Model, 2 funcs, 4 vars, resident 088e2140
34:33:143 HLE\sceKernelModule.cpp:985 I[LOAD]: Module entry: 0880410c
34:33:271 root         N[BOOT]: EmuScreen.cpp:105 Loading F:\games\jpcsp-windows-amd64\umdimages\danwanlunpo_chs_final.iso...
34:33:271 root         I[HLE]: HLE\sceKernelThread.cpp:1943 276=sceKernelCreateThread(name=user_main, entry=0880422c, prio=20, stacksize=262144)
34:33:271 root         I[HLE]: HLE\sceKernelThread.cpp:1986 sceKernelStartThread(thread=276, argSize=33, argPtr=09fffe00)
34:33:271 root         I[HLE]: HLE\sceKernelThread.cpp:2072 __KernelReturnFromThread: 0
34:33:272 user_main    I[HLE]: Util\BlockAllocator.cpp:359 -----------
34:33:272 user_main    I[HLE]: Util\BlockAllocator.cpp:363 Block: 08800000 - 08804000 size 00004000 taken=0 tag=(untitled)
34:33:272 user_main    I[HLE]: Util\BlockAllocator.cpp:363 Block: 08804000 - 08ca2a00 size 0049ea00 taken=1 tag=ELF
34:33:272 user_main    I[HLE]: Util\BlockAllocator.cpp:363 Block: 08ca2a00 - 09eb4000 size 01211600 taken=1 tag=UserSbrk
34:33:272 user_main    I[HLE]: Util\BlockAllocator.cpp:363 Block: 09eb4000 - 09fbfc00 size 0010bc00 taken=0 tag=(untitled)
34:33:272 user_main    I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fbfc00 - 09fffc00 size 00040000 taken=1 tag=stack/user_main
34:33:272 user_main    I[HLE]: Util\BlockAllocator.cpp:363 Block: 09fffc00 - 0a000000 size 00000400 taken=0 tag=stack/root
34:33:305 user_main    I[HLE]: GLES\Framebuffer.cpp:549 Creating FBO for 00088000 : 480 x 272 x 3

Edit by vnctdj : Please use the "[code]" tag for long lists like this one.
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08-22-2013, 03:35 AM (This post was last modified: 08-22-2013 03:39 AM by andoru.)
Post: #2
RE: Read Framebuffers to Memory cause ppsspp crash
Both CPU and GPU modes crash here.
Unfortunately the log says nothing in this regards, I'd expect it is either an incompatibility with the GPU drivers or the CPU itself.
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08-22-2013, 05:40 AM (This post was last modified: 08-22-2013 05:42 AM by bonquacks.)
Post: #3
RE: Read Framebuffers to Memory cause ppsspp crash
Don't use it then. There are only a few games that require the option to be on to work properly.

Danganronpa is one of them.

Now if a game needs it and you crash with it on, then yes, that is an issue.

EDIT:- Oops, I didn't realise that Chinese?/Japanese? title in the log was Danganronpa.

It works fine for my system though, even with those options on.

Pentium D 820 @ 2.8 GHz stock, NVIDIA 7600 GT,1 GB RAM, Windows XP.
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08-22-2013, 05:43 AM
Post: #4
RE: Read Framebuffers to Memory cause ppsspp crash
Does it offer any optimisation to the other games? As in less stress on the GPU or CPU?
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08-22-2013, 05:44 AM (This post was last modified: 08-22-2013 05:45 AM by bonquacks.)
Post: #5
RE: Read Framebuffers to Memory cause ppsspp crash
(08-22-2013 05:43 AM)andoru Wrote:  Does it offer any optimisation to the other games? As in less stress on the GPU or CPU?

?

If you're referring to Read Framebuffers to Memory options, then the answer is No. Those options are performance killers (your speed will definitely go down if they are on), and should only be enabled if the game needs it to function properly.

See solarmystic's guide:-

http://forums.ppsspp.org/showthread.php?tid=5236

EDIT:- We really need to start compiling a list of games which need the function to work properly.

Pentium D 820 @ 2.8 GHz stock, NVIDIA 7600 GT,1 GB RAM, Windows XP.
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10-28-2015, 12:10 PM
Post: #6
RE: Read Framebuffers to Memory cause ppsspp crash
Hello

I'm having the same problem with the same game, except I'm playing the English version, the PPSSPP stopped working after the first tutorial on the prologue. I tried opening the debugger and I got the exactly same issue as listed above. After I checked my settings, I found that the mode is "Skip Buffer Effects" so I tried to change it to "Buffered Rendering" and now the PPSSPP works fine with the game Big Grin hope this helps you with your problem

Regards
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