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07-10-2012, 12:07 PM
(This post was last modified: 07-10-2012, 12:08 PM by BBF. .)
(07-10-2012, 12:42 AM) hyakki Wrote: add a space infront of the -
I have tried then but still not opening.
BTW:It has open when im using your JPCSP Launcher [v1.7.0.5]
but Im not sure is Xss32m work with it
:/
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07-10-2012, 12:42 PM
(This post was last modified: 07-10-2012, 12:43 PM by hyakki .)
You can set up to 20 megs in the launcher (20000 kb) for the xss size, that should be close enough to 32m, I plan on removing the 20m xss limit in the next version.
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(07-10-2012, 12:42 PM) hyakki Wrote: You can set up to 20 megs in the launcher (20000 kb) for the xss size, that should be close enough to 32m, I plan on removing the 20m xss limit in the next version.
I set it on 2000
and now i can reach in game main menu
thanks
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07-10-2012, 06:29 PM
(This post was last modified: 07-10-2012, 06:50 PM by BBF. .)
(07-10-2012, 12:42 PM) hyakki Wrote: You can set up to 20 megs in the launcher (20000 kb) for the xss size, that should be close enough to 32m, I plan on removing the 20m xss limit in the next version.
and my xss limit is 13000 why cant I set more?
Is my PC strong enough?
PROCESSOR
AMD Phenom II X2 550,3.11GHz,7mb,AM3 BE
RAM
RAM DDR2 PC6400/800,4GB WIN7 32bit(3,25GB usable)
GPU
VGA ATI XFX HD5750 700M 1GB DDR5,HDMI
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07-10-2012, 07:43 PM
(This post was last modified: 07-10-2012, 07:44 PM by hyakki .)
you are using 32bit windows, 32bit windows has some memory restrictions and can only allocate about 2gb of ram to each program, once you set xss32~ then the xmx size you will probably exceed that limit, causing it either not to start or run out of memory quickly.
do you have a 64bit OS you can test it on?
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(07-10-2012, 07:43 PM) hyakki Wrote: you are using 32bit windows, 32bit windows has some memory restrictions and can only allocate about 2gb of ram to each program, once you set xss32~ then the xmx size you will probably exceed that limit, causing it either not to start or run out of memory quickly.
do you have a 64bit OS you can test it on?
I dont have to test it anywhere,and I dont know where can I get 64bit OS I will ask my friends.
Now game stops when I press NEW GAME,looks like it needs more xss's
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Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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Works much better, now -Xss10m seems enough.
Unfortunately, during ingame i got suddenly some memory errors.
r2626
Running with dynarec compiler (log level set to INFO)
Compability options used: Only GE graphics, Use vertex cache, Use shaders, Enable VAO, Enable saving GE screen to Textures instead of Memory, Use Media Engine, Decode audio files with SonicStage
Code:
...
406552 [user_main] INFO runtime - Stack exceeded maximum size, shrinking to top level
406953 [user_main] INFO runtime - Stack exceeded maximum size, shrinking to top level
407384 [user_main] INFO runtime - Stack exceeded maximum size, shrinking to top level
407678 [atrac_thread_8] INFO hle.sceAtrac3plus - Replaying atrac loop atracID=0, loopStart=0, loopEnd=6142975
407687 [user_main] ERROR memory - read32 - Invalid memory address : 0xFFEE02A9 PC=089DA8C0
407688 [GUI] INFO ge - Emulator paused - cancelling current list id=39
Code:
------------------------------------------------------------
Thread ID - 0x0000002D
Th Name - user_main
zr:0x00000000 at:0x08BA0000 v0:0x00000000 v1:0xFFEDFFED
a0:0x09BBFCE0 a1:0x00000011 a2:0x00000001 a3:0xFFFFCFDD
t0:0x097B4C90 t1:0x09950EF8 t2:0x00000010 t3:0x08B2B800
t4:0x00000000 t5:0x0000007F t6:0x00000000 t7:0x00000001
s0:0x09FF928C s1:0x09FF9280 s2:0x00000001 s3:0x08BA0000
s4:0x00000000 s5:0x08BE0000 s6:0x08B50000 s7:0xFFFFFFEF
t8:0x00000008 t9:0x00000000 k0:0x09FFDD00 k1:0x00000000
gp:0x00000000 sp:0x09FF9280 fp:0x09FF9680 ra:0x089DA868
0x089DA8C0: 0x8C6202BC - lw $v0, 700($v1)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'ResManThread' ID: 0x0044 Module ID: 0x0029
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x6F Initial Priority: 0x6F
Thread Entry: 0x089F0808 Stack: 0x09FCD600 - 0x09FDD600 Stack Size: 0x00010000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: Semaphore (0x0043) (forever) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'DisplaySwapThread' ID: 0x0046 Module ID: 0x0029
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x10 Initial Priority: 0x10
Thread Entry: 0x089F09A0 Stack: 0x09FCC600 - 0x09FCD600 Stack Size: 0x00001000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: Sleep (forever) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'atrac_thread_8' ID: 0x008D Module ID: 0x0029
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x10 Initial Priority: 0x10
Thread Entry: 0x08A369CC Stack: 0x09FC6600 - 0x09FCC600 Stack Size: 0x00006000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: Blocked (delay 2300 us, rest 0 us) Us: 2300 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'SceIofileAsync' ID: 0x0040 Module ID: 0x0029
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80004000 Current Priority: 0x5F Initial Priority: 0x5F
Thread Entry: 0x08000040 Stack: 0x09FDD600 - 0x09FDDE00 Stack Size: 0x00000800
Thread Run Clocks: 0 Exit Code: 0x800201A2
Thread Wait Type: Sleep (forever) Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle0' ID: 0x0004 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08800000 - 0x08802000 Stack Size: 0x00002000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 200 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'idle1' ID: 0x0006 Module ID: 0x0000
Thread Status: 0x00000002 PSP_THREAD_READY
Thread Attr: 0x00001000 Current Priority: 0x7F Initial Priority: 0x7F
Thread Entry: 0x88000000 Stack: 0x08802000 - 0x08804000 Stack Size: 0x00002000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 200 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'ExitGameTh' ID: 0x002F Module ID: 0x0029
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80000000 Current Priority: 0x6F Initial Priority: 0x6F
Thread Entry: 0x089F0930 Stack: 0x09FFF000 - 0x0A000000 Stack Size: 0x00001000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: Delay (delay 1000000 us, rest 581985 us) Us: 1000000 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'snd_tick_timer_thread' ID: 0x003D Module ID: 0x0029
Thread Status: 0x00000004 PSP_THREAD_WAITING
Thread Attr: 0x80200000 Current Priority: 0x10 Initial Priority: 0x10
Thread Entry: 0x08A8A140 Stack: 0x09FFE000 - 0x09FFF000 Stack Size: 0x00001000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: Blocked (delay 460 us, rest 0 us) Us: 460 Forever: false
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Thread Name: 'user_main' ID: 0x002D Module ID: 0x0029
Thread Status: 0x00000001 PSP_THREAD_RUNNING
Thread Attr: 0x80004000 Current Priority: 0x6F Initial Priority: 0x20
Thread Entry: 0x089A3318 Stack: 0x09FDDE00 - 0x09FFDE00 Stack Size: 0x00020000
Thread Run Clocks: 0 Exit Code: 0x800201A4
Thread Wait Type: None Us: 0 Forever: true
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Allocated memory: 0177C6F4 24626932 bytes
[XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX X]
Fragmented memory: 00083900 538880 bytes
[X XX]
Free list: [addr=0x08804000-0x08808300, size=0x4300], [addr=0x09F47200-0x09FC6600, size=0x7F400], [addr=0x09FFDE00-0x09FFE000, size=0x200]
Allocated blocks:
SysMemInfo[addr=0x08800000-0x08804000, uid=3, partition=1, name='ThreadMan-RootMem', type=PSP_SMEM_Addr, size=0x4000 (allocated=0x4000)]
SysMemInfo[addr=0x08808300-0x08808400, uid=19, partition=2, name='ModuleMgr', type=PSP_SMEM_Addr, size=0x100 (allocated=0x100)]
SysMemInfo[addr=0x08808400-0x08808500, uid=1e, partition=2, name='ModuleMgr', type=PSP_SMEM_Addr, size=0x100 (allocated=0x100)]
SysMemInfo[addr=0x08808500-0x08808600, uid=28, partition=2, name='ModuleMgr', type=PSP_SMEM_Addr, size=0x100 (allocated=0x100)]
SysMemInfo[addr=0x08808600-0x08C47200, uid=2a, partition=2, name='medievil_psp_hw', type=PSP_SMEM_Addr, size=0x43EBF4 (allocated=0x43EC00)]
SysMemInfo[addr=0x08C47200-0x09F47200, uid=31, partition=2, name='UserSbrk', type=PSP_SMEM_Low, size=0x1300000 (allocated=0x1300000)]
SysMemInfo[addr=0x09FC6600-0x09FCC600, uid=8e, partition=2, name='ThreadMan-Stack-0x8d-atrac_thread_8', type=PSP_SMEM_High, size=0x6000 (allocated=0x6000)]
SysMemInfo[addr=0x09FCC600-0x09FCD600, uid=47, partition=2, name='ThreadMan-Stack-0x46-DisplaySwapThread', type=PSP_SMEM_High, size=0x1000 (allocated=0x1000)]
SysMemInfo[addr=0x09FCD600-0x09FDD600, uid=45, partition=2, name='ThreadMan-Stack-0x44-ResManThread', type=PSP_SMEM_High, size=0x10000 (allocated=0x10000)]
SysMemInfo[addr=0x09FDD600-0x09FDDE00, uid=41, partition=2, name='ThreadMan-Stack-0x40-SceIofileAsync', type=PSP_SMEM_High, size=0x800 (allocated=0x800)]
SysMemInfo[addr=0x09FDDE00-0x09FFDE00, uid=2e, partition=2, name='ThreadMan-Stack-0x2d-user_main', type=PSP_SMEM_High, size=0x20000 (allocated=0x20000)]
SysMemInfo[addr=0x09FFE000-0x09FFF000, uid=3e, partition=2, name='ThreadMan-Stack-0x3d-snd_tick_timer_thread', type=PSP_SMEM_High, size=0x1000 (allocated=0x1000)]
SysMemInfo[addr=0x09FFF000-0x0A000000, uid=30, partition=2, name='ThreadMan-Stack-0x2f-ExitGameTh', type=PSP_SMEM_High, size=0x1000 (allocated=0x1000)]
------------------------------------------------------------
Code:
-------JPCSP DISASM-----------
089DA8C0:[8C6202BC]: lw $v0, 700($v1)
089DA8C4:[30420011]: andi $v0, $v0, 17
089DA8C8:[5045FFEC]: beql $v0, $a1, 0x089DA87C
089DA8CC:[8C840004]: lw $a0, 4($a0)
089DA8D0:[9062013C]: lbu $v0, 316($v1)
089DA8D4:[5040FFE9]: beql $v0, $zr, 0x089DA87C
089DA8D8:[8C840004]: lw $a0, 4($a0)
089DA8DC:[8C620034]: lw $v0, 52($v1)
089DA8E0:[30420001]: andi $v0, $v0, 1
089DA8E4:[5040FFE5]: beql $v0, $zr, 0x089DA87C
089DA8E8:[8C840004]: lw $a0, 4($a0)
089DA8EC:[AE030000]: sw $v1, 0($s0)
089DA8F0:[D0068084]: vzero.q C100.q
089DA8F4:[26100004]: addiu $s0, $s0, 4
089DA8F8:[8C6202BC]: lw $v0, 700($v1)
089DA8FC:[F8640200]: sv.q C100.q, 512($v1)
089DA900:[00471024]: and $v0, $v0, $a3
089DA904:[AC6202BC]: sw $v0, 700($v1)
089DA908:[0A276A1E]: j 0x089DA878
089DA90C:[8FC40004]: lw $a0, 4($fp)
089DA910:[10400007]: beq $v0, $zr, 0x089DA930
089DA914:[8FC20000]: lw $v0, 0($fp)
089DA918:[8C420024]: lw $v0, 36($v0)
089DA91C:[50400005]: beql $v0, $zr, 0x089DA934
089DA920:[02111023]: subu $v0, $s0, $s1
089DA924:[AFC20004]: sw $v0, 4($fp)
089DA928:[0A276A25]: j 0x089DA894
089DA92C:[A3C60009]: sb $a2, 9($fp)
089DA930:[02111023]: subu $v0, $s0, $s1
089DA934:[00026883]: sra $t5, $v0, 0x0002
089DA938:[02208021]: addu $s0, $s1, $zr <=> move $s0, $s1
089DA93C:[19A000B4]: blez $t5, 0x089DAC10
089DA940:[00002821]: addu $a1, $zr, $zr <=> li $a1, 0
089DA944:[3C0308B3]: lui $v1, 0x08B3 <=> li $v1, 0x08B30000
089DA948:[C46BAF6C]: lwc1 $f11, -20628($v1)
089DA94C:[3C0208B3]: lui $v0, 0x08B3 <=> li $v0, 0x08B30000
089DA950:[00008821]: addu $s1, $zr, $zr <=> li $s1, 0
089DA954:[2472AF6C]: addiu $s2, $v1, -20628
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(07-20-2012, 09:31 PM) BlackDaemon Wrote: Works much better, now -Xss10m seems enough. Unfortunately, during ingame i got suddenly some memory errors. Does a lower value also work, e.g. -Xss1m?
I'm trying to find the lowest value working for all games... I have now added -Xss1m as default in r2627
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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Yes, with -Xss1m game also working and i got memory error at ~same period of time. (like with -Xss10m)
Also, i yesterday tried another few games (with -Xss10m) - Mortal Kombat: Unchained, Crash Tag Team Racing, Crash of the Titans and Crash: Mind Over Mutant - all of them seems working too.
Mortal Kombat: Unchained and Crash Tag Team Racing could working with -Xss1m, Crash of the Titans and Crash: Mind Over Mutant crashes with stack overflow (but looks like -Xss2m enough for them).
Great job,
gid15 !