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Wipeout Pure - UCUS98612
#1
Wipeout Pure - UCUS98612
using r2705
after the press start screen the emulator freezes up
here is the log


Attached Files
.zip   log.html.zip (Size: 7.8 KB / Downloads: 188)
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#2
using r 2718
this goes ingame now
the only problem is that the screen is really bright
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#3
(09-02-2012, 01:51 AM)nash67 Wrote: using r 2718
this goes ingame now
the only problem is that the screen is really bright
Moved to Half Playable
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#4
So today i decided to check if i can do something about the media hanging of Wipeout Pure.
The bug is that when it gets to the load profile menu(the one with new and load) a 32bit JPCSP hangs. Disabling media engine makes it progress.
The 64bit JPCSP does not have this problem, with or without media engine.
Before anyone asks: i have SonicStage installed and working with no problems and all drivers are the most recent ones. I am running from the JPCSP launcher.

Searching around i found that the 32bit version uses Xuggle 5.4 and the 64bit uses Xuggle 3.4.

Testing was done with 32bit and 64bit r2763 JPCSP as follows:
1. 32bit JPCSP running in 32bit mode: hangs (log attached)
2. 32bit JPCSP running in 64bit mode: hangs
3. 64bit JPCSP running in 64bit mode: works (log attached)
4. 64bit JPCSP running in 32bit mode: fails with a no xuggle-ferry error
So make all damn builds use Xuggle 3.4 or fix the stuttering on the 64bit JPCSP that has been occurring FOR AGES.

Bottom line: If you don't have an itch, then DON'T SCRATCH.


Attached Files
.zip   Log_r2763(32bit)_INFO.zip (Size: 11.03 KB / Downloads: 183)
.zip   Log_r2763(64bit)_INFO.zip (Size: 11.74 KB / Downloads: 180)
CPU: Intel C2D E8500 @4.2 GHZ GPU: MSI Radeon 6870 Twin Frozr II 1024MB (920/1050)
RAM: 2x2GB Corsair Dominator DDR2-1066 5-5-5-15
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#5
Could you provide more info (like screenshots) or a video, I'm confused with the problem here, is it stuttering or crashing?
have you tried to toggle Only GE graphics?

could you provide a debug log on where it crashes, it's probably some type of timing problem.
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#6
(10-10-2012, 01:30 PM)andutrache Wrote: So today i decided to check if i can do something about the media hanging of Wipeout Pure.
The bug is that when it gets to the load profile menu(the one with new and load) a 32bit JPCSP hangs. Disabling media engine makes it progress.
The 64bit JPCSP does not have this problem, with or without media engine.
Before anyone asks: i have SonicStage installed and working with no problems and all drivers are the most recent ones. I am running from the JPCSP launcher.

Searching around i found that the 32bit version uses Xuggle 5.4 and the 64bit uses Xuggle 3.4.

Testing was done with 32bit and 64bit r2763 JPCSP as follows:
1. 32bit JPCSP running in 32bit mode: hangs (log attached)
2. 32bit JPCSP running in 64bit mode: hangs
3. 64bit JPCSP running in 64bit mode: works (log attached)
4. 64bit JPCSP running in 32bit mode: fails with a no xuggle-ferry error
So make all damn builds use Xuggle 3.4 or fix the stuttering on the 64bit JPCSP that has been occurring FOR AGES.

Bottom line: If you don't have an itch, then DON'T SCRATCH.
Could you provide an INFO log and add the following lines to your LogSettings.xml:
Code:
<logger name='hle.scePsmfPlayer'> <level value='debug' /> </logger>
<logger name='hle.scePsmf'> <level value='debug' /> </logger>
<logger name='hle.sceMpeg'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
<logger name='PacketChannel'> <level value='debug' /> </logger>
<logger name='me'> <level value='debug' /> </logger>
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#7
Posting requested Logs.

Again, the game hangs just before the profile menu (the one with the new and load options).
Tried the Only GE Graphics option and it had no effect.

Also i am seeing lots of
14:11:12 DEBUG hle.sceMpeg - readThread - sceMpegRingbufferAvailableSize ringbufferAddr=0x08EA1CF4
14:11:12 DEBUG hle.sceMpeg - readThread - sceMpegRingbufferAvailableSize returning 512
spam in log.

Good Luck with this if you need anything more just ask. Smile


Attached Files
.zip   logs.zip (Size: 75.27 KB / Downloads: 161)
CPU: Intel C2D E8500 @4.2 GHZ GPU: MSI Radeon 6870 Twin Frozr II 1024MB (920/1050)
RAM: 2x2GB Corsair Dominator DDR2-1066 5-5-5-15
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#8
(11-10-2012, 10:48 AM)gid15 Wrote: Could you provide an INFO log and add the following lines to your LogSettings.xml:
Code:
<logger name='hle.scePsmfPlayer'> <level value='debug' /> </logger>
<logger name='hle.scePsmf'> <level value='debug' /> </logger>
<logger name='hle.sceMpeg'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
<logger name='PacketChannel'> <level value='debug' /> </logger>
<logger name='me'> <level value='debug' /> </logger>

I'm afraid Xuggle 5 does indeed cause this game to hang right after pressing Start at the title screen whereas it continues just fine with Xuggle 3.4. Logs are included, and I put a few notes in the log to indicate the point where the game hangs with Xuggle 5.


Attached Files
.zip   logs.zip (Size: 38.91 KB / Downloads: 161)
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#9
The only difference between Xuggle 3.4 and 5.5 is at the beginning of the video:

Xuggle 3.4
Code:
19:08:54 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=90000, dts=86997
19:08:54 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=93003, dts=90000
19:08:54 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=96006, dts=93003
19:08:54 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=99009, dts=96006
19:08:54 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=102012, dts=99009
19:08:54 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=105015, dts=102012
...

Xuggle 5.5
Code:
18:48:46 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=90000, dts=86997
18:48:46 DEBUG hle.sceMpeg - Main thread - hleMpegGetAvcAu returning 0x00000000, AvcAu=pts=114024, dts=111021
The first frames were skipped (between timestamps 90000 and 114024).

I've tried to workaround this behavior in r2842. Could you post an updated log?

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#10
It is fixed now, even though the movies stutter a bit at the end.
Attaching log if you still need it.

NOTE: Log made without the
<logger name='hle.sceMpeg'> <level value='debug' /> </logger>
part in the log settings because if i put that there jpcsp locks up due to
DEBUG hle.sceMpeg - readThread - sceMpegRingbufferAvailableSize ringbufferAddr=0x08EA1CF4
DEBUG hle.sceMpeg - readThread - sceMpegRingbufferAvailableSize returning 462
spam.

Thanks Smile .

Much Later Edit: I just gave this game a go with the software renderer and i must say it looks pretty good, there are still some texture holes and it works @ 12 fps but hey software mode is an experimental WIP after all Smile .


Attached Files
.zip   log.zip (Size: 10.78 KB / Downloads: 168)
CPU: Intel C2D E8500 @4.2 GHZ GPU: MSI Radeon 6870 Twin Frozr II 1024MB (920/1050)
RAM: 2x2GB Corsair Dominator DDR2-1066 5-5-5-15
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