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Everyting is allright with that title in latest builds
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So, the error still persists when I cold boot it -- but if I boot another game (like Scogger HD) first, then it loads every time (so far). Interesting...
For me now, after progressing a while past the splash screens, it fails with a "bad flip!" and pauses. I also don't get any audio errors (with both Null and OpenAL output), which is weird seeing as how I got them before I pulled the latest changes. Hmm, this game hates me. (At one point it even died with "bad flip!" at 6.66 FPS, taunting me.)
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(03-29-2014, 01:47 AM)derpf Wrote: So, the error still persists when I cold boot it -- but if I boot another game (like Scogger HD) first, then it loads every time (so far). Interesting...
For me now, after progressing a while past the splash screens, it fails with a "bad flip!" and pauses. I also don't get any audio errors (with both Null and OpenAL output), which is weird seeing as how I got them before I pulled the latest changes. Hmm, this game hates me. (At one point it even died with "bad flip!" at 6.66 FPS, taunting me.)
The bad flip is being resolved soon, if I read alex's latest commit correctly.
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In build fa4473d x64 it hang at "CellGcmSetDisplayBuffer" loop, but loading animation is not hanging. When game loads something animation is 10-20FPS, after that when game hang at loop - 50-80FPS.
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04-18-2014, 03:10 PM
(This post was last modified: 04-18-2014, 03:11 PM by emunewzdecade.)
(03-28-2014, 02:37 AM)derpf Wrote: I can't run the game, it fails with a null deref: [E : PPU[1] Thread (CPUThread)[0x00398028]]: Read16 from null block: [00000000]
Log here: http://pastebin.com/UhQPuvHG
I implemented cellSysutilGetBgmPlaybackStatus to see if it goes any farther but I can't test it because of this
Tested versions v1.00 and v1.02 and noticed an unusual load between them.
E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
In version v1.02 has paused the nprank to continue loading.
In DbgConsole nprank_bg pause and then resume the game.
PPU [66] Thread (nprank_bg)
Code: [! : PPU[1] Thread (CPUThread)[0x00464028]]: *** New PPU Thread [nprank_bg] (): id = 66
[E : PPU[66] Thread (nprank_bg)[0x00462010]]: TODO: cellSyncQueuePop
[E : PPU[66] Thread (nprank_bg)[0x0008b070]]: Read32 from null block: [00000000]
[E : PPU[66] Thread (nprank_bg)[0x0008b07c]]: Read32 from null block: [00000004]
[E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
[W : PPU[1] Thread (CPUThread)[0x000ba01c]]: sys_mutex warning: *** mutex created [] (protocol=0x2, recursive=false): id = 67
[E : PPU[1] Thread (CPUThread)[0x0039e07c]]: TODO: cellSysutilDisableBgmPlayback
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(04-18-2014, 03:10 PM)emunewzdecade Wrote: (03-28-2014, 02:37 AM)derpf Wrote: I can't run the game, it fails with a null deref: [E : PPU[1] Thread (CPUThread)[0x00398028]]: Read16 from null block: [00000000]
Log here: http://pastebin.com/UhQPuvHG
I implemented cellSysutilGetBgmPlaybackStatus to see if it goes any farther but I can't test it because of this
Tested versions v1.00 and v1.02 and noticed an unusual load between them.
E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
In version v1.02 has paused the nprank to continue loading.
In DbgConsole nprank_bg pause and then resume the game.
PPU [66] Thread (nprank_bg)
Code: [! : PPU[1] Thread (CPUThread)[0x00464028]]: *** New PPU Thread [nprank_bg] (): id = 66
[E : PPU[66] Thread (nprank_bg)[0x00462010]]: TODO: cellSyncQueuePop
[E : PPU[66] Thread (nprank_bg)[0x0008b070]]: Read32 from null block: [00000000]
[E : PPU[66] Thread (nprank_bg)[0x0008b07c]]: Read32 from null block: [00000004]
[E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
[W : PPU[1] Thread (CPUThread)[0x000ba01c]]: sys_mutex warning: *** mutex created [] (protocol=0x2, recursive=false): id = 67
[E : PPU[1] Thread (CPUThread)[0x0039e07c]]: TODO: cellSysutilDisableBgmPlayback
Huh, that's interesting. Did it happen in older revisions?
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04-22-2014, 08:37 AM
(This post was last modified: 04-22-2014, 08:41 AM by LittleGrejmer.)
With new Nekotekina build comes double amount of FPS, and dialog windows that say the game needs 727kb more.
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(04-22-2014, 08:37 AM)LittleGrejmer Wrote: With new Nekotekina build comes double amount of FPS, and dialog windows that say the game needs 727kb more.
Interesting, is it like Disgaea 4 and D2 where the game pauses at a save game load function as the last line in the log when the message appears?
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Log updated at github
PC1: Pentium G2020, ASUS Radeon R9 290X, 6GB DDR3, Win 10
PC2: i7-6700HQ, GTX 960M+HD 530, 8GB DDR4, Win 10
yyy.... Pancakes?
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(04-22-2014, 03:22 PM)LittleGrejmer Wrote: Log updated at github
Ok, seems like it is. Doesn't matter though, game runs anyway.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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