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Clannad JPN -ULJM05338+ULJM05339 - Printable Version

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CLANNAD - JAP - ULJM05338+ULJM05339 - Darth1701 - 06-21-2010

r1593

Runs OK, Text is only "???" for now, with Voice!


RE: CLANNAD - JAP - ULJM05338+ULJM05339 - nash67 - 03-17-2013

using r 3054
no problems at all (has text,music and voices)
can be moved to playable now
here is an info log


RE: CLANNAD - JAP - ULJM05338+ULJM05339 - Zekro - 03-17-2013

Moved to playable


Clannad JPN -ULJM05338+ULJM05339 - sum2012 - 05-25-2020

b4c947b version

Game in menu freeze
menu freeze
ppsspp is working,attached both log.
good e7442f91
bad 58827ab8

I will check later


RE: Clannad JPN -ULJM05338 - sum2012 - 05-26-2020

last good 9935726
first bad 2930946
edit:It mean https://github.com/jpcsp/jpcsp/commit/2930946756cb3b3d52d8ab4677a0077d67e4116c have problem
Attach their and b4c947b compiler log


RE: Clannad JPN -ULJM05338 - gid15 - 05-26-2020

(05-26-2020, 11:17 AM)sum2012 Wrote: last good 9935726
first bad 2930946
edit:It mean https://github.com/jpcsp/jpcsp/commit/2930946756cb3b3d52d8ab4677a0077d67e4116c have problem
Excellent catch! Thank you that you spent the time to identify the exact commit causing the issue!

This should now be fixed in 380ea0b.


RE: Clannad JPN -ULJM05338 - sum2012 - 05-27-2020

380ea0b version

1:can go to in-game.but slow fps 7-9->log_and_profier.7z
2:Switch umd ok (umd2 -> start-> umd1)->switchlog.txt
2:Sometimes bad screen ->logbad.txt
Code:
06:51:02  WARN hle.sceGe_user - user_main - hleGeListEnQueue can't enqueue duplicate list address 0x08881EC0, stack 0x095AD6A8
06:51:03 ERROR       ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR       ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR       ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR       ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR       ge - GUI - Waiting too long on stall address 0x08881F00, aborting the list PspGeList[id=0x2, status=PSP_GE_LIST_STALL_REACHED, list=0x08881EC0, pc=0x08881F00, stall=0x08881F00, cbid=0x0, ended=false, finished=false, paused=false, restarted=false, reset=false]
06:51:03 ERROR       ge - GUI - Aborting current list processing due to too many errors
Real psp don't return ERROR_BUSY error code on GeListEnQueue->jpcsptrace_log.7z
PPSSPP also don't raise the error code\error message (sceGeListEnqueue: can't enqueue, list address) ->ppsspplog.7z


RE: Clannad JPN -ULJM05338 - gid15 - 05-27-2020

(05-27-2020, 01:16 PM)sum2012 Wrote: 1:can go to in-game.but slow fps 7-9->log_and_profier.7z
Could you please check if the performance issues have been introduced by the commit 8afa36f (Improved timing for rendering large textures stored in normal RAM)?

According to the profiler log, this application has a very simple rendering: only displaying 3 or 4 sprites per draw list.
Code:
GE list duration: 6127ms, average 1.5ms per GE list, max FPS is 679.1
prim: called 18314 times, average 4.4 per GE list
GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=10: used 14153 times in PRIM, average 3.4 per GE list
GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12: used 4161 times in PRIM, average 1.0 per GE list



RE: Clannad JPN -ULJM05338 - sum2012 - 05-27-2020

Yes, last fast (60fps) is 8263c3b (with revert 2930946)
first slow is 8afa36f
The slow commit is https://github.com/jpcsp/jpcsp/commit/8afa36ffcbf11f6ac3b58f908b47386c13553e43

(05-27-2020, 03:53 PM)gid15 Wrote:
(05-27-2020, 01:16 PM)sum2012 Wrote: 1:can go to in-game.but slow fps 7-9->log_and_profier.7z
Could you please check if the performance issues have been introduced by the commit 8afa36f (Improved timing for rendering large textures stored in normal RAM)?

According to the profiler log, this application has a very simple rendering: only displaying 3 or 4 sprites per draw list.
Code:
GE list duration: 6127ms, average 1.5ms per GE list, max FPS is 679.1
prim: called 18314 times, average 4.4 per GE list
GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=10: used 14153 times in PRIM, average 3.4 per GE list
GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12: used 4161 times in PRIM, average 1.0 per GE list



RE: Clannad JPN -ULJM05338 - gid15 - 05-28-2020

(05-27-2020, 11:05 PM)sum2012 Wrote: Yes, last fast (60fps) is 8263c3b (with revert 2930946)
first slow is 8afa36f
The slow commit is https://github.com/jpcsp/jpcsp/commit/8afa36ffcbf11f6ac3b58f908b47386c13553e43

(05-27-2020, 03:53 PM)gid15 Wrote:
(05-27-2020, 01:16 PM)sum2012 Wrote: 1:can go to in-game.but slow fps 7-9->log_and_profier.7z
Could you please check if the performance issues have been introduced by the commit 8afa36f (Improved timing for rendering large textures stored in normal RAM)?

According to the profiler log, this application has a very simple rendering: only displaying 3 or 4 sprites per draw list.
Code:
GE list duration: 6127ms, average 1.5ms per GE list, max FPS is 679.1
prim: called 18314 times, average 4.4 per GE list
GU_TEXTURE_16BIT|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=10: used 14153 times in PRIM, average 3.4 per GE list
GU_COLOR_8888|GU_VERTEX_16BIT|GU_TRANSFORM_2D size=12: used 4161 times in PRIM, average 1.0 per GE list
OK, it would be helpful to have a log at DEBUG level when the performance is low. I do not need the DEBUG level from the beginning, only enable it when reaching the low performance screens and just keep it for 2 or 3 seconds.
I just need to see how one screen is being rendered in detail.

Thank you!