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Kingdom Hearts: Birth by Sleep - JAP - ULJM05600
#21
Its amazing how fast jpcsp is coming along. Smile
One more time!
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#22
(10-09-2010, 10:56 PM)MaXiMu Wrote: @Darth1701 hey Although I have to skip the cutscenes because that is where most crashes for me, I recommend using vertex cache may increase somewhat the framerate will be somewhat more stable and only recommend using this option

I hope you find it useful, it is possible that in the first attempt does not work, I worked in the second or third try, you have to go too fast the dialogues Wink

Thanks, I was able to verify that - so at least it's not graphics card related. It's also true that after some time you run into the stack overflow, no matter what. But it seems once reached the ingame graphics where you are able to run around the stack overflow comes later.

Two theories:
1) Stack overflow comes after say f.e. 4000 frames, the savegame message, the menu, the "movies" run at about 75 fps, the ingame only about 25 fps, maybe that what slows it down. The overall frames is further away to reach

2) Something in the ingame graphics is not displayed so often (or called so often) so that delays the stack overflow.

Hykem and I already worked on that one for a while, we (more he) already had some ideas but I'm afraid it did not help.

BTW, Vertex Cache on/off or Media Engine on/off only had very little impact on the point where the stack overflow occurs.
JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit
PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
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#23
pmk : pls try search if the post exists before posting. There is already a thread about Kingdom hearts. Considering this a warning...
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#24
(10-10-2010, 07:17 AM)Darth1701 Wrote: It's also true that after some time you run into the stack overflow, no matter what.
I've tried to fix this StackOverflowError in r1789. Could you test again?
Please also tell me if this is breaking other applications...

Thanks!
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#25
stackoverflow error is fixed Big Grin but random error emu is blocked 2fps in cutscenes?

412105 [user_main] WARN hle.sceGe_user - sceGeListEnQueue can't enqueue duplicate list address
413190 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413201 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413212 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413223 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413234 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413234 [GUI] ERROR ge - Aborting current list processing due to too many errors


Attached Files
.7z   log.7z (Size: 5.67 KB / Downloads: 65)
[Image: 1388267.png]
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#26
(10-12-2010, 08:03 PM)MaXiMu Wrote: stackoverflow error is fixed Big Grin but random error emu is blocked 2fps in cutscenes?

412105 [user_main] WARN hle.sceGe_user - sceGeListEnQueue can't enqueue duplicate list address
413190 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413201 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413212 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413223 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413234 [GUI] ERROR ge - Waiting too long on stall address 0x09A66DFC, aborting the list id=0x9 PSP_GE_LIST_STALL_REACHED
413234 [GUI] ERROR ge - Aborting current list processing due to too many errors

Hmm, I can't verify that error on my configuration. I used r1791 and no compatibility setting except Media engine on, also adding the -Xss switch is no longer necessary. It worked for me with default stack space.

Just in short: The game now seems to be playable or at least half-playable. The movies are still black, have to be skipped. There are various graphical glitches. I noticed now the text in the tuturial is not visible (or black), it surely was so before but I did not notice it because of the StackOverflows.

Please move to Half-playable
JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit
PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
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#27
it apparently just happened to me when I was the vertex cache enabled, if not have something to relecionar the problem But it only happened to me twice thanks.

-not work install mode 1200 [user_main] WARN hle.sceUtility - Savedata MODE_DELETE no saves found!
[Image: 1388267.png]
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#28
Code:
sceMpegAvcCsc bad address 0x096A1300 0x00000000
Any improvement for this problem in r1793?
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#29
(10-13-2010, 03:43 PM)gid15 Wrote:
Code:
sceMpegAvcCsc bad address 0x096A1300 0x00000000
Any improvement for this problem in r1793?

Great, the videos now work in r1793, although they are very jumpy
JPCSP games tested with Athlon X2 4850e, 4 GB RAM, Radeon HD 3300 (onboard), OpenGL: 3.3.11653, Windows XP SP3 32-bit
PPSSPP games tested with Intel i3, 4 GB RAM, Intel HD Graphics 2000 (onboard), OpenGL: 3.1.0 Build 6.14.10.5421, Windows XP SP3 32-bit
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#30
(10-13-2010, 04:39 PM)Darth1701 Wrote: Great, the videos now work in r1793, although they are very jumpy
Is the rendering of videos improved in r1794?
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