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I test this game only once long time ago and was unplayable; only 1 FPS :| ...

However, since r2684 really help my ATI card i test it again on r2707 and now game can reach 10/15 FPS. Is very slow for being playable as a car game but at least is not 1 FPS hahahaha.

When i start it to make the log file + profiler, FPS goes down to 3/4. Looks like have many graphics errors on the log; however, in game graphics are pretty well. If i check "Disable Vertex Info ..." some minor details on graphics will fix but FPS will go down; if uncheked some graphics minor bugs will show but game speed will increase a bit.

Sadly, this game also make ATI driver stop working :/ ...

Here is a short gameplay:
thankss menn
If load bad save(attched),jpcsp would
Code:
00:43:23 ERROR   memory - PDI:00000020 - read32 - Invalid memory address: 0x00000000 PC=0x08A4BAF0
Real PSP would show
Code:
Load failed due to data being corrupted.
Do you wish to retry ?
Choosing "NO" will cause your data to be lost
I have enabled "handle SAVEDATA in crypto mode"
Attach hle.sceUtility debug log and JPCSP trace log.
last good
https://github.com/jpcsp/jpcsp/commit/ad...f312766bea

first bad
https://github.com/jpcsp/jpcsp/commit/82...21af48a529

It mean
https://github.com/jpcsp/jpcsp/commit/82...21af48a529 has problem
attach 25532f9 and both scefont debug log

WARN hle.SysMemUserForUser - PDI:00000020 - malloc cannot allocate partition=2, name='PDI:ABLOCK', type=PSP_SMEM_Low, size=0x6A0000, addr=0x00000000, maxFreeMem=0x4C2100, totalFreeMem=0xA19900
(04-15-2017, 10:20 AM)sum2012 Wrote: [ -> ]last good
https://github.com/jpcsp/jpcsp/commit/ad...f312766bea

first bad
https://github.com/jpcsp/jpcsp/commit/82...21af48a529

It mean
https://github.com/jpcsp/jpcsp/commit/82...21af48a529 has problem
attach 25532f9 and both scefont debug log

WARN hle.SysMemUserForUser - PDI:00000020 - malloc cannot allocate partition=2, name='PDI:ABLOCK', type=PSP_SMEM_Low, size=0x6A0000, addr=0x00000000, maxFreeMem=0x4C2100, totalFreeMem=0xA19900
I improved sceFontFlush by comparing with the results of a libfont.prx from a real PSP. Does it help here?
92a7d29 version
now jpcsp hang after second tap
Not sure compile debug can record something useful
log:
https://drive.google.com/file/d/0B3OaSde...sp=sharing
(04-17-2017, 09:52 AM)gid15 Wrote: [ -> ]I improved sceFontFlush by comparing with the results of a libfont.prx from a real PSP. Does it help here?
(04-17-2017, 01:18 PM)sum2012 Wrote: [ -> ]now jpcsp hang after second tap
Not sure compile debug can record something useful
log:
https://drive.google.com/file/d/0B3OaSde...sp=sharing
Hmmm, maybe could it be related to the Atrac3 decoding when reaching the end of an audio track?
Could you please create an INFO log with the following line added to LogSettings.xml:
Code:
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
When jpcsp hang,the log still record
Code:
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000015 - sceAtracDecodeData returning 0x0
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000013 - sceAtracGetRemainFrame atID=0x0, remainFramesAddr=0x09F09240
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000013 - sceAtracGetRemainFrame returning 87, AtracID[id=0, inputBuffer=pspFileBuffer(addr=0x08E9F3C0, maxSize=0x20000, currentSize=0xFCD8, readPosition=0x182F0, writePosition=0x7FC8, filePosition=0x3C7FC8, fileMaxSize=0x3C7FC8), channels=2, outputChannels=2]
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000013 - sceAtracGetRemainFrame returning 0x0
(04-17-2017, 05:31 PM)gid15 Wrote: [ -> ]
(04-17-2017, 01:18 PM)sum2012 Wrote: [ -> ]now jpcsp hang after second tap
Not sure compile debug can record something useful
log:
https://drive.google.com/file/d/0B3OaSde...sp=sharing
Hmmm, maybe could it be related to the Atrac3 decoding when reaching the end of an audio track?
Could you please create an INFO log with the following line added to LogSettings.xml:
Code:
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
(04-17-2017, 10:20 PM)sum2012 Wrote: [ -> ]When jpcsp hang,the log still record
Code:
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000015 - sceAtracDecodeData returning 0x0
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000013 - sceAtracGetRemainFrame atID=0x0, remainFramesAddr=0x09F09240
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000013 - sceAtracGetRemainFrame returning 87, AtracID[id=0, inputBuffer=pspFileBuffer(addr=0x08E9F3C0, maxSize=0x20000, currentSize=0xFCD8, readPosition=0x182F0, writePosition=0x7FC8, filePosition=0x3C7FC8, fileMaxSize=0x3C7FC8), channels=2, outputChannels=2]
06:15:42 DEBUG hle.sceAtrac3plus - PDI:00000013 - sceAtracGetRemainFrame returning 0x0
(04-17-2017, 05:31 PM)gid15 Wrote: [ -> ]
(04-17-2017, 01:18 PM)sum2012 Wrote: [ -> ]now jpcsp hang after second tap
Not sure compile debug can record something useful
log:
https://drive.google.com/file/d/0B3OaSde...sp=sharing
Hmmm, maybe could it be related to the Atrac3 decoding when reaching the end of an audio track?
Could you please create an INFO log with the following line added to LogSettings.xml:
Code:
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
I have found a small compatibility issue in sceAtracDecodeData and fixed it in 3fb6e24. Does it help here?
67c1f67 version
It still hang
(04-19-2017, 04:23 PM)gid15 Wrote: [ -> ]I have found a small compatibility issue in sceAtracDecodeData and fixed it in 3fb6e24. Does it help here?
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