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r3595

After logo,raise
ERROR memory - read16 - Invalid memory address: 0x0000000D PC=0x09E78D5C

full debug log not work
edit :add PPSSPP log (work)
Code:
19:46:58 DEBUG compiler - user_main - CodeInstruction.compile  > 0x9E78950 - addiu      $a0, $zr, 1 <=> li $a0, 1
19:46:58 DEBUG compiler - user_main - CodeInstruction.compile    0x9E78954 - addu       $a1, $zr, $zr <=> li $a1, 0
19:46:58 DEBUG compiler - user_main - CodeInstruction.compile <  0x9E78958 - jal        0x09E829C8 [sceKernelSelfStopUnloadModule]
19:46:58 DEBUG compiler - user_main - CodeInstruction.compile    0x9E7895C - addu       $a2, $zr, $zr <=> li $a2, 0
Great information! I have fixed this function in r3597. Could you retest?

Thank you!
compile error by r3596
I think that same reason that Automated Jpcsp builds broke
[attachment=17398]
(08-28-2014, 07:22 PM)sum2012 Wrote: [ -> ]compile error by r3596
I think that same reason that Automated Jpcsp builds broke
Thank you for the hint! I had no issue using eclipse. Should be fixed in r3598...
r3598
Can move to Intro Section
The game raise
Invalid memory address: 0x77777783 PC=0x08852990
after below picture press start.Magicly,USA version work.(Same case as PPSSPP)
[attachment=17399]
Attach both Europe and USA version 's info and compiler log.
Could you try to generate an INFO log for both versions (EUR and US) with the following lines added in your LogSettings.xml:
Code:
<logger name='hle.SysMemUserForUser'> <level value='trace' /> </logger>
<logger name='hle.ThreadManForUser'> <level value='debug' /> </logger>
<logger name='hle.ModuleMgrForUser'> <level value='debug' /> </logger>
Thank you!
r3731 no change
It does not display menu in 30 minute for 'hle.ThreadManForUser' debug log.
Attach is without 'hle.ThreadManForUser' debug log
(03-11-2015, 03:44 PM)gid15 Wrote: [ -> ]Could you try to generate an INFO log for both versions (EUR and US) with the following lines added in your LogSettings.xml:
Code:
<logger name='hle.SysMemUserForUser'> <level value='trace' /> </logger>
<logger name='hle.ThreadManForUser'> <level value='debug' /> </logger>
<logger name='hle.ModuleMgrForUser'> <level value='debug' /> </logger>
Thank you!
Code:
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xa8-libatrac3plus.prx', type=PSP_SMEM_Low, size=0x5000, addr=0x00000000: returns 0x0881C800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libatrac3plus.prx'), flags=0x0, optionAddr=0x09FB88C0
...
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xd1-libfont.prx', type=PSP_SMEM_Low, size=0xA900, addr=0x00000000: returns 0x08821800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libfont.prx'), flags=0x0, optionAddr=0x09FB88C0
Interesting, this game seems to have a very strict memory management where it is often allocating the whole PSP memory.

Before loading the libatrac3plus.prx, it is reserving an Fpl block with the same name and then free it. This block has a size of 0x5000, maybe an indication that the game expects the libatrac3plus.prx to use 0x5000 bytes of memory...

The same happens for libfont.prx with a size of 0xA900.
(03-13-2015, 08:29 AM)gid15 Wrote: [ -> ]
Code:
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xa8-libatrac3plus.prx', type=PSP_SMEM_Low, size=0x5000, addr=0x00000000: returns 0x0881C800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libatrac3plus.prx'), flags=0x0, optionAddr=0x09FB88C0
...
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xd1-libfont.prx', type=PSP_SMEM_Low, size=0xA900, addr=0x00000000: returns 0x08821800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libfont.prx'), flags=0x0, optionAddr=0x09FB88C0
Interesting, this game seems to have a very strict memory management where it is often allocating the whole PSP memory.

Before loading the libatrac3plus.prx, it is reserving an Fpl block with the same name and then free it. This block has a size of 0x5000, maybe an indication that the game expects the libatrac3plus.prx to use 0x5000 bytes of memory...

The same happens for libfont.prx with a size of 0xA900.
These findings have been added in r3736. Could you update the log file?

Thank you!
Updated the log to r3736
Anyway,I can do JPCSPTrace log...
(03-20-2015, 06:08 PM)gid15 Wrote: [ -> ]
(03-13-2015, 08:29 AM)gid15 Wrote: [ -> ]
Code:
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xa8-libatrac3plus.prx', type=PSP_SMEM_Low, size=0x5000, addr=0x00000000: returns 0x0881C800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libatrac3plus.prx'), flags=0x0, optionAddr=0x09FB88C0
...
05:20:03 DEBUG hle.SysMemUserForUser - KokakuLoad - malloc partition=2, name='ThreadMan-Fpl-0xd1-libfont.prx', type=PSP_SMEM_Low, size=0xA900, addr=0x00000000: returns 0x08821800
...
05:20:03 DEBUG hle.ModuleMgrForUser - KokakuLoad - sceKernelLoadModule path=0x09FB88E0('disc0:/PSP_GAME/USRDIR/modules.psp/libfont.prx'), flags=0x0, optionAddr=0x09FB88C0
Interesting, this game seems to have a very strict memory management where it is often allocating the whole PSP memory.

Before loading the libatrac3plus.prx, it is reserving an Fpl block with the same name and then free it. This block has a size of 0x5000, maybe an indication that the game expects the libatrac3plus.prx to use 0x5000 bytes of memory...

The same happens for libfont.prx with a size of 0xA900.
These findings have been added in r3736. Could you update the log file?

Thank you!
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