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Ys Seven - JAP - ULJM05475
#21
(12-19-2012, 07:59 AM)Darth1701 Wrote: I tested the game yesterday using the desert savegame provided by shimano04.

I can verify the flickering of the HUD. However I can't verify the crashes. I managed to get to the temple every time. While I was playing I noticed the map was not shown correct (when pressing SELECT) but with using these options it works!

[X] Use shaders
[X] Enable dynamic shader generation
[X] Disable optimized VertexInfo reading

shimano04: Can you test if that helps in your case? About the crash: Please note I used the 32-bit-version where you used the 64-bit-version, maybe you can check it with the 32-bit-version (and the 32-bit JRE) as well?

I re-tested using the 32-bit version of build 2929 with the 32-bit JRE and still encountered the same problem. I'm not getting flickering of the HUD anymore with the new settings though.

I notice that this error occurred after a certain amount of time, which is about 4min of just having the character stand where they are when you load the save. I turned the logger on to ERROR and discovered this is a sound thread error. I have attached a screenshot to show you.

   

Here are some of the other settings I have that may help:
[X] Use Media Engine
[X] Decode audio files with SonicStage (I have version 4.3)

[X] Ignore invalid memory access

[X] Use Compiler Dynarec
max method size: 100
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#22
post a log on the info setting, make sure to uncheck Ignore invalid memory access too.
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#23
(12-19-2012, 10:03 AM)hyakki Wrote: post a log on the info setting, make sure to uncheck Ignore invalid memory access too.

I unchecked "Ignore invalid memory access" option and added a log of the crash under the INFO setting.


Attached Files
.7z   log.7z (Size: 7.33 KB / Downloads: 87)
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#24
As shimano04 I tested the game yesterday as well. From the log I saw he uses the US version of the game and some rather tight compiler method size.

I tested it with the default method size and with the JAP version, it is the same result.

Run 1 was without "Ignore invalid memory access", some running around and then I stood there for a while. After the end of the BGM (just before it should loop) it showed a invalid memory error. The memory error happens only one. After pressing RUN again the loop works (tested it 2-3 times)

Run 2 was the same setting, I just loaded the savegame (see attachments), stood there and again after the end of the BGM it stopped with the memory error, it runs again flawlessly afterwards.

Run 3 is with "Ignore invalid memory access" and it crashes after the end of the BGM.


Attached Files
.rar   YsSevenJAP-r2929run1-logprofiler.rar (Size: 147.92 KB / Downloads: 101)
.rar   YsSevenJAP-r2929run2-logprofiler.rar (Size: 133.13 KB / Downloads: 88)
.rar   YsSevenJAP-r2929run3-logprofiler.rar (Size: 128.97 KB / Downloads: 96)
.rar   ULJM054750002.rar (Size: 233.6 KB / Downloads: 93)
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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#25
As this issue seems to be related to the audio play/looping, it would maybe be helpful to have a log file with the following lines added in LogSettings.xml:
Code:
<logger name='compiler'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
This might give additional information...

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#26
(12-20-2012, 12:58 PM)gid15 Wrote: As this issue seems to be related to the audio play/looping, it would maybe be helpful to have a log file with the following lines added in LogSettings.xml:
Code:
<logger name='compiler'> <level value='debug' /> </logger>
<logger name='hle.sceAtrac3plus'> <level value='debug' /> </logger>
This might give additional information...

Thank you!

I logged it with the settings you recommended. Here you go!


Attached Files
.7z   log.7z (Size: 1.5 MB / Downloads: 71)
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#27
(12-21-2012, 06:05 AM)shimano04 Wrote: I logged it with the settings you recommended. Here you go!
The memory error/crash is not in the log file. Have you let it run long enough?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#28
(12-21-2012, 08:30 AM)gid15 Wrote:
(12-21-2012, 06:05 AM)shimano04 Wrote: I logged it with the settings you recommended. Here you go!
The memory error/crash is not in the log file. Have you let it run long enough?

I will run the tests later this day. Had no time yesterday
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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#29
I was testing the game yesterday with r2940 and again today and I found no more memory errors at the desert scene. It seems your loop fix earlier this week also took care of that problem.

shimano04: Can you please test it also? If you still have a problem try to delete the USxxxxx folder for Ys7 in the TMP folder. This is what I did before testing the game again.
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
(12-22-2012, 08:04 AM)Darth1701 Wrote: I was testing the game yesterday with r2940 and again today and I found no more memory errors at the desert scene. It seems your loop fix earlier this week also took care of that problem.

shimano04: Can you please test it also? If you still have a problem try to delete the USxxxxx folder for Ys7 in the TMP folder. This is what I did before testing the game again.

I have tested the game with r2944 for both 32 and 64-bit and the I no longer have the sound thread error in Segram Desert. Nice work!
So now that I'm in the Flame Shrine, I have encountered another error. On the first floor there's a lever that controls an elevator down to the next level. When you go down the elevator, the next area does not load and all you see is a black screen. What's more bizarre is that if you press Select, a screen of the first area with your characters flashes fast then goes away. Must be some kind of weird memory error. I've attached a screenshot, savadata, and log of this error.

   


Attached Files
.7z   log.7z (Size: 7.27 KB / Downloads: 76)
.7z   savedata.7z (Size: 232.99 KB / Downloads: 77)
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