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GripShift™ Timing/Rendering Issue? #14992

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ghost opened this issue Oct 8, 2021 · 4 comments
Closed
5 tasks done

GripShift™ Timing/Rendering Issue? #14992

ghost opened this issue Oct 8, 2021 · 4 comments

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@ghost
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ghost commented Oct 8, 2021

Game or games this happens in

ULES00177

What area of the game / PPSSPP

After level is finished and then clicking the next level the game is freeze/hang and cannot proceed.

Screenshot_2021-10-08-23-43-52-696_org ppsspp ppsspp
Screenshot_2021-10-08-23-44-55-694_org ppsspp ppsspp

What should happen

The game should proceed to the next level

Logs

log_and_dump.zip

Platform

Android

Mobile phone model or graphics card

RN9 Android11 Helio G85 Mali-G52 GPU

PPSSPP version affected

v1.12-5

Last working version

No response

Graphics backend (3D API)

Vulkan

Checklist

  • Test in the latest git build in case it's already fixed.
  • Search for other reports of the same issue.
  • Try resetting settings or older versions and include if the issue is related.
  • Try without any cheats and without loading any save states.
  • Include logs or screenshots of issue.
@ghost ghost mentioned this issue Oct 8, 2021
@hrydgard hrydgard added this to the Future milestone Oct 8, 2021
@mrcmunir
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mrcmunir commented Oct 8, 2021

I think the hangs cause by Audio It's a old bug ago freeze/hang after first level
#7601

16:17:529 root         N[G3D]: gles\shadermanagergles.cpp:911 Precompiling the shader cache from 'C:/Users/enamo/OneDrive/Escritorio/PCSX2 1.6.0/ppsspp/memstick/PSP/SYSTEM/CACHE/ULES00177.glshadercache'
16:17:531 root         N[G3D]: gles\shadermanagergles.cpp:991 Precompile: Compiled and linked 9 programs (7 vertex, 8 fragment) in 2.1 milliseconds
16:17:531 root         N[BOOT]: ui\emuscreen.cpp:341 Loading C:/Users/enamo/OneDrive/Escritorio/PCSX2 1.6.0/Gripshift.iso...
16:56:902 FMOD Streame E[ME]: hle\sceatrac.cpp:600 avcodec_decode_audio4: Error decoding audio -1094995529 / bebbb1b7
19:45:926 FMOD Streame D[ME]: hle\sceatrac.cpp:1359 00000000=sceAtracDecodeData(0, 08d62128, 09fdedb0[00000000], 09fdedb4[00000000], 09fdeda0[215])
19:45:926 idle0        D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: FMOD Streamer thread -> idle0 (302->272, pc: 089a1a7c->08000000, atrac decode data) +5us
19:45:926 CheckExitGam D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: idle0 -> CheckExitGame (272->280, pc: 08000000->089bbbb8, thread delay finished) +221us
19:45:926 CheckExitGam D[SCEKERNEL]: hle\scekernelthread.cpp:2519 0=sceKernelDelayThreadCB(00002710): delaying 10010 usecs
19:45:926 idle0        D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: CheckExitGame -> idle0 (280->272, pc: 089bbbb8->08000000, thread delayed) +14us
19:45:926 AdhocThread  D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: idle0 -> AdhocThread (272->737, pc: 08000000->08000104, thread delay finished) +954us
19:45:926 AdhocThread  D[SCEKERNEL]: hle\scekernelthread.cpp:2530 0=__NetTriggerCallbacks(): delaying 10010 usecs
19:45:926 idle0        D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: AdhocThread -> idle0 (737->272, pc: 08000104->08000000, thread delayed) +14us
19:45:926 FMOD Softwar D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: idle0 -> FMOD Software Mixer thread (272->301, pc: 08000000->08995fac, audio drain) +749us
19:45:926 FMOD Softwar D[SCEKERNEL]: hle\scekernelthread.cpp:2519 0=sceKernelDelayThreadCB(00000000): delaying 210 usecs
19:45:926 idle0        D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: FMOD Software Mixer thread -> idle0 (301->272, pc: 089b4bc0->08000000, thread delayed) +21us
19:45:926 FMOD Softwar D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: idle0 -> FMOD Software Mixer thread (272->301, pc: 08000000->089b4bc0, thread delay finished) +210us
19:45:926 FMOD Softwar D[SCEKERNEL]: hle\scekernelsemaphore.cpp:425 0=sceKernelWaitSemaCB(304, 1, 0)
19:45:926 FMOD Softwar D[SCEKERNEL]: hle\scekernelsemaphore.cpp:305 sceKernelSignalSema(304, 1) (count: 0 -> 1)
19:45:926 FMOD Softwar D[SCEKERNEL]: hle\scekernelsemaphore.cpp:425 0=sceKernelWaitSemaCB(300, 1, 0)
19:45:926 FMOD Softwar D[SCEKERNEL]: hle\scekernelsemaphore.cpp:305 sceKernelSignalSema(300, 1) (count: 0 -> 1)
19:45:926 FMOD Softwar D[SCESAS]: hle\scesas.cpp:299 0=__sceSasCore(08ad8f80, 08ac8a40)
19:45:926 idle0        D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: FMOD Software Mixer thread -> idle0 (301->272, pc: 08a42dcc->08000000, sas core) +33us
19:45:926 FMOD Streame D[SCEKERNEL]: hle\scekernelthread.cpp:3099 Context switch: idle0 -> FMOD Streamer thread (272->302, pc: 08000000->089a1a7c, woke from hle delay) +80us
19:45:926 FMOD Streame D[ME]: hle\sceatrac.cpp:1628 0=sceAtracGetRemainFrame(0, 09fdeda0[000000d7])
19:45:926 FMOD Streame I[ME]: hw\mediaengine.cpp:87 FF: Invalid start bit!

Extra with debug flags .

@ghost
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ghost commented Oct 8, 2021

Thanks for the info mrcmunir I will close this as duplicate of #7601

@ghost ghost closed this as completed Oct 8, 2021
@mrcmunir
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mrcmunir commented Oct 8, 2021

@Gamemulatorer the "workarround" for prevent a hang it's not a fix but you can pass the first level it's set music volume to zero in Sound options You won't hear the music but it won't crash/freeze .

@ghost
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ghost commented Oct 8, 2021

@Gamemulatorer the "workarround" for prevent a hang it's not a fix but you can pass the first level it's set music volume to zero in Sound options You won't hear the music but it won't crash/freeze .

I try it but still freezed/hang the game

@unknownbrackets unknownbrackets removed this from the Future milestone Oct 8, 2021
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