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Crazy Taxi: Fare Wars #2451
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v0.8.1-1067-g0b502f1 |
Callback changes and timing improvements could've improved this. Does it still have the same issues? -[Unknown] |
ppsspp-v0.9.1-2232-gc17dd02-windows-x86 same issues |
I see some mpeg stuff in there and a loadexec, both of which I think had fixes in the past 3 months. Any improvement in the latest git build? -[Unknown] |
Still hangs or crashes at loading CT1. 40:31:732 user_main W[KERNEL]: HLE\sceKernelThread.cpp:2176 800201a4=sceKernelStartThread(thread=287, argSize=16, argPtr=0986be40): thread already running In case of CT2 it's 38:06:297 user_main W[KERNEL]: HLE\sceKernelThread.cpp:2176 800201a4=sceKernelStartThread(thread=287, argSize=16, argPtr=09776f30): thread already running Full logs |
v0.9.6-406-g62eb701 |
ppsspp-v0.9.6-453-gda97a67-windows-x86 debug log (CT1) |
Has either game improved at all? The graphical glitches or the crash? -[Unknown] |
CT2 crash strace (v0.9.8-1450-g63bcb65 )
|
Hmm, trying to jump the list to 0x0E003F38. Is this affected at all by PSP-1000/PSP-2000? -[Unknown] |
Not affected by PSP-1000/PSP-2000 |
Was this improved at all by the duplicate stack address check or the duplicate interrupt handler thing? -[Unknown] |
Nope, CT2 still crashes, CT1 still hangs. |
CT2 ULUS10273 info log: |
JPCSP emulator has this log "Texture mipmap with invalid dimension at level 1:" |
I made a change not long ago to avoid the specific crash in the screenshots above, but it still means there's invalid ge data. Still happening, right? -[Unknown] |
That crash is like the one happens in Resistance #4626 |
CT1 (ULUS10273) ppsspp-v0.9.9.1-558-gfeada0e-windows-amd64 log debug log: (Just do non-stop log ,do not get invalid address) |
@unknownbrackets some finding JPCSPtrace log: JPCSP emulator also give this error code. |
For CT2 First bad It mean this pull request |
@unknownbrackets For CT2 |
I guess it's a case of "accidentally working", then. Probably related to audio timing somewhere, though (e.g. sceAudio or sceAtrac or sceSas, all of which I'm pretty sure have fairly incorrect timing.) -[Unknown] |
v0.9.9.1-1503-gc250074 same problem ct2 debug log: |
Tested with latest build. It crash in both CT1 and CT2 after a while. Maybe related to #3854?¿ |
Tested with latest build. Same status. |
Update debug log to v1.3-135-g934aff4 |
Wow! Fantastic work shenweip and sum2012. That such a little thing fixed it... Really happy to see this closed, it's bothered me for a long time. |
https://github.com/jpcsp/jpcsp/blob/master/src/jpcsp/HLE/modules/ThreadManForUser.java#L488 @shenweip @hrydgard |
Very nice. Shows the importance of each function and tests.
It just runs code before and after the function to do that. There's no after sceKernelExitThread(), so the code can't run. As for other areas - we should be careful about assumptions, but we may definitely need more tests. -[Unknown] |
Hi... Crazy Taxi 2 works perfectly in version 1.11.3, however Crazy Taxi 1 freezes the screen after selecting the game. I am playing on Windows 7 Ultimate 64bit and with Direct3D 9 API. Ahh, I'm using the game version: Crazy Taxi - Fare Wars (USA) (v2.01). I apologize for posting this information in a thread that was closed, but it's just that I don't have any information about the bug, and I thought it would be unnecessary to open a thread to just cite an old bug, |
I just did a quick test here using the OpenGL API, and the game froze 1 time when selecting Crazy Taxi 1 and froze again when selecting Crazy Taxi 2, that is, 1 freeze for each game when selecting them. In Direct3D 9, the game froze several times and randomly, when selecting CT 1 and 2. Unfortunately, my video card doesn't support Direct3D 11, so I can't test this API. I think this old bug is still present, however, randomly, in the above two APIs. Perhaps, in Direct3D 11, this bug does not appear. I leave this simple warning to those involved in the project. |
I don't think the hangs are graphics-API-related, though you never know, of course. It's clear that the game isn't completely fixed, so I'll re-open (although the situation is of course a lot better now than when this issue was originally reported). |
@SilentMRG what specs for your PC are you using? |
Laptop: Windows 7 Ultimate 64 bits Note: Obviously it's a low performance machine, however it manages to run both GOW at 60 fps at default settings. Anyway, I don't believe the bug is hardware related. |
Works fine for me: |
Here's my Specs: AMD A8-7680 |
CT 1 and 2 working perfectly here too. The only problem is this random bug that freezes the screen when I select one of the games. Today I played CT 1 for 2 hours and didn't notice any bugs. Then I went to play CT 2 and the screen froze when selecting the game; I closed the emulation and went back to emulating CT 2, and it worked for 30 minutes without bugs. Note: When the screen freezes the fps stays at 0/0 (100%) and sometimes drops to 90% or 80%, while the fps stays at 0/0, sometimes going up to 02/02. I have 32 games here and this is the only one with a problem. Because it's a random bug, it might not happen to everyone. |
If you can find a way or place to reproduce the issue more frequently, that may help. I don't personally have the game, but bugs that take hours to reproduce are typically very hard bugs to fix even when you do own the game in question. Sometimes, a thing that takes a long time to reproduce just actually needs 2 uncommon things to both happen in a specific order. That's not always the case, but figuring out those kinds of things can help significantly in making bugs easier to fix. If you see 0/0, that means the game has gone an extended period of time without attempting to draw to the screen and this most likely means an emulation issue. It can also be caused by cheats, disc issues (please double check your CRC), savedata, or certain settings like the CPU clock speed setting. Such an issue should definitely not be graphics backend specific (the screen locking up certainly can, be showing 0/0 or 2/2 shouldn't be.) -[Unknown] |
@SilentMRG did you also try this game on android and the issue can reproduce? |
I understand. And I'll try as soon as I have time, because at the moment I have a lot of work. |
Unfortunately, I don't have a good Android to test, and that makes me stuck on the PC. |
I cannot reproduce this on my android phone. |
Huh that is weird! CRC button should be there... |
Never mind about the calculate crc. |
Ah yeah. we should probably make it more obvious that it's scrollable somehow... |
This should be added to the future-prio milestone. |
Thanks, missed that. |
Tested in latest windows build. It works just fine. |
@anr2me in #11062 (comment) reported that Crazy Taxi Fare Wars can sometimes stuck/freezes after selecting either Crazy Taxi or Crazy Taxi 2 (still showing the game selection screen while it stucks @anr2me Can you try Simulate UMD delays ? |
Ah right, i was using the default I/O timing method (Fast) when i was testing the graphical glitches back then, haven't tried using Simulate UMD yet. Even with Fast it was quite difficult to reproduce it. |
The game freezes at loading after selecting Crazi Taxi 1. The log is really huge but it goes something like this:
a few MB of this lines -
36:53:926 idle0 W[HLE]: HLE\sceKernelThread.cpp:2598 sceKernelSuspendThread(314)
36:53:926 user_main W[HLE]: HLE\sceKernelThread.cpp:1926 800201a4=sceKernelStartThread(thread=314, argSize=16, argPtr=0986be40): thread already running
36:53:926 user_main W[HLE]: HLE\sceKernelThread.cpp:2629 sceKernelResumeThread(314)
36:53:926 idle0 W[HLE]: HLE\sceKernelThread.cpp:2598 sceKernelSuspendThread(314)
36:53:926 user_main W[HLE]: HLE\sceKernelThread.cpp:1926 800201a4=sceKernelStartThread(thread=314, argSize=16, argPtr=0986be40): thread already running
36:53:926 user_main W[HLE]: HLE\sceKernelThread.cpp:2629 sceKernelResumeThread(314)
36:53:926 idle0 W[HLE]: HLE\sceKernelThread.cpp:2598 sceKernelSuspendThread(314)
than this:
36:53:943 user_main I[HLE]: HLE\sceKernel.cpp:461 KO 297: Alarm "[Alarm]": -
36:53:944 user_main I[HLE]: HLE\sceKernel.cpp:461 KO 298: Alarm "[Alarm]": -
36:53:944 user_main I[HLE]: HLE\sceKernel.cpp:461 KO 299: Thread "idle0":
than some stuff mentioning sceMp3 than a lot of Alarms again than crash.
Here is a full log: http://www.sendspace.com/file/fwuiss
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