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Metal Gear Acid [ULUS10006] crash during level exit #4536
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Can upload the savestate to google drive ? |
Good idea, that's much better than those other upload services. |
Well anyway, here is a google drive link, copy it over to your account if you have one |
yes that one... crashes 100% of the time for me, on linux amd64 on the Gallium 0.4 on AMD RV710 driver |
Doesn't crash with 'fast memory' off |
Can close issue ?
|
I can reproduce with fast memory on |
When I do not enable JIT.It fixed. |
This game has a built in level save function, to make sure that it was nothing from defective savestate save i saved with it, closed ppsspp and loaded the save with 'continue' (with fast memory on) and it still crashed. I took the opportunity to turn off all the optimizations except fast memory (all threading, the atomic audio clocks - no way to turn off JIT on the sdl port) and the log before the crash was slightly different, referring to atrac 18:43:679 sd_bgm I[ME]: /home/user/Documents/Netbeans_projects/ppsspp/Core/HLE/sceAtrac.cpp:1268 0=sceAtracSetDataAndGetID(09e8f700, 0009883c) |
Does this still happen in the latest git build? As mentioned by @i30817 it would be best to not use the savestate to verify this, it might have saved the bug's state. -[Unknown] |
It still crashes. I tried to make a debug build and backtrace it but i didn't get a usuable one? Am i doing something wrong here: cd ~/Documents/Netbeans_projects/ppsspp/ && git pull && git submodule update --init && cmake -DCMAKE_BUILD_TYPE=Debug . && make && gdb ./PPSSPPSDL Program received signal SIGSEGV, Segmentation fault. |
oh, the backtrace format linked to bugs 1-4, excuse me. |
Heh. Well, if it's crashing in jit, then it will provide a pretty useless stack trace. I would recommend:
-[Unknown] |
-v (version i assume) doesn't output anything special on PPSSPPSDL, it just starts it, so i don't have any indication this is a debug compile. edit: oh wait, it runs if i turn multithreading off. And indeed, with fast memory on and JIT off, no crash. |
Sorry, I meant cmake -v I think. With jit disabled, fast memory doesn't matter. Fast memory only applies with jit on. Does this still crash? -[Unknown] |
#5365 appear to fixed in v0.9.9.1-1505-gcf577e9 |
Yes, it seems fixed. If you want to test it yourself, load the savestate linked in my google drive above and save with the ingame save option from the select menu, then quit, reload the game and 'continue'. |
Glad it's fixed either way. I'll mark this as closed. -[Unknown] |
Seems to be repeatable on this computer if moving to the 'second' target circle on the save state provided. Which card or direction used doesn't seem to matter. The first circle works.
The log says:
10:19:017 idle0 I[COMMON]: /home/user/Documents/Netbeans_projects/ppsspp/Common/ChunkFile.h:600 ChunkReader: Done loading /home/user/.ppsspp/PSP/PPSSPP_STATE/ULUS10006_1.00_0.ppst
10:19:032 Main I[SCEGE]: /home/user/Documents/Netbeans_projects/ppsspp/GPU/GLES/Framebuffer.cpp:748 Creating FBO for 00044000 : 480 x 272 x 1
10:19:214 Main I[SCEGE]: /home/user/Documents/Netbeans_projects/ppsspp/GPU/GLES/Framebuffer.cpp:748 Creating FBO for 00000000 : 480 x 272 x 1
10:19:214 Main W[SCEGE]: /home/user/Documents/Netbeans_projects/ppsspp/GPU/GLES/Framebuffer.cpp:758 FBO sharing existing depthbuffer (unsupported), 00000000/00088000 and 00044000/00088000
Segmentation fault (core dumped)
The savestate:
http://speedy.sh/9q7W7/ULUS10006-1.00-0.ppst.zip
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