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Metal Gear Acid (ULUS10006) :- Crashes during the introductory sequence in every build if Fast Memory is enabled. #5365
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Yeah, invalid address accesses nearly always become crashes in fastmem mode. Need to figure out what causes them. |
This kind of thing really needs a debug log, although only really a couple hundred lines before the invalid access are probably needed. -[Unknown] |
Relevant Debug log from the same portion of the game (7z compressed):- |
Well, there are some interrupts / probably GE signals right before that. Could be something is happening in an unexpected order. It also calls sceDisplayGetAccumulatedHcount() right near there, and then 2=sceCtrlReadBufferPositive(0bfffd90, 8) right before. Hmm. Could even be related to fps I guess. Does the game run at the correct fps per cwcheat on a PSP? -[Unknown] |
It runs at a fixed 30 FPS which I believe is correct. Both Metal Gear Acid games do. The others (Portable Ops, Portable Ops +, Peace Walker) seem to have variable FPS ranging from 20 to 60 depending on the scene. |
Metal Gear Acid still have problem in |
No invalid address when Teliko meets Leone in v0.9.9.1-1505-gcf577e9-windows-amd64 |
Need someone test #4536 |
I think that can close this too |
Possibly related to this closed older report by @Avastia #2349 . Happens right before Teliko is about to meet Leone for the first time during the introductory sequence (just like #2349).
All builds are affected, from v0.7.6 all the way to the current git release on the buildbot, v0.9.6-789-g3d3b0b1 but was not considered a legitimate issue since the Fast Memory option was deemed unstable until it was enabled by default from v0.9.5-759-gebdab9f ebdab9f onwards and is now part of the first boot configuration.
Reproduction Method:-
MSVC 2013 Stacktrace was rather useless since it only points to the disassembly (similar to #4759 which is also an issue related to Fast Memory.)
Log console shows the following lines when the crash should occur if Fast Memory is disabled instead:-
Temporary solution:-
Play through that portion of the game (or indeed, the entire game, see #4536) with Fast Memory disabled.
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