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Phantasy Star Portable 2 crash at start with PPSSPP 1.2 in D3D9 #8593
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Just tested the latest build , v1.1.1-949-ge954768 , and while the game still crashed, the console log added more messages that may be useful |
It looks fine for me,can you find out which is the first build start to crash,which is the last build working. |
Note : it's only for D3D9 for that game, i don't see any problem with OpenGL The last working version with PSP2 in D3D9 The first "crash on load" version for the same game |
Works fine for me as well. I tried 32-bit and 64-bit Direct3D 9, and played through the intro until you can first swing your sword. Make sure you're not using (a) cheats, (b) "read framebuffers to memory", (c) a broken iso. Try with the default settings. Also try updating your graphics drivers. Does it not crash if you check "disable slow framebuffer effects"? What video card are you using? It shows in System Info. Also, which version of Windows? There are pretty careful guards, I thought, to bail in that code if you don't have INTZ support. That's the only thing I can think would be crashing there. -[Unknown] |
Hi, the iso is correct, no cheat enabled, default settings. I'm using an Intel "card" (oddly, it's more OpenGL that has dodgy drivers than D3D ones on Intel, and surprisingly in OpenGL the game load correctly). It's strange, as there does not seem to be any kind of special effect during the game loading. And the oddity is that this crash on load does not happen for any other game i tried and didn't happened either on version of PPSSPP before ppsspp-v1.1.1-882-ga1ff899-windows-x86 . Anyways, with "disable slower effect" it can confirm it works perfectly again with D3D9 , i don't even notice anything missing from the game visual once i am in actual gameplay, as i even played a full mission and defeated the boss of it before returning to the main base. |
Just saw that one, it's on the missions taking place in the abandonned coal mine on planet Moatoob I guess i'll stick with my previous 870 version as there was no such problem : |
It's an old Intel G41, using the latest available drivers, no more new drivers are made unfortunately for this "card" so if that's a driver problem it can't be solved, fortunately for me v1.1.1-880 run it perfectly so far so i'll just stick with it. |
@unknownbrackets |
I suppose. I'm thinking maybe it doesn't support INTZ, which means other old GPUs might be affected too, but I can't tell why the check wouldn't work... I'd rather not blacklist explicitly because there's probably a whole class of GPUs that have this problem, just not super common since they're all on the older side. -[Unknown] |
@Robsoie |
@Robsoie |
I already had the D3DX9_29 dll, it was part of the last DX9 update from microsoft (june 2010). I tried your build and same problem, it crash during PSP2 is loading. Similarly as the ppsspp-v1.1.1-882-ga1ff899-windows-x86 and later builds too that crash in same condition, in OpenGL there's no crash with your build too. |
How about this ? |
Where are you logging? What I'd be interested in is what's happening here: ppsspp/GPU/Directx9/helper/dx_fbo.cpp Line 55 in 3acdd4e
Does forcing Looking at this more, though, maybe I should've checked also the D3DFMT_A8R8G8B8 format. What happens if you change this: HRESULT intzFormat = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, displayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ);
supportsINTZ = SUCCEEDED(intzFormat); To: HRESULT displayINTZ = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, displayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ);
HRESULT fboINTZ = d3d->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, FOURCC_INTZ);
supportsINTZ = SUCCEEDED(displayINTZ) && SUCCEEDED(fboINTZ); It may be that it only supports INTZ in combination with a 16-bit display buffer or D3DFMT_X8B8G8R8 or something. I actually wonder if it's even necessary to check if it supports it for the display format... hmm. -[Unknown] |
@unknownbrackets ,I gave him debug build,I test other computer that do not need debug version of vs2013 runtime,It is interest that pop up what error message, |
@unknownbrackets I don't mean that "Is supportsINTZ even getting set to true on this card, and if so what is the value of intzFormat?" |
Hello, sorry i didn't noticed you uploaded a debug build, so here's the console log from this debug build at the time it is crashing and as the last 2 lines are cut by the window size, here's the cut part of them |
@Robsoie Did ppsspp pop up useful error message when crash ? (I don't mean console log) |
It's only the generic window message "PPSSPP has encounted an error"... etc during that game loading, so i don't think it's helpful And if i look in the "more" details at that kind of memory offset, there's just nothing listed |
@Robsoie |
Hello, |
@Robsoie Try this build https://drive.google.com/file/d/0B3OaSdeV0L8kOVZPNkVKcGpta3c/view?usp=sharing |
Hello, But i noticed something, i don't know if it's related or if it's a completely different new problem but in the mission selection previews (to the upper right of the screenshot), the image is wrong This didn't happened on the previous build you uploaded, the preview image was correct |
I think the image being wrong is related to 8a39794. I don't thin it's related to these changes. So is -[Unknown] |
@Robsoie so last (?) test build: try to revert 8a39794 https://drive.google.com/file/d/0B3OaSdeV0L8kdzZTTjNxaXM3T0U/view?usp=sharing |
Hello, i just gave a try to your new build, but the mission preview is still wrong |
@Robsoie how about this build ? |
Hello, this build display the mission preview correctly Odd that it seemed to affect only that mission picture but not the background universe image that the planets are rotating in front of. |
@unknownbrackets |
So you're saying:
Is that right? You said you reverted 8a39794, which I don't understand. That commit would've probably fixed issues, so reverting it would bring them back. Did the first build you sent, which didn't crash, already have 8a39794 in it? I feel like logically, -[Unknown] |
@unknownbrackets Yes 1,2,3 points are right |
Right but #8593 (comment) you reverted it, I don't understand why? And the one before that, #8593 (comment), was created after 1970d38, so probably has the bug that 8a39794 fixed. So I think -[Unknown] |
@unknownbrackets So do you let me give him v1.1.1-882-ga1ff899 with |
Hello, after reading the " d3d9: Check actual FBO format for INTZ support #8665 " i gave a try to the latest build , ppsspp-v1.2.2-230-g4ad0af4 , and it seems to fix the crash and image preview So it seems the problem is fixed, at least for what concern my system as apparently it worked for other people |
Great! I'm closing, let's reopen if we get any more reports. |
Playing a bit with this version, i noticed a very old problem seems to have a resurfaced Sometime (as it's not constant), when you're moving/rotating the view, it can happen that you see some lights through walls, like in the case of that screenshot, some of the lights that were in the tunnel behind the rock. I say very old problem, because i remember this could happen in older versions of PPSSPP, but you had fixed it at some point, as on the PPSSPP version i was actively playing with, v1.1.1-880-gb68f2de , this didn't happened anymore I do not know if it's related to the whole ordeal between my chipset D3D9 drivers and the FBO/INTZ or if it is a new (at least since v1.1.1-880-gb68f2de as i couldn't test further version in D3D9 with that game due to the crash that got recently fixed) problem |
Hi, just tried PSP2 the new PPSSPP 1.2 release on x86 and during game load on its start up , PPSSPP crash with a "PPSSPP encountered a problem..." window error message.
I am using the Direct3D9 backend, in OpenGL that game does not seem to crash (or at least does not crash during the game load/startup as i have not played extensively with it in 1.2 ).
I tested a couple other games but they worked correctly, so i assume it's PSP2 specific.
I have been using 1.1.1 - 870 for x86 until then and PSP2 worked (and still work as i revert to this version to retest) greatly in Direct3D9 there.
I uploaded pictures of the console log to imgbox in case it may help to see what's going wrong
http://imgbox.com/R3wNo4GW
http://imgbox.com/4leJtZFW
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