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Mpeg: prevent some cases where a valid mpeg stream was being flagged as invalid. #13442
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called with a small read size.
Well, the problem is that we can't send the data early or it will break some games. See #8803. How will this make it still return ERROR_MPEG_INVALID_VALUE to the game in the corerct cases? Perhaps we should remove or lessen the logging, but I'm pretty sure this change will make the tests of invalid mpeg data fail again. We shouldn't be altering behavior and deviating from what games expect just to reduce logging. Games actually do check error codes and misbehave when they are incorrectly told failures are successful. -[Unknown] |
well it isn't really just about the logging but about the flag being incorrectly set. |
actually, just tested |
Logically, looking at the code, this does not seem correct. It needs more data to tell whether the stream is valid. Obviously there's some other higher level bug that this manages to paper over though in some cases like in Powered Up. |
@aliaspider can you test again "Mega Man Powered Up" ? |
@shenweip do you interest to fix "Mega Man Powered Up"'s video (if you have the game) |
Is there a log file about this? |
v1.10.3-1245-g51b213e68-windows-amd64 |
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Update log to v1.10.3-1257-g6bf9f20f5-windows-amd64 |
I try many many game.Only this game's mpegLibVersion = 260 edit: |
sceMpeg 0x104 is used by the following games (and possibly others):
-[Unknown] |
Very thanks @unknownbrackets |
When invalid data is detected, I wonder if we can keep the previous data and just reject the later data to reduce data loss. |
Update log to v1.10.3-1402-g8bc1f3ee9-windows-amd64 @shenweip you can ask me do some mpeg JPCSPTrace log |
this avoids spamming the console with the
sceMpegRingbufferPut(): invalid mpeg data
error, for example during the intro video ofMega Man Powered Up