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NBA live 08 Invalid address and hang #8288

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daniel229 opened this issue Dec 22, 2015 · 20 comments
Closed

NBA live 08 Invalid address and hang #8288

daniel229 opened this issue Dec 22, 2015 · 20 comments
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@daniel229
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info log
https://gist.github.com/daniel229/7ef67529bc1d077dc591

debug log(rename jpg to 7z)
ppsspplog

@unknownbrackets
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Does it react differently if the skip the video or fast forward through it? Or it it not skippable?

Can you try with no savedata? It starts directly after loading savedata.

-[Unknown]

@daniel229
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video is not skippable or fast forward throungh it.
with no savedata,it is fine,and no Invalid address,but get Invalid address in the saing dialong after you type the save anme,and hang when you save the data.

@sum2012
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sum2012 commented Mar 28, 2016

v1.2.2-230-g4ad0af4 still crash
debug log:
https://drive.google.com/file/d/0B3OaSdeV0L8kUW1kODE5d1N6Z1k/view?usp=sharing

@sum2012
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sum2012 commented Mar 28, 2016

Hmm,jpcsp also have error
Edit,just add notice this game use sceKernelIcacheInvalidateAll() staff

@sum2012
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sum2012 commented Mar 29, 2016

It is supposed sceUtilitySavedataInitStart after sceKernelIcacheInvalidateAll
Full JPCSPTrace log https://gist.github.com/sum2012/12c11af0e378da1a48e0

@sum2012
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sum2012 commented May 21, 2016

v1.2.2-527-gbb7dd90
@unknownbrackets
In IR Interpreter mode,
there is a crash trace.
Not sure is useful for fix.

debug log:
https://drive.google.com/file/d/0B3OaSdeV0L8kcEI5U3YtUWJwY0E/view?usp=sharing

1

PPSSPPDebug64.exe!Memory::WriteUnchecked_U32(unsigned int data=138440352, unsigned int address=276888224) Line 219  C++
PPSSPPDebug64.exe!IRInterpret(MIPSState * mips=0x0000000142c46b90, const IRInst * inst=0x00000000122f2524, const unsigned int * constPool=0x000000001238cfd0, int count=12) Line 121    C++
PPSSPPDebug64.exe!MIPSComp::IRJit::RunLoopUntil(unsigned __int64 globalticks=7133142809) Line 121   C++
PPSSPPDebug64.exe!MIPSState::RunLoopUntil(unsigned __int64 globalTicks=7133142809) Line 310 C++
PPSSPPDebug64.exe!PSP_RunLoopUntil(unsigned __int64 globalticks=7133142809) Line 558    C++
PPSSPPDebug64.exe!PSP_RunLoopFor(int cycles=22200000) Line 563  C++
PPSSPPDebug64.exe!EmuScreen::render() Line 925  C++
PPSSPPDebug64.exe!ScreenManager::render() Line 125  C++
PPSSPPDebug64.exe!NativeRender(GraphicsContext * graphicsContext=0x000000000269daf0) Line 730   C++
PPSSPPDebug64.exe!UpdateRunLoop() Line 170  C++
PPSSPPDebug64.exe!Core_RunLoop(GraphicsContext * ctx=0x000000000269daf0) Line 198   C++
PPSSPPDebug64.exe!Core_Run(GraphicsContext * ctx=0x000000000269daf0) Line 256   C++
PPSSPPDebug64.exe!TheThread(void * __formal=0x0000000000000000) Line 196    C++
PPSSPPDebug64.exe!invoke_thread_procedure(unsigned int (void *) * const procedure=0x0000000140359bff, void * const context=0x0000000000000000) Line 92  C++
PPSSPPDebug64.exe!thread_start<unsigned int (__cdecl*)(void * __ptr64)>(void * const parameter=0x00000000026971c0) Line 115 C++

@sum2012
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sum2012 commented Jul 28, 2017

@unknownbrackets Jpcsp just fix this game in jpcsp/jpcsp@acf2887
Maybe ppsspp the same change ?

@sum2012
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sum2012 commented Jul 30, 2017

@hrydgard I try to do similar change from jpcsp ( jpcsp/jpcsp@acf2887 )
but do not work.Do you have idea ? Thanks.
1

My change: sum2012@068a521

@unknownbrackets
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You can't use memset(&KERNEL_VOLATILE_MEM_START, 0, KERNEL_VOLATILE_MEM_SIZE); - that's a PSP address, and since you're using &, it's overwriting process memory and causing memory corruption.

If sceKernelVolatileMemTryLock succeeds, it should keep the lock, no?

-[Unknown]

@sum2012
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sum2012 commented Jul 30, 2017

Remove memset(&KERNEL_VOLATILE_MEM_START, 0, KERNEL_VOLATILE_MEM_SIZE);
The game same with original code no change -WritetoHardware: Invalid address

@sum2012
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sum2012 commented Apr 19, 2018

jpcsp have a small update of last fix.(complete the action in a separate SceUtilityInit thread )
jpcsp/jpcsp@6f638cf

@sum2012
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sum2012 commented Jun 21, 2020

@hrydgard can we fix in v1.11 ?
Just translate two jpcsp commit
jpcsp/jpcsp@acf2887
jpcsp/jpcsp@6f638cf

@hrydgard hrydgard added this to the v1.11.0 milestone Jun 21, 2020
@sum2012
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sum2012 commented Oct 31, 2020

@shenweip can you help to translate two jpcsp commit ? Thanks

jpcsp/jpcsp@acf2887
jpcsp/jpcsp@6f638cf

@hrydgard
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I wonder if the separate sceUtility thread there makes a difference or if we could just lock/unlock the volatile memory on the current thread. I guess what really matters for this game is the zeroing of the memory afterwards..

@hrydgard
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Might wanna try this: #13765

@hrydgard hrydgard modified the milestones: v1.11.0, v1.12.0 Dec 13, 2020
unknownbrackets added a commit to unknownbrackets/ppsspp that referenced this issue Jan 18, 2021
Also simply clear to zero, which isn't exactly correct but should be
fairly close.  See hrydgard#8288 (NBA Live 08 hang.)
@unknownbrackets
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How does this look now?

-[Unknown]

@sum2012
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sum2012 commented Feb 15, 2021

v1.11.2-54-g5d62610a9
blue screen
debug log:
https://drive.google.com/file/d/1WUHJ74pa00HMjDsphTagCKYocAhEIHkI/view?usp=sharing

@unknownbrackets
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Bah, stupid mistake. #14150.

-[Unknown]

@unknownbrackets
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Okay, sorry, try v1.11.2-69-g71b1c9dfe or newer.

-[Unknown]

@sum2012
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sum2012 commented Feb 15, 2021

v1.11.2-69-g71b1c9dfe androtd version fixed.Thanks
I will open another issue for the screen flucking in opening in a while with these setting:frame skip2 ,number of screen,auto skip

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