03-28-2014, 03:23 PM
derpf
03-29-2014, 01:47 AM
So, the error still persists when I cold boot it -- but if I boot another game (like Scogger HD) first, then it loads every time (so far). Interesting...
For me now, after progressing a while past the splash screens, it fails with a "bad flip!" and pauses. I also don't get any audio errors (with both Null and OpenAL output), which is weird seeing as how I got them before I pulled the latest changes. Hmm, this game hates me.
(At one point it even died with "bad flip!" at 6.66 FPS, taunting me.)
For me now, after progressing a while past the splash screens, it fails with a "bad flip!" and pauses. I also don't get any audio errors (with both Null and OpenAL output), which is weird seeing as how I got them before I pulled the latest changes. Hmm, this game hates me.

03-29-2014, 02:04 AM
(03-29-2014, 01:47 AM)derpf Wrote: [ -> ]So, the error still persists when I cold boot it -- but if I boot another game (like Scogger HD) first, then it loads every time (so far). Interesting...
For me now, after progressing a while past the splash screens, it fails with a "bad flip!" and pauses. I also don't get any audio errors (with both Null and OpenAL output), which is weird seeing as how I got them before I pulled the latest changes. Hmm, this game hates me.(At one point it even died with "bad flip!" at 6.66 FPS, taunting me.)
The bad flip is being resolved soon, if I read alex's latest commit correctly.
LittleGrejmer
03-31-2014, 09:29 PM
In build fa4473d x64 it hang at "CellGcmSetDisplayBuffer" loop, but loading animation is not hanging. When game loads something animation is 10-20FPS, after that when game hang at loop - 50-80FPS.
emunewzdecade
04-18-2014, 03:10 PM
(03-28-2014, 02:37 AM)derpf Wrote: [ -> ]I can't run the game, it fails with a null deref: [E : PPU[1] Thread (CPUThread)[0x00398028]]: Read16 from null block: [00000000]
Log here: http://pastebin.com/UhQPuvHG
I implemented cellSysutilGetBgmPlaybackStatus to see if it goes any farther but I can't test it because of this
Tested versions v1.00 and v1.02 and noticed an unusual load between them.
E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
In version v1.02 has paused the nprank to continue loading.
In DbgConsole nprank_bg pause and then resume the game.
PPU [66] Thread (nprank_bg)
Code:
[! : PPU[1] Thread (CPUThread)[0x00464028]]: *** New PPU Thread [nprank_bg] (): id = 66
[E : PPU[66] Thread (nprank_bg)[0x00462010]]: TODO: cellSyncQueuePop
[E : PPU[66] Thread (nprank_bg)[0x0008b070]]: Read32 from null block: [00000000]
[E : PPU[66] Thread (nprank_bg)[0x0008b07c]]: Read32 from null block: [00000004]
[E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
[W : PPU[1] Thread (CPUThread)[0x000ba01c]]: sys_mutex warning: *** mutex created [] (protocol=0x2, recursive=false): id = 67
[E : PPU[1] Thread (CPUThread)[0x0039e07c]]: TODO: cellSysutilDisableBgmPlayback
derpf
04-19-2014, 09:18 AM
(04-18-2014, 03:10 PM)emunewzdecade Wrote: [ -> ](03-28-2014, 02:37 AM)derpf Wrote: [ -> ]I can't run the game, it fails with a null deref: [E : PPU[1] Thread (CPUThread)[0x00398028]]: Read16 from null block: [00000000]
Log here: http://pastebin.com/UhQPuvHG
I implemented cellSysutilGetBgmPlaybackStatus to see if it goes any farther but I can't test it because of this
Tested versions v1.00 and v1.02 and noticed an unusual load between them.
E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
In version v1.02 has paused the nprank to continue loading.
In DbgConsole nprank_bg pause and then resume the game.
PPU [66] Thread (nprank_bg)
Code:[! : PPU[1] Thread (CPUThread)[0x00464028]]: *** New PPU Thread [nprank_bg] (): id = 66
[E : PPU[66] Thread (nprank_bg)[0x00462010]]: TODO: cellSyncQueuePop
[E : PPU[66] Thread (nprank_bg)[0x0008b070]]: Read32 from null block: [00000000]
[E : PPU[66] Thread (nprank_bg)[0x0008b07c]]: Read32 from null block: [00000004]
[E : PPU[66] Thread (nprank_bg)[0x0008b080]]: PPU[66] Thread (nprank_bg) branch error: bad address 0x0 #pc: 0x8b080
[W : PPU[1] Thread (CPUThread)[0x000ba01c]]: sys_mutex warning: *** mutex created [] (protocol=0x2, recursive=false): id = 67
[E : PPU[1] Thread (CPUThread)[0x0039e07c]]: TODO: cellSysutilDisableBgmPlayback
Huh, that's interesting. Did it happen in older revisions?
LittleGrejmer
04-22-2014, 08:37 AM
With new Nekotekina build comes double amount of FPS, and dialog windows that say the game needs 727kb more.
04-22-2014, 08:49 AM
(04-22-2014, 08:37 AM)LittleGrejmer Wrote: [ -> ]With new Nekotekina build comes double amount of FPS, and dialog windows that say the game needs 727kb more.
Interesting, is it like Disgaea 4 and D2 where the game pauses at a save game load function as the last line in the log when the message appears?
LittleGrejmer
04-22-2014, 03:22 PM
Log updated at github
04-22-2014, 03:30 PM
(04-22-2014, 03:22 PM)LittleGrejmer Wrote: [ -> ]Log updated at github
Ok, seems like it is. Doesn't matter though, game runs anyway.