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Parappa the Rapper Japan release crashes after exiting the Menu

Open vaguerant opened this issue 3 years ago • 6 comments

Game or games this happens in

UCJS-10046 - Parappa the Rapper

What area of the game / PPSSPP

Returning to the title screen after entering the Menu. This plays the intro FMV again. Either watching the intro to the end or skipping it results in an in-game crash (PPSSPP menu is still working) on the transition screen:

UCJS10046_00000

Does not appear to be architecture-dependent, I'm able to recreate on x64 and *cough* Wii U PowerPC builds.

What should happen

It shouldn't crash.

Logs

ppsspplog.zip

Platform

Windows

Mobile phone model or graphics card

integrated Intel HD Graphics, driver version 10.18.10.5161

PPSSPP version affected

v1.12.3-195-g5a8b0986f

Last working version

No response

Graphics backend (3D API)

Direct3D 11

Checklist

  • [X] Test in the latest git build in case it's already fixed.
  • [X] Search for other reports of the same issue.
  • [ ] Try resetting settings or older versions and include if the issue is related.
  • [X] Try without any cheats and without loading any save states.
  • [X] Include logs or screenshots of issue.

vaguerant avatar Nov 11 '21 13:11 vaguerant

The Europe version doesn't seems to have this issue, i guess it only affects Japanese version (hopefully it's not a patched one?)

anr2me avatar Nov 12 '21 05:11 anr2me

I can reproduce this issue for my phone. I'm using a Japanese version. When I replay the fmv again it freezes.

Here's a log:

31:18:065 MovPlayThrea E[ME]: HLE\sceMpeg.cpp:2068 UNIMPL sceMpegAvcInitYCbCr(096824ac, 1, 448, 240, 091d4760)
31:18:066 MovPlayThrea W[SCEKERNEL]: HLE\sceKernel.h:462 Kernel: Bad Semaphore handle 278 (00000116)
31:18:066 MovPlayThrea W[SCEKERNEL]: HLE\sceKernel.h:462 Kernel: Bad Semaphore handle 278 (00000116)

Panderner avatar Nov 14 '21 16:11 Panderner

The Europe version also have similar log on that part, but didn't freeze after Exiting Menu image

anr2me avatar Nov 15 '21 05:11 anr2me

USA version also unaffected.

Panderner avatar Nov 15 '21 05:11 Panderner

In the jpcsp emulator ,no problem, have this log: 16:13:40 DEBUG hle.IoFileMgrForUser - MovReadThread - sceIoLseek32 id=0x3, offset=0x10E68000, whence=0x0 16:13:40 WARN emu - MovReadThread - Sector number 161616 out of ISO (numSectors=161616) 16:13:40 DEBUG hle.IoFileMgrForUser - MovReadThread - hleIoLseek returning 0x10E68000 16:13:40 DEBUG hle.IoFileMgrForUser - MovReadThread - sceIoLseek32 returning 0x10E68000 https://github.com/jpcsp/jpcsp/blob/master/src/jpcsp/filesystems/umdiso/UmdIsoReader.java#L189

sum2012 avatar Aug 27 '22 07:08 sum2012

update the log to v1.13.2-1366-g360eab321 ppsspplog.zip

sum2012 avatar Oct 04 '22 13:10 sum2012

The problem maybe the game keep Allocate and Free\delete Fpl,our code doesn't do correctly 54:28:512 MovPlayThrea D[SCEKERNEL]: HLE\sceKernelMemory.cpp:832 sceKernelTryAllocateFpl(2068, 0899bb9c) 54:28:512 MovPlayThrea D[SCEKERNEL]: HLE\sceKernelMemory.cpp:870 sceKernelFreeFpl(2068, 0963d200) 54:28:512 MovPlayThrea D[SCEKERNEL]: HLE\sceKernelMemory.cpp:717 sceKernelDeleteFpl(2068) 54:28:512 MovPlayThrea D[SCEKERNEL]: Util\BlockAllocator.cpp:229 Merging Blocks

sum2012 avatar Oct 16 '22 12:10 sum2012