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Parappa the Rapper Japan release crashes after exiting the Menu
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:

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
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.
The Europe version doesn't seems to have this issue, i guess it only affects Japanese version (hopefully it's not a patched one?)
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)
The Europe version also have similar log on that part, but didn't freeze after Exiting Menu

USA version also unaffected.
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
update the log to v1.13.2-1366-g360eab321 ppsspplog.zip
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