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Kingdom Hearts: BBS, game stays on white screen after completing events. #2066
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Is it reproducible every time? Did this always happen, or is it new (and if so, since when)? -[Unknown] |
Every single time that I tried (three, gave up after that), it didn't happen on previous events of this kind that I first did, and no one had said anything either, but it certainly started somewhere after video support... It'll be a pain to reproduce it to test on other builds as I'm on the hardest difficulty LOL, but if someone else doesn't, I'll see if I can find it. |
Could be a little bit more specific in your problem description? Stating the platform you experienced the freeze on would be a nice start. (Windows? Android? IOS? Symbian?) Settings used in the emulator? (Fast mem etc) Hardware utilized? Like @unknownbrackets mentioned, problem repro (the exact steps undertaken to reproduce the problem) would also be great. |
I don't know what did Vanitas use, as always from my side it's on android, SGS3, settings are default ones, with and without fast mem it still happens, and as explained, as already said it happens fter in-game events (Not sure if all of them) for me it was in maleficent's castle where you have to beat a great group of unversed, there the screen slowly becomes white as everytime you finish one of these events and stays white. Edit: Now that I realize it, people were saying how they were stuck after the tutorial, so I'm guessing it must be after completing the event of fighting the light balls which is similar, I'm just guessing though. |
Surprisingly, as told by amj530 on the forums: |
If waiting makes it continue normally, could activating turbo help to speed up the process? |
No, that's why I had given up before. I turbo'ed it for at least a minute or half a minute all the three times I tried, since the game didn't freeze as I said, but just stayed on the blank screen. |
does an FFMPEG occur at this point? |
No, it wouldn've been simply skipable if so. |
some ffmpegs are definitely not skippable in this game. |
That doesn't change the fact that there isn't any in there. |
which character are you playing |
Ventus, I assume this is the issue because of how people also kept saying they'd be stuck after completing the tutotial (which is pretty much the same, after completing the light balls event). |
can you attach an affected save. i can't find anything relating to a light balls event on google and the tutorial all goes fine for me(unless its a different tutorial than the one at the games start?) |
Hmm, thing is I already got past that part, but I'll try to get there again to give you the save file, moreover to check if the issue still persists. |
I can see it now, i found where the orbs of light even occurs xD, i was a little further in and forgot that battles name. @oioitff's last build using the Filter does not have the issue so that might be a place to start investigating. |
Okay here you go: https://www.dropbox.com/sh/7dq4128t4lv6ss6/UDtCHUssZC |
03:32:240 Sd::UpdateVS I[HLE]: HLE\sceAtrac.cpp:833 sceAtracReleaseAtracID(8) Pauses on white screen for almost 3 minutes and then continues with 06:15:492 user_main I[HLE]: HLE\scePower.cpp:260 222=scePowerGetPllClockFrequencyInt() |
If you can compile, it'd be very useful to know if there's any function active in that time. For example, if you use VerySleepy to profile it (starting when it starts the white screen, stopping afterward, and turn off the throttle), it should say what function is spending the most time. I just wonder if something is doing a huge loop or something, since it eventually recovers... -[Unknown] |
good idea unknownbrackets |
Sleep 10.828945 10.828945 16.638676 16.638676 KERNELBASE [unknown] 0 |
Hmm, that looks mostly normal. It seems like it's rendering something. And an actual PSP shows exactly the same thing, just without the delay? There's no extra scene that is being rendered wrong or something? By the way, Sleep means you had throttle on... -[Unknown] |
PSP, JPCSP and @oioitff media builds all behave like this video https://www.youtube.com/watch?feature=player_detailpage&v=0NiPpdYMV50#t=233s master pauses for 3ish minutes between the level up/slowmo and the information screen at 4:00 Just took another profile NativeRender 0 128.877043 0 4.46257 PPSSPPWindows |
Sorted by inclusive instead RtlInitializeExceptionChain 262.541412 2887.08559 9.090909 99.969877 ntdll [unknown] 0 |
this comment by solarmystic might relate to this issue |
Unfortunately, probably not. In that case, it's hanging trying to play a video. -[Unknown] |
Oh, I wonder if it's the same as the loop in Twin Brave, which seems ADSR related. That's the most likely thing in that range. Does it help to replace this in Core/HW/SasAudio.cpp:
With:
-[Unknown] |
unfortunately not :( or, wait, let me try from a full rebuild no, it did not help. |
though the issue does seem to be in the SasAudio source. |
You could try a hack (if you have a savestate right before it, for example) by replacing this in Core/HLE/sceSas.cpp:
If it doesn't hang this way, that means we're keeping a sound effect on too long. -[Unknown] |
Your code would not compile, However, entered as
and the problem is gone, so yes, it seems a sound effect is being held onto too long. |
also works |
not sure if this breaks something, but it works
|
Those semicolons, they'll get you every time. -[Unknown] |
not as stray as you would think, with the ;. the following line is considered an empty controlled statement and the game transitions past to the next screen immediately so would that imply that
is not returning the desired result? |
With the ;, your code is equivalent to:
In other words, the problem is the voice is still playing. You could try (SasAudio.cpp again):
To verify if it's the ADSR envelope at all. If that doesn't help, you can try disabling looping:
If neither helps, then maybe we're not handling the voice right at all... -[Unknown] |
Verified to be the ADSR Envelop with the first code change. Disabling Looping also works. but i assume the second block of code disables the envelope anyway. |
Somebody mentioned a while ago that the functionality of the Sas library appears to be very similar to the PSX SPU. So maybe some of this is relevant: http://psx.rules.org/spu.txt |
@unknownbrackets
this works, but im probably breaking things elsewhere |
@hrydgard according to this it doesn't stop on sustain: PEOPS has some interesting comments in its code, which seem to disagree on the matter. Hmm. Maybe I can find a way to test it. -[Unknown] |
dfsound is the evolution of PEOPS Dsound after pete released the source PEOPS has a number of bugs not present in dfsound, so the comments in peops cannot be completely trusted to be correct (not that I don't trust Pete, what i don't trust is what was and wasn't known at the time he created the plugin) |
Fixes Kingdom Hearts bug, hrydgard#2066.
Fixed by #2186 |
From the forum member VanitasZD:
"After completing an event (e.g defeat all the Unversed in Olympus Colloseum), it freezes on the white screen. Why does it do this?"
It happened on maleficent's castle for me, and it doesn't really freeze, it keeps running but does nothing, here's a log: http://db.tt/2v94qP9l
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