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[Windows] Sakura-sou no Pet na Kanojo blackscreen on startup #15224
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How about software rendering? |
AFAIK PPSSPP doesn't have a software render. Ran the same game on JPCSP and it renders there on both OpenGL and software renders. |
You can't blame him for thinking it's doesn't exist because you need to
mess with the PPSSPP.ini file for it to show up.
…On Sat, Dec 11, 2021, 07:48 AEZ YT ***@***.***> wrote:
AFAIK PPSSPP doesn't have a software render. Ran the same game on JPCSP
and it renders there on both OpenGL and software renders.
What is this?
[image: Screenshot_2021-12-11-15-46-30-905_org ppsspp ppsspp]
<https://user-images.githubusercontent.com/37603562/145668946-39ee6767-a17c-49ee-8cda-5323b8a1755a.jpg>
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I thought it's visible on windows platform 🤔 |
Yeah we hide the software rasterizer on Android by default for now, because it showed up in so many crash reports that I suspected people enabled it by accident, and it's still too slow, especially on ARM which doesn't have a pixel jit yet. Might reconsider, but it's still not very playable in most games. |
I Don't know about windows but I know it's isn't visible in the Android
version
…On Sat, Dec 11, 2021, 08:01 AEZ YT ***@***.***> wrote:
You can't blame him for thinking it's doesn't exist because you need to
mess with the PPSSPP.ini file for it to show up.
… <#m_-4846018719945583051_>
On Sat, Dec 11, 2021, 07:48 AEZ YT *@*.***> wrote: AFAIK PPSSPP doesn't
have a software render. Ran the same game on JPCSP and it renders there on
both OpenGL and software renders. What is this? [image:
Screenshot_2021-12-11-15-46-30-905_org ppsspp ppsspp]
https://user-images.githubusercontent.com/37603562/145668946-39ee6767-a17c-49ee-8cda-5323b8a1755a.jpg
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I thought it's visible on windows platform 🤔
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Correction: it is on Windows, but even on software renderer it's still a blackscreen. |
From some bisecting someone did, it seems this may have started at 5d17ec7. If so, it's probably other timing (or even drawing timing) that's wrong... Also, if that's the correct cause, then it's probably not only broken on Windows. -[Unknown] |
Reminder v.1.11.3 is the last working version. |
Last build working is v1.11.3-1134-g92e7534f4 |
I can reproduce this for my android phone |
Reminder: Do not enable DrawSyncEatCycles for Sakura-sou no Pet na Kanojo it can cause black screen. |
Does that mean this works when it's not set? Doesn't seem like compat.ini by default has the game ID. -[Unknown] |
|
It seems Crash Tag Team Racing passed the checking memory stick screen when DrawSyncEatCycles is disabled for this game in latest builds. |
Okay, so if I downloaded PPSSPP onto a new phone, and ran this game - everything would work fine. However, if I manually add the game ID under DrawSyncEatCycles to compat.ini, then it starts crashing. If that's true, it sounds like this isn't an issue, and perhaps was fixed by the cpu cycle timing changes or some other timing change. That you can make games crash or break by manually adding them to compat.ini is a feature, not a bug. There'd be no reason for that file to even exist if adding random game IDs to it had no downside. -[Unknown] |
v1.13.2-915-gc37049fa1 |
Was that with or without DrawSyncEatCycles? I'm still confused based on the previous comment. -[Unknown] |
@benderscruffy can you check v1.11.3-1134-g92e7534f4 and earlier if the DrawSyncEatCycles set to false works properly? |
@benderscruffy the stable v1.11.3 works fine for this game. |
@benderscruffy select old versions on the download selection. |
If DrawSyncEatCycles enabled for this game gets black screen on start up. |
I confirm retvert 5d17ec7 can fix the issue, |
It is modify log edit:try sceKernelUnlockMutex hleEatCycles(6000); don't work |
Not EatCycles when SDK < 6.60 fix hrydgard#15224
DrawSync not taking any time causing different behavior must mean something else later happens in a different order. I'd suggest trying to narrow down to a specific instance of it. In the log, there are a few patterns of DrawSync usage. Does the amount of cycles the syscall takes matter for each of them? Only the first one where it creates a list right after? The other ones only? You want to determine at least what area matters so you can see what else is "in flight" at that time - what other timing matters? If the game was only doing DrawSync, with zero other threads doing anything, it is extremely likely that the timing "wouldn't matter". You could make it 100000 cycles and it at worst might affect the framerate. The cycles it consumes here matters mostly because it impacts the timing of other things happening at the same time. Think of it as racers running on a track. By deleting the cycles it takes, it's like you're warping one of the racers ahead of the others. Maybe that makes them trip over something that no longer gets in another racer's way? It can have complicated impacts like that. You have to look at the other threads to figure it out. By the way: every syscall that consumes 0 cycles technically is a bug. I promise you, there are zero syscalls on the PSP that took zero cycles to execute. That said, some of them were pretty quick. -[Unknown] |
The last one is important. After the game run sceGeListUpdateStallAddr , sceGeDrawSync need 0 to 31 cycles to show the screen |
baidu forum remind this issue . |
Game or games this happens in
NPJH-50745 - さくら荘のペットな彼女
What area of the game
By the time you boot up the game. Tested on CRC-32 ff0e6f58 (Redump).
What happens
Game starts up to only a black screen. You can press circle to play a sound, but no other graphics gets displayed.
What should happen
It should display anything.
GE frame capture
recording.zip
Platform
Windows
Mobile phone model or graphics card
Nvidia Geforce 740M
PPSSPP version affected
v1.12.2 and git g204b2a48e
Last working version
None with Nvidia graphics. v1.4.2 is reported to be working using Intel graphics.
Graphics backend (3D API)
All backends (OpenGL, D3D, Vulkan)
Checklist
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