Ppsspp: Ys Seven (ULUS10551):- Screen turns completely white at random during a specific segment of the Flame Altar

Created on 18 Aug 2014  路  18Comments  路  Source: hrydgard/ppsspp

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No problems here...I've been trying couple of things for the last 20 minutes but the game is working fine(0.9.9-49 x86 with default settings)
I'm not using the latest nvidia drivers

is perfect for me to.

iphone 5S

As I've mentioned above, it happens at random. It may also takes many, many attempts to reproduce the issue, even with the provided savefile. The link to the video showing the issue (white light spreading at that scene) is also provided in the initial report.

Also note that I stated you have to be using default settings, so Simulate Block Transfer and Function Replacements have to be enabled. Disable slow settings has to be disabled.

Heh, wow, that's really, really weird, looking at the video. And then a crash .. would suggest leaking render targets or something? but that doesn't explain the way the glow looks. Very odd.

Does render resolution affect it?

If you can catch it while it's happening, and go to the menu, then settings, then return (this will redo framebuffers), does it "fix" it? This might explain why it's random if so.

If the above doesn't fix it, it may be possible to "catch" it with a savestate. Then it would be interesting if other people could repro with that savestate (if they can't otherwise.)

Also, does fast memory off prevent the crash (hopefully above works to make it easier to repro)?

-[Unknown]

@unknownbrackets
a. "Redoing the framebuffers" as per your instructions seems to "fix" it!

b. Hmmm.. I tried capturing a savestate of the issue when it occurs, and when I reloaded the game using that exact same savestate during the very same session with the same exact version of the emulator, the issue doesn't reappear!

c. Fast memory and render resolution doesn't seem to affect it one way or the other. It can happen at 2x or 3x render resolution.

I guess an ad-hoc solution for now would be to head to the Settings menu and head back into the game when it occurs

Savestates will also redo the framebuffers, so that means a savestate can't reproduce. But, that is interesting and good to know.

Dunno what exactly is happening, though. It could be random if it depends on which of the two buffers the game uses are active. Theoretically that would average out to 50%, but there may be bias in the way it flips them after loading a save.

It might be interesting to catch the effect using the GE debugger, and see what e.g. stencil looks like. Also, could change logging. Change this:

https://github.com/hrydgard/ppsspp/blob/ea17e17ebdbe13aa014abc29f42631a216bdca9f/Core/Reporting.cpp#L250

To return true;. This will force it to always log, so you'll get spammed with the upload/download operations. Is it uploading, downloading, or doing both?

-[Unknown]

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