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NFL Street 3 stuck at autosave screen #19957
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Have you tried changing the I/O Timing method? |
I just gave that a shot, tried every option but still hanging on that first screen. |
I test no problem in windows 11 23h2 |
may be scoped storage issue? @Sinatez have you tried using legacy version from https://www.ppsspp.org/devbuilds/ ? |
Hm, we do have another issue where it works on Windows but not on any other platform (#13781 ). Might be another case and hopefully we'll get some clues, could someone try this on say Linux or Mac? |
When i tried to run ./PPSSPPSDL of the latest ubuntu artifact, i'm getting this error:
it's no longer running :( even after sudo apt update/upgrade PS: i don't have ppsspp source code on my local storage |
Confirm the problem in my black shark 5 phone. windows log |
Btw, why did you post the Windows logs instead of Android logs? it didn't have any issue on Windows, right? |
Yes, windows version no problem Fail to use Android studio to build |
Hmm.. strange, it also happened on Windows just now:
Edit:
May be similar issue to #15068 (comment) where the status' change can get overridden immediately on a single Edit2: Looks like it can be reproduced quite often on Windows now with any I/O Timing methods (but Fast seems to have lower chance to trigger this issue) Edit3: Apparently it's easily reproduced on Windows because i have "Force real clock sync" enabled |
@sum2012 try enabling "Force real clock sync", it should shows the same issue on Windows too! Edit: changing the CPU clock to 50 or 200 no longer stuck on Android. |
@anr2me But the default setting both "Force real clock sync" is disabled. |
I solve android build by enable change of registry key in installing OpenJDK 17 edit2: DeepSeek is helping me |
Huh, I'm surprised that Real clock sync can affect it. Then the game must be querying the real time and depending on it somehow, or we have some bug in timing... Anyway, good clue. |
Since the loop between So, may be we should ensure to only update the status once and exited the update syscall to let the game read the status first before changing it to the next status on the next update call? PS: We may also need to checked whether another thread kicked in during the loop and taking too long before switching back to the looping thread, not sure how to do this test (may be we should have "Next Thread" button on Debugger?) |
Btw, what could be the cause of this I tried to logs the status that changes to 3 or further on this branch ANR2MERefork#24, but while it stuck in an infinite loop my logs didn't shows up, and the strange thing is during the loop how did the status became 0 while it never go to 3+ and Edit: it seems PS: since i edited those files directly at github to add the logs, not sure whether i missed some of the FINISHED/SHUTDOWN changes or not, as it's hard to find the reference (in case the logs didn't shows up because i missed some of the |
I tried to create the ppsspplog.txt and i think i was right that the status changed from 2 -> 3 -> 4 way too fast
ppsspplog.zip I guess that "A save request is already running" error was because the game tried to start a new one while the previous one hasn't fully shutdown yet, and the stuck loop where the game expecting status = 3 in order to exit is probably occurred after that error, which ended with status = 0 for infinity. Based on the Disassembly screenshot on my previous comment, we can see that the game is ignoring the failing So, may be if the status = 4, instead of returning |
Game or games this happens in
ULUS-10135 - NFL Street 3
What area of the game / PPSSPP
When trying to run the game it hangs at the first autosave screen.
What should happen
It should go past this screen to the create a profile screen.
Logs
No response
Platform
Android
Mobile device model or graphics card (GPU)
NVIDIA SHIELD PRO 2019
PPSSPP version affected
V 1.18.1
Last working version
0.9
Graphics backend (3D API)
Vulkan
Checklist
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