Raw Danger Debug Crash
#1
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So, disclaimer above all disclaimers: what I'm trying to do here isn't exactly legitimate. Not in an illegal sort of way, but a memory poking sort of way that causes a crash that wouldn't happen otherwise.

Basically, for the first demo build of Raw Danger I had found an integer which could be changed to 1, which would activate all sorts of unexplained debug markings, example shown here:

[Image: kscUWrF.jpg]

I've been trying to document and explain these markings but having too many of them visible seems to crash the game. My working hypothesis is that these markers aren't culled behind walls at all, so if you activate them while looking at the corner of the area you should be fine, but otherwise it will cause a crash because you're looking at too many of them. Just activating this feature seems to lower the in-game FPS to 15 while maintaining game speed, so I think it might be a viable hypothesis. I was looking for any advice to see if it would be possible to avoid such a crash on PCSX2 so that I can study these lines.

Contents of emulog.txt post-crash:

Code:
PCSX2 1.5.0-20161025171057 - compiled on Oct 25 2016
Savestate version: 0x9a0c0000

Host Machine Init:
    Operating System =  Microsoft Windows 7  Service Pack 1 (build 7601), 64-bit
    Physical RAM     =  16365 MB
    CPU name         =  Intel(R) Core(TM) i5-2500K CPU @ 3.30GHz
    Vendor/Model     =  GenuineIntel (stepping 07)
    CPU speed        =  3.299 ghz (4 logical threads)
    x86PType         =  Standard OEM
    x86Flags         =  bfebfbff 1f9ae3bf
    x86EFlags        =  28000000

x86 Features Detected:
    SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX

Reserving memory for recompilers...

Loading plugins...
    Binding   GS: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\GSdx32-AVX.dll
    Binding  PAD: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\LilyPad.dll
    Binding SPU2: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\Spu2-X.dll
    Binding CDVD: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\cdvdGigaherz.dll
    Binding  USB: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\USBnull.dll
    Binding   FW: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\FWnull.dll
    Binding DEV9: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\DEV9null.dll
Plugins loaded successfully.

(GameDB) 9708 games on record (loaded in 138ms)
HLE Notice: ELF does not have a path.


Initializing plugins...
    Init GS
    Init PAD
    Init SPU2
    Init CDVD
    Init USB
    Init FW
    Init DEV9
Plugins initialized successfully.

Patches: No CRC found, using 00000000 instead.
Opening plugins...
    Opening GS
    Opening PAD
    Opening SPU2
    Opening CDVD
isoFile open ok: C:\Users\Bazooka\Desktop\Raw Danger\rd typeA.iso
    Image type  = CD
 * CDVD Disk Open: CD, 1 tracks (1 to 1):
 * * Track 1: Data (Mode 1) (252671 sectors)
    Opening USB
    Opening FW
    Opening DEV9
Current Renderer: OpenGL (Hardware mode)
3.x GL context successfully created
OpenGL information. GPU: GeForce GTX 1070/PCIe/SSE2. Vendor: NVIDIA Corporation. Driver: NVIDIA 368.81
INFO: GL_EXT_texture_filter_anisotropic is available
INFO: GL_ARB_gpu_shader5 is available
INFO: GL_ARB_draw_buffers_blend is available
INFO: GL_ARB_viewport_array is available
INFO: GL_ARB_shader_image_load_store is available
INFO: GL_ARB_clear_texture is available
INFO: GL_ARB_texture_barrier is available
INFO: GL_ARB_get_texture_sub_image is available

Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:0
McdSlot 0 [File]: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\memcards\Mcd001.ps2
McdSlot 1 [File]: C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\memcards\Mcd002.ps2
Plugins opened successfully.
EE/iR5900-32 Recompiler Reset
    Bios Found: USA     v01.60(07/02/2002)  Console
    BIOS rom1 module not found, skipping...
    BIOS rom2 module not found, skipping...
    BIOS erom module not found, skipping...
# Initialize memory (rev:3.63, ctm:196Mhz, cpuclk:147Mhz detected)

PlayStation 2 ======== Hard reset boot
 ROMGEN=2002-0207, IOP info (CPUID=1f, CACH_CONFIG=0, 2MB, IOP mode)
 <20020207-164243,ROMconf,PS20160AC20020207.bin:11552>
# Total accessable memory size: 32 MB (B:2:8:0) (363:2:7c30)
# TLB spad=0 kernel=1:12 default=13:30 extended=31:38
# Initialize Start.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize User Memory ...
# Initialize Scratch Pad ...
# Initialize Done.

EE DECI2 Manager version 0.06 Feb  7 2002 16:41:20
  CPUID=2e20, BoardID=0, ROMGEN=2002-0207, 32M

Patches: No CRC found, using 00000000 instead.
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLPM_602.54;1
(SYSTEM.CNF) Software version = 1.02
(SYSTEM.CNF) Disc region type = NTSC
found 0 symbols
ELF (cdrom0:\SLPM_602.54;1) Game CRC = 0xD2EABC27, EntryPoint = 0x00100008
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLPM_602.54;1
(SYSTEM.CNF) Software version = 1.02
(SYSTEM.CNF) Disc region type = NTSC

IOP Realtime Kernel Ver.0.9.1
    Copyright 1999 (C) Sony Computer Entertainment Inc.
Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
loadelf: fname cdrom0:¥SLPM_602.54;1 secname all
loadelf version 3.30
Input ELF format filename = cdrom0:¥SLPM_602.54;1
0 00100000 0029cc80 ..........................................
Loaded, cdrom0:¥SLPM_602.54;1
start address 0x100008
gp address 00000000
# Restart Without Memory Clear.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize Scratch Pad ...
# Restart Without Memory Clear Done.
Elf entry point @ 0x00100008 about to get recompiled. Load patches first.
Get Reboot Request From EE
GSdx Lookup CRC:D2EABC27
ROM directory not found

PlayStation 2 ======== Update rebooting..

PlayStation 2 ======== Update reboot complete
cdvdman Init

IOP Realtime Kernel Ver. 2.2
    Copyright 1999-2002 (C) Sony Computer Entertainment Inc.
Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
SDR driver version 4.0.1 (C) SCEI
 Exit rsd_main
IREM Sound Driver Ver 3.00 07/19/2004
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59.94 fps
Stream Buffer 1Bank 32768byte 5banks 163840byte used
Suspending single plugin: GS
    Saving GS
    Closing GS
Delete 0 Shaders, 105 Programs, 28 Pipelines
Recovering single plugin: GS
    Opening GS
Current Renderer: OpenGL (Hardware mode)
3.x GL context successfully created
OpenGL information. GPU: GeForce GTX 1070/PCIe/SSE2. Vendor: NVIDIA Corporation. Driver: NVIDIA 368.81
INFO: GL_EXT_texture_filter_anisotropic is available
INFO: GL_ARB_gpu_shader5 is available
INFO: GL_ARB_draw_buffers_blend is available
INFO: GL_ARB_viewport_array is available
INFO: GL_ARB_shader_image_load_store is available
INFO: GL_ARB_clear_texture is available
INFO: GL_ARB_texture_barrier is available
INFO: GL_ARB_get_texture_sub_image is available

Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:D2EABC27
    Loading GS
[wx] Failed to load shared library 'C:\Users\Bazooka\Downloads\pcsx2-v1.5.0-dev-1498-g42b5161-windows-x86\plugins\DEV9ghzdrk.dll' (error 126: the specified module could not be found.)
microVU1: Cached Prog = [231] [PC=02f0] [List=06] (Cache=2.356%) [1.4mb]
microVU1: Cached Prog = [232] [PC=0308] [List=01] (Cache=2.356%) [1.4mb]
CdRead: Reading Sector 0004216 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004217 (064 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004281 (060 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004341 (008 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004349 (008 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004357 (008 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004365 (008 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004373 (003 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004376 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004377 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004378 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004379 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004380 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0004381 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0068446 (001 Blocks of Size 2340) at Speed=24x
CdRead: Reading Sector 0068447 (064 Blocks of Size 2340) at Speed=24x
Pagesplit @ 00104FF8 : size=2 insts
CdRead: Reading Sector 0068511 (042 Blocks of Size 2340) at Speed=24x
microVU1: Cached Prog = [233] [PC=0550] [List=02] (Cache=2.370%) [1.4mb]
(EE pc:0015E894) TLB Miss, addr=0xe8 [load]
(EE pc:0015E868) TLB Miss, addr=0xe8 [load]
(EE pc:0015E874) TLB Miss, addr=0xea [load]
(EE pc:0015E874) TLB Miss, addr=0xd8 [load]
(EE pc:0015E874) TLB Miss, addr=0xe8 [store]
(EE pc:0015E874) TLB Miss, addr=0xea [store]
(EE pc:0015E940) TLB Miss, addr=0x0 [load]
(EE pc:0015E940) TLB Miss, addr=0x10 [load]
(EE pc:0015E940) TLB Miss, addr=0x20 [load]
(EE pc:0015E940) TLB Miss, addr=0x30 [load]
(EE pc:0015E940) TLB Miss, addr=0x40 [store]
(EE pc:0015E940) TLB Miss, addr=0x50 [store]
(EE pc:0015E940) TLB Miss, addr=0x60 [store]
(EE pc:0015E940) TLB Miss, addr=0x70 [store]
(EE pc:0015E960) TLB Miss, addr=0xdc [load]
(EE pc:0015E8B4) TLB Miss, addr=0x48 [load]
(EE pc:0015E8B4) TLB Miss, addr=0x58 [load]
(EE pc:0015E8B4) TLB Miss, addr=0x68 [load]
(EE pc:0015E8B4) TLB Miss, addr=0x78 [load]
(EE pc:0015E96C) TLB Miss, addr=0xe8 [load]
(EE pc:0015E868) TLB Miss, addr=0xe8 [load]
(EE pc:0015E874) TLB Miss, addr=0xea [load]
(EE pc:0015E874) TLB Miss, addr=0xd8 [load]
(EE pc:0015E874) TLB Miss, addr=0xe8 [store]
(EE pc:0015E874) TLB Miss, addr=0xea [store]
(EE pc:0015E940) TLB Miss, addr=0x0 [load]
(EE pc:0015E940) TLB Miss, addr=0x10 [load]
(EE pc:0015E940) TLB Miss, addr=0x20 [load]
(EE pc:0015E940) TLB Miss, addr=0x30 [load]
(EE pc:0015E940) TLB Miss, addr=0x40 [store]
(EE pc:0015E940) TLB Miss, addr=0x50 [store]
(EE pc:0015E940) TLB Miss, addr=0x60 [store]
(EE pc:0015E940) TLB Miss, addr=0x70 [store]
(EE pc:0015E960) TLB Miss, addr=0xdc [load]
(EE pc:0015E980) TLB Miss, addr=0x48 [load]
(EE pc:0015E980) TLB Miss, addr=0x58 [load]
(EE pc:0015E980) TLB Miss, addr=0x68 [load]
(EE pc:0015E980) TLB Miss, addr=0x78 [load]
(EE pc:0015E894) TLB Miss, addr=0x7c50 [load]
(EE pc:0015E868) TLB Miss, addr=0x7c50 [load]
(EE pc:0015E874) TLB Miss, addr=0x7c52 [load]
(EE pc:0015E874) TLB Miss, addr=0x7c40 [load]
(EE pc:0015E874) TLB Miss, addr=0x7c50 [store]
(EE pc:0015E874) TLB Miss, addr=0x7c52 [store]
(EE pc:0015E940) TLB Miss, addr=0x7b70 [load]
(EE pc:0015E940) TLB Miss, addr=0x7b80 [load]
(EE pc:0015E940) TLB Miss, addr=0x7b90 [load]
(EE pc:0015E940) TLB Miss, addr=0x7ba0 [load]
(EE pc:0015E940) TLB Miss, addr=0x7bb0 [store]
(EE pc:0015E940) TLB Miss, addr=0x7bc0 [store]
Pagesplit @ 00110FF0 : size=4 insts
microVU1: Cached Prog = [234] [PC=0930] [List=01] (Cache=2.395%) [1.5mb]
microVU1: Cached Prog = [235] [PC=06a8] [List=02] (Cache=2.421%) [1.5mb]
microVU1: Cached Prog = [236] [PC=06d0] [List=01] (Cache=2.421%) [1.5mb]
microVU1: Cached Prog = [237] [PC=0a20] [List=01] (Cache=2.421%) [1.5mb]
microVU1: Cached Prog = [238] [PC=0a40] [List=01] (Cache=2.421%) [1.5mb]
microVU1: Cached Prog = [239] [PC=0a50] [List=03] (Cache=2.421%) [1.5mb]
Protected page @ 0x00127
sceGsSyncPath: VIF1 does not terminate
Manual block @ 80014004 : size =  4  page/offs = 0x00014/0x004  inpgsz = 16  clearcnt = 0
Manual block @ 80014014 : size =  4  page/offs = 0x00014/0x014  inpgsz = 16  clearcnt = 0
Pagesplit @ 8000FFE8 : size=6 insts
Protected page @ 0x00012
Manual block @ 80014024 : size =  2  page/offs = 0x00014/0x024  inpgsz = 8  clearcnt = 0
Manual block @ 8001402C : size =  3  page/offs = 0x00014/0x02C  inpgsz = 12  clearcnt = 0
    <D1_CHCR=7f7f0045:D1_TADR=00777b30:D1_MADR=007fcb10:D1_QWC=00000000>
    <D2_CHCR=00000001:D2_TADR=003cd5c0:D2_MADR=003f3630:D2_QWC=00000000>
    <VIF1_STAT=00000041:GIF_STAT=00000a00>
sceGsSyncPath: VIF1 does not terminate
    <D1_CHCR=7f7f0045:D1_TADR=00777b30:D1_MADR=007fcb10:D1_QWC=00000000>
    <D2_CHCR=00000001:D2_TADR=003cd5c0:D2_MADR=003f3630:D2_QWC=00000000>
    <VIF1_STAT=00000041:GIF_STAT=00000a00>
sceGsSyncPath: DMA Ch.2 does not terminate
    <D1_CHCR=7f7f0045:D1_TADR=00777b30:D1_MADR=007fcb10:D1_QWC=00000000>
    <D2_CHCR=70000105:D2_TADR=003cd5c0:D2_MADR=003cd5d0:D2_QWC=00000086>
    <VIF1_STAT=00000041:GIF_STAT=10000a00>
sceGsPutDrawEnv: DMA Ch.2 does not terminate
sceGsSyncPath: DMA Ch.2 does not terminate
    <D1_CHCR=7f7f0045:D1_TADR=00777b30:D1_MADR=007fcb10:D1_QWC=00000000>
    <D2_CHCR=70000105:D2_TADR=003cd5c0:D2_MADR=003cd5d0:D2_QWC=00000086>
    <VIF1_STAT=00000041:GIF_STAT=10000a00>
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#2
I'm curious why you wish to study them? They just look like NPC pathing lines
[Image: ref-sig-anim.gif]

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#3
Well, I had brought this up to TCRF and they had immediately thought the same thing, that yes, these are pathing lines.

Both the blue and pink lines seem to be for pathing (although it appears that pink lines may other mark other things in addition), yes. However, I am not sure of the difference between the two and for some cutscenes NPCs do not follow these markers, while in some they do. There are also green lines, which appear to show where the camera is supposed to be in situations where it is at a fixed angle.

However, there are also other line types, like white and yellow lines, and I am not sure what the purpose of these are, and there is also the G marker -- that seems to sit on NPCs which are set to follow you, possibly.

There are also many seemingly random nodes not attached to a line floating about too, although it they may just truly be random.

My results are inconclusive, which is why I'd like to take a deeper look at it because I'm sure it's something that someone would find fascinating, although it is difficult to do currently.

EDIT: In addition, through testing this crash I've found that if you stand in one spot, then start panning the camera towards the rest of the level that you can pan significantly further before crashing if you remove most of the level geometry. I can provide .gifs if needed.
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