07-11-2020, 09:12 PM
Hey y'all,
Melty Blood: Act Cadenza seems to have a very strict dependence on some sync function in the game. Letting the game load the opening movie of the game leads to this printed in the console:
pcsx2 then just freezes forever. prafull pointed out a while back that EE timing hack fixes this, and it does. But why and how? I am trying to fix this via a memory patch to disable some sync check function or something that is causing this. This is a similar problem in PS3's ps2_netemu where an EE timing hack is not possible. I was trying to sit in the debugger and figure out why this happens but I just don't understand the mips assembly enough to comprehend what is going on.
Any help/guidance to find the cause of this?
Melty Blood: Act Cadenza seems to have a very strict dependence on some sync function in the game. Letting the game load the opening movie of the game leads to this printed in the console:
Code:
sceGsSyncPath: DMA Ch.1 does not terminate
<D1_CHCR=10000145:D1_TADR=0068ffc0:D1_MADR=00000000:D1_QWC=0000000c>
<D2_CHCR=00000005:D2_TADR=0079d400:D2_MADR=017ff200:D2_QWC=00000000>
<VIF1_STAT=0c0000cb:GIF_STAT=00000b00>
sceGsSyncPath: DMA Ch.1 does not terminate
<D1_CHCR=10000145:D1_TADR=0068ffc0:D1_MADR=00000000:D1_QWC=0000000c>
<D2_CHCR=00000101:D2_TADR=0079d400:D2_MADR=0078feb0:D2_QWC=0000000f>
<VIF1_STAT=0c0000cb:GIF_STAT=10000b00>
libdma: sync timeout
pcsx2 then just freezes forever. prafull pointed out a while back that EE timing hack fixes this, and it does. But why and how? I am trying to fix this via a memory patch to disable some sync check function or something that is causing this. This is a similar problem in PS3's ps2_netemu where an EE timing hack is not possible. I was trying to sit in the debugger and figure out why this happens but I just don't understand the mips assembly enough to comprehend what is going on.
Any help/guidance to find the cause of this?