C2-12828-1 with latest nightly build

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ItayT
Posts: 6
Joined: Mon Oct 08, 2018 10:24 am

C2-12828-1 with latest nightly build

Post by ItayT » Mon Oct 08, 2018 11:25 am

Hello!
The latest nightly build of the Vita port crashes on startup with error code C2-12828-1. The stable version works fine but has no touch support.
I'm using a Slim Vita, SD2VITA as main storage.

digitall
ScummVM Developer
Posts: 963
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Mon Oct 08, 2018 10:32 pm

That error seems to be general application failure, though can occur for other reasons i.e. corrupt filesystem.

Do you mean that this happened very recently as I did commit a minor fix to the PSP2 code yesterday i.e. 2018-10-07...

Anyway, I assume you are referring to https://buildbot.scummvm.org/snapshots/ ... 7d9dc8.zip (2018-10-08 05:36)

You can test with older snapshots from the last week from here:
https://buildbot.scummvm.org/snapshots/master/

When you say stable works, do you mean the autobuild here:
https://buildbot.scummvm.org/snapshots/ ... 488e1d.zip (2018-01-18 05:28)

or the last release version:
https://www.scummvm.org/frs/scummvm/2.0 ... 0-vita.vpk

In any case, let me know and will try to fix.

ItayT
Posts: 6
Joined: Mon Oct 08, 2018 10:24 am

Post by ItayT » Tue Oct 09, 2018 5:22 am

Hi there, thanks for replying.
I have just tried all the snapshots (Since the 24th of September) and all of them throw that error.
When I say stable works I mean the autobuild, yes (although the 2.0.0 you sent also works)
On another note, this also works (https://github.com/rsn8887/scummvm/releases) but crashes or freezes the system when playing Curse of Monkey Island (for example) unlike the autobuild stable version which doesn't.
Also, seems like this issue was present just a few months ago (viewtopic.php?t=14691), perhaps the exact same thing that happened then also happened now?

digitall
ScummVM Developer
Posts: 963
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Tue Oct 09, 2018 6:07 am

Maybe, though would be surprised as I don't think any new engines or large amounts of code have been added since August 20th when I did that :/

I can disable all unstable engines for the PSP2 autobuild I suppose and see if that prevents that error.

Overall, rsn8887 who is the PSP Vita porter would be better placed to debug this and help probably i.e. by providing a up to date build from git master with his toolchain and seeing if the crash occurs as well.

digitall
ScummVM Developer
Posts: 963
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Tue Oct 09, 2018 6:19 am

Have updated buildbot. If you could test with the next nightly master build i.e. 2018-10-10 or greater which should visibly have a much smaller EBOOT.BIN file, much less than the 15MB causing issues before.

If this continues to be an issue, we can look at making split builds i.e. all stable engines and all unstable engines as two different static builds.

ItayT
Posts: 6
Joined: Mon Oct 08, 2018 10:24 am

Post by ItayT » Tue Oct 09, 2018 6:29 am

digitall wrote:Have updated buildbot. If you could test with the next nightly master build i.e. 2018-10-10 or greater which should visibly have a much smaller EBOOT.BIN file, much less than the 15MB causing issues before.

If this continues to be an issue, we can look at making split builds i.e. all stable engines and all unstable engines as two different static builds.
I'll try this when the next nightly build becomes available. Thanks!

digitall
ScummVM Developer
Posts: 963
Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Tue Oct 09, 2018 7:27 am

Not a stupid question... The VPK files are just renamed zip files, if you unzip them, they have the various required files, but the main executable is still eboot.bin.

ItayT
Posts: 6
Joined: Mon Oct 08, 2018 10:24 am

Post by ItayT » Tue Oct 09, 2018 7:42 am

digitall wrote:Not a stupid question... The VPK files are just renamed zip files, if you unzip them, they have the various required files, but the main executable is still eboot.bin.
Thanks for explaining!
That's why I removed this part from my post :3 I figured that the eboot.bin file is probably somewhere inside the vpk so i opened it with winrar and it was indeed there.

rsn8887
Posts: 19
Joined: Sat Jan 23, 2016 1:56 am

Post by rsn8887 » Wed Oct 10, 2018 3:03 am

I made a few tests on Vita, using latest ScummVM github code. It is perfectly fine for now to just disable lastexpress and keep all other unstable engines. Lastexpress is one of the largest unstable engines. Disabling it prevents the crash on startup that was reported here. Note another large unstable engine is bladerunner. But bladerunner has seen a lot of progress recently, so it is probably a good idea to keep it for now.

I ran my tests on a local build based on latest GitHub code from today 10/09/2018, using the engine-related configure arguments "--enable-all-engines --disable-engine=testbed --disable-engine=lastexpress". It works just fine on the Vita. Without the "--disable-engine=lastexpress" option, it does indeed crash on startup, as reported.

I made a PR to implement this, to keep all engines and only disable lastexpress for now:
https://github.com/scummvm/scummvm-sites/pull/15

digitall
ScummVM Developer
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Joined: Thu Aug 02, 2012 1:40 pm

Post by digitall » Wed Oct 10, 2018 4:49 am

Mea Culpa! Turns out that the --disable-unstable-engines option does not exist. I think it used to, but the configure script has had some cleanup!

Anyway, @rsn8887 have merged your change to buildbot configuration and applied it.

ItayT: You will need to wait until the next nightly build i.e. 11th Oct before you can test the autobuild, but it should hopefully be fine. If not, we can update the buildbot toolchain to match rsn8887's version probably.

ItayT
Posts: 6
Joined: Mon Oct 08, 2018 10:24 am

Post by ItayT » Wed Oct 10, 2018 5:40 am

Thanks rsn8887 and digitall :)
Appreciate your work!
No problem, I'll wait and keep you posted tomorrow.

rsn8887
Posts: 19
Joined: Sat Jan 23, 2016 1:56 am

Post by rsn8887 » Wed Oct 10, 2018 1:49 pm

It should work, because I am already using the exact same toolchain as the buildbot (I updated the buildbot toolchain at some point not too long ago). But we'll see.

ItayT
Posts: 6
Joined: Mon Oct 08, 2018 10:24 am

Post by ItayT » Thu Oct 11, 2018 4:23 am

Yup, works like a charm.
Thanks!

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