LLE Modules: cellSpurs (Sre), CellFilber, CellSpurs_Jq
RPCS3 git gives strange FS warning with a bogus path (/app_home/e:/dev_hdd0/...) which I tried to work around by removing the prefix. However, game does not go much further anyway (Journey-modified-log).
(12-18-2015, 08:04 PM)kd-11 Wrote: Black screen with ~30 fps when LLE is used.
LLE Modules: cellSpurs (Sre), CellFilber, CellSpurs_Jq
RPCS3 git gives strange FS warning with a bogus path (/app_home/e:/dev_hdd0/...) which I tried to work around by removing the prefix. However, game does not go much further anyway (Journey-modified-log).
Someone should probably try with the DX12 renderer, which is a lot better. Also, are you sure that Journey runs at 480p on the PS3?
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(03-12-2016, 07:02 PM)Utherellus Wrote: Thanks!
Oh okey I just wanted to report the error log
Well you should use the appropriate settings mentioned in the submission guidelines along with the all the information described there, for it to be of any use for developers.
This likely uses the same engine as Flower which I tested today, and Like flower this now works a little better. With decrypted .sprx files and LLE libfs (among other things) it reaches the point where it loads in game graphics after logos.
Quote:·F {rsx::thread} class std::runtime_error thrown: Invalid RSX method 0xe160 (arg=0x0)
(in file C:\rpcs3\rpcs3\Emu\RSX\rsx_methods.cpp:34)
...
·F {SPU[0xad] Thread (CellSpursKernel1)} class std::runtime_error thrown: Halt
(in file C:\rpcs3\rpcs3\Emu\Cell\SPUThread.cpp:1413)
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