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Savage Moon [NPUA80228]
#1
Game opening window with hundred fps, and debug. All is good, but it hang at error that you can see at the screenshot.

http://pastebin.com/8g8dx5qZ <-- log


Attached Files Thumbnail(s)
   
PC1: Pentium G2020, ASUS Radeon R9 290X, 6GB DDR3, Win 10
PC2: i7-6700HQ, GTX 960M+HD 530, 8GB DDR4, Win 10
yyy.... Pancakes?

PS: My nickname on Discord is eEXEO
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#2
Using latest master (5911b3c)

PPU interpreter2
SPU interpreter_fast
DX12
1280x720
OpenAL

LLE:
cell_Sre

   

Code:
·W {PPU Thread[0x1] (main_thread)[0x007b25bc]} sys_fs: *** path = '/usr/share/fonts/default/TrueType//dev_hdd0/game/NPUA80228/USRDIR/Data/Main.pssg'
·E {PPU Thread[0x1] (main_thread)[0x007b25bc]} sys_fs: sys_fs_open('/usr/share/fonts/default/TrueType//dev_hdd0/game/NPUA80228/USRDIR/Data/Main.pssg') failed: device not mounted
·W {PPU Thread[0x1] (main_thread)[0x007b25bc]} sys_fs: *** path = '/host_root/usr/share/fonts/default/TrueType//dev_hdd0/game/NPUA80228/USRDIR/Data/Main.pssg'
·E {PPU Thread[0x1] (main_thread)[0x007b25bc]} sys_fs: sys_fs_open('/host_root/usr/share/fonts/default/TrueType//dev_hdd0/game/NPUA80228/USRDIR/Data/Main.pssg'): failed to open file (flags=0, mode=0)

·W {PPU Thread[0x1] (main_thread)[0x007b25bc]} sys_fs: *** path = '/dev_hdd0/game/NPUA80228/USRDIR/Data/Main.pssg'
·W {PPU Thread[0x1] (main_thread)[0x007b25bc]} sys_fs: *** path = '/app_home/e:/dev_hdd0/game/NPUA80228/USRDIR/Data/Main.pssg'

Code:
{PPU Thread[0x1] (main_thread)[0x007b25bc]} Exception: Unknown Win32 error: 0x7b (C:/Users/Annie/Desktop/rpcs3-5911b3c1/dev_hdd0/game/NPUA80228/USRDIR/e:/dev_hdd0/game/NPUA80228/USRDIR/Source/Shaders/shadowCastVert.vp).
(in file C:\rpcs3\Utilities\File.cpp:252, in function fs::is_dir)

.zip   RPCS3.zip (Size: 22 KB / Downloads: 178)
Desktop: Ryzen 7 5800X, Radeon RX 6800 XT, 2x8G 3600MHz, Manjaro Linux
Laptop: Intel i7 6700HQ, Intel HD 530, 2x8G 2133MHz, Manjaro Linux
Old Desktop: FX-8350, R9 280X, 2x4G 1600MHz, Manjaro Linux
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#3
Show First Screen

RPCS3 v0.0.1-4-2d9e02b

Settings:
opengl 1280x720
PPU Decoder: Interpreter (precise)
SPU Decoder: Recompiler (ASMJIT)
XAudio

LLE:
- libfs.prx
- libresc.prx
- libspurs_jq.prx
- libsre.prx
- librtc.prx
- libfont.prx
- libfontFT.prx
- libfreetype.prx
- libfreetypeTT.prx


Attached Files Thumbnail(s)
   
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#4
Always attach the log file, sometimes different settings for testing can be recommended and we will also know why it doesn't do more than showing the first screen.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#5
(01-10-2017, 06:49 PM)ssshadow Wrote: Always attach the log file, sometimes different settings for testing can be recommended and we will also know why it doesn't do more than showing the first screen.
You Right I forget
Now Attach New Log That Show 3 First Screen


Attached Files
.7z   RPCS3.7z (Size: 101.26 KB / Downloads: 144)
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#6
Basically cellMusic is not implemented at all and every function just throws an exception... Try this hacked build, any better? https://mega.nz/#!ZgUmWZ6S!FAckflRIGUUYn...KEnDTvydpw
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#7
Very Good
Game Now Run Smile

When Select OpenGL Sometime Game Have Sound And Most Time whitout Sound And
After Into Game freeze ( Image 6.jpg)
FPS Is Low 5-15


When Select Voulkan Game Is Good Speed 15-30 But In Loading Wait For Long Long Time and no Into Game (Level 1)
( Voulkan Wait.jpg)


Attached Files Thumbnail(s)
                           

.7z   Saveage Vulkan Wait RPCS3.7z (Size: 111.05 KB / Downloads: 157)
.7z   Saveage OpenGL RPCS3.7z (Size: 128.93 KB / Downloads: 151)
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#8
So for the record I just very roughly stubbed cellMusic, let every "set" function return cell_music_ok and some "get" functions return some BS data, like "music is currently not playing", per the docs.

So... why throw an exception instead?
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#9
(01-11-2017, 01:04 AM)ssshadow Wrote: So for the record I just very roughly stubbed cellMusic, let every "set" function return cell_music_ok and some "get" functions return some BS data, like "music is currently not playing", per the docs.

So... why throw an exception instead?

Good point. I also think a LOG_ERROR would suffice for these kinds of unimplemented functions especially if they dont affect the games too greatly. If the hacks aren't too nasty I think you can submit a pull request into master.
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#10
Tested on modded build v0.0.1-8-60bd2fb. Still requires minor hack for cellMusic.cpp to get game running. Managed to get a bit further, before it hangs.

LLE used
Code:
- libadec.prx
- libat3dec.prx
- libatrac3plus.prx
- libatxdec.prx
- libl10n.prx
- libpamf.prx
- libresc.prx
- librtc.prx
- libspurs_jq.prx
- libsre.prx
- libfs.prx
- libfont.prx
- libfontFT.prx
- libfreetype.prx
- libfreetypeTT.prx


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