06-04-2014, 01:46 PM
(06-04-2014, 10:41 AM)derpf Wrote:(05-29-2014, 12:04 PM)ssshadow Wrote:(05-29-2014, 11:48 AM)derpf Wrote: A simple incrementing (I doubt it makes a difference) cellGcmGetVBlankCount doesn't get it any further.
Ah well. There are a few other errors along the log, like
[E : PPU[1] Thread (CPUThread)[0x0137c004]]: TODO: cellVideoOutGetScreenSize
[E : PPU[1] Thread (CPUThread)[0x01372010]]: TODO: cellGcmSetQueueHandler
[E : RSXThread]: TODO: cellGcmSetPointSize(0x3f800000)
[E : RSXThread]: TODO: cellGcmSetPolygonOffsetScaleFactor(0x0, 0x0)
Maybe it's one of those... or something else entirely. I would still guess this one can't be far from showing something since graphics are fairly basic (and relatively few gcm commands are used compared to other 3D games), and it doesn't use spurs either.
Out of those I would wager it's cellGcmSetQueueHandler which sets up a callback after flips are handled. Maybe it uses that for its mainloop for some reason?
cellVideoOutGetScreenSize is interesting too. Hrm.
I think I have seen cellGcmSetQueueHandler in some other games as well, so you could always get on top of that
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)