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Disgaea 3: Absence of Justice [BLUS30181]
#1


Update 2017-01-30 Looks playable to me: https://www.youtube.com/watch?v=UNxGCYluxbA
LLE modules to be used: http://www.emunewz.net/forum/showthread....#pid234509


I just compiled the latest code on github, and Disgaea 3 now has a frame rate > 0 and some messages generated by the game itself.

A big image with the game window and frame rate.

Game messages:

[Image: HkFQiCJ.png]

Lastly: Full log of booting the game, eventually hanging on an opengl error, end exiting the emulator.
http://pastebin.com/DqfgNGs0
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#2
Also, I (ssshadow) got auto banned by that stupid Akismet system for making this topic. Could some mod get on top of that?

EDIT: In case anyone wants it, and trusts running executable by a banned spammer ( Rolleyes ) I have attached my build of rpcs3, just replace an old one, and keep the additional files.


Attached Files
.7z   rpcs3-x86.7z (Size: 943.25 KB / Downloads: 273)
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#3
Ban lifted,sorry about that.Send a pm to shadow and tell him to make you a auntenticated user
Am I the only one with this cool sig?
[Image: ji6WX.png]
[Image: 2404362.png]
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#4
Wow! With the latest revisions this game seems to run a lot better, working mutex probably a big part of that (Tongue), and although we still stop with a OpenGL error in the end the game does load a bunch of data and actually enters a thread called "NowLoadingThread" which I assume i responsible for the initial loading/logo screen stuff. In fact, looking at the RSX debugger we get the first hint on in game graphics from a commercial game. I think this one is almost at the intro stage now.

[W : RSXThread]: New FBO (1280x720)
[E : RSXThread]: GLTexture::Init() -> glTexImage2D: opengl error 0x0501
[E : RSXThread]: m_gl_textures[0].Init: opengl error 0x0501

[Image: TAl8uNb.png]



Full log on running the game: http://pastebin.com/MCD3Vtwi

Edit: The dir name in the log is of course wrong, I am using the latest build, but I have some paths hard coded and don't want to change it Tongue
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#5
Latest rev, and some progress. OpenGL error is gone, and I think we get further, although a new bug has been introduced I think. If the fetched instruction is "STOP" the thread should probably exit. Right now I think we just continue to fetch and execute the next instruction, which is more "STOP". See the log.

But this should not make much of a difference, I think. From the 3000 lines in the log, the following bits seem the most interesting. Everything seems mostly fine up until the unknown syscall. After this we also have a TODO: _sys_heap_memalign, followed by a lot of "Write n to null block", after which the game exists itself I think (See screenshot.). Lastly rpcs3 crashes.

Code:
[E : PPU[1] Thread (CPUThread)[0x00212a20]]: Unknown syscall: 193 - 000000c1
[E : PPU[1] Thread (CPUThread)[0x00258e88]]: TODO: _sys_heap_memalign
[E : PPU[1] Thread (CPUThread)[0x00214d60]]: Write32 to null block: [00000fdc]: 473b8000
[E : PPU[1] Thread (CPUThread)[0x00214e80]]: Write64 to null block: [00000660]: 5f6d787230303400
[E : PPU[1] Thread (CPUThread)[0x00214e8c]]: Write8 to null block: [00000667]: 0
[W : PPU[1] Thread (CPUThread)[0x00258f18]]: Process warning: sys_process_exit(1)
...
[! : RSXThread]: RSX thread exit...

Full log: http://pastebin.com/4etew1Xs

Screenshot with game debug console: http://i.imgur.com/4nYrJP3.png
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#6
Runs some more (even further!), but eventually hangs with a slow mutex timeout loop. The last few lines are me stopping, not the game.

http://pastebin.com/W5DY2BZD

Edit:

And if you re run the game again, you get different output, and 48 black frames per second Tongue http://pastebin.com/5uYyukRs
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#7
cool keep it up
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#8
Hello dear developers,

I must say that watching such progress is very exciting!
I believe in you guys, I trust that one day you will make
a fully functional ps3 emulator capable of running commercial
games, please never give up on that goal, thanks! Big GrinHeart
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#9
The game even initializes audio now (and produces a quiet audioport1.wav). However it quietly hangs at a black screen in the end. Stopping emulation might give a hint to why, as we can see what cancels at this time.

http://pastebin.com/8hdymqjr

Quote:[W : PPU[49] Thread (_cellsurMixerMain)[0x00217704]]: sys_event_queue_receive(equeue=51) aborted
[! : PPU[56] Thread (NisAt3Line1)[0x00235d14]]: PPU[56] Thread (NisAt3Line1) leave
[! : PPU[57] Thread (NisAt3Line2)[0x01d50024]]: PPU[57] Thread (NisAt3Line2) leave
[W : PPU[1] Thread (CPUThread)[0x00211d44]]: sys_mutex_lock(id=23) aborted
[! : PPU[49] Thread (_cellsurMixerMain)[0x00217708]]: PPU[49] Thread (_cellsurMixerMain) leave
[W : AudioPort1]: Port aborted
[! : PPU[1] Thread (CPUThread)[0x00211d48]]: PPU[1] Thread (CPUThread) leave
[! : PPU[55] Thread (NisAt3Line0)[0x0001d75c]]: PPU[55] Thread (NisAt3Line0) leave
[W : PPU[54] Thread (synth2_generate)[0x002128d8]]: sys_event_queue_receive(equeue=26) aborted
[W : PPU[46] Thread (_sys_mixerSurBusReq)[0x002144cc]]: sys_cond_wait(id=41) aborted
[! : PPU[54] Thread (synth2_generate)[0x002128dc]]: PPU[54] Thread (synth2_generate) leave
[! : PPU[46] Thread (_sys_mixerSurBusReq)[0x002144d0]]: PPU[46] Thread (_sys_mixerSurBusReq) leave
[W : PPU[38] Thread (_sys_MixerChStripMain)[0x0021ab30]]: sys_cond_wait(id=37) aborted
[! : PPU[38] Thread (_sys_MixerChStripMain)[0x0021ab34]]: PPU[38] Thread (_sys_MixerChStripMain) leave
[! : RSXThread]: RSX thread exit...
[!]: Closing memory...
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#10
Sweet. This is my #1 game i want on the emulator. Also would love the ff13 trilogy on PC too. Anyways, If i ever find any free time I'll probably help out on the development. This looks exciting.
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