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(07-18-2016, 10:43 AM)lolo633 Wrote: (07-17-2016, 11:41 PM)Annie Wrote: (07-17-2016, 10:42 PM)lolo633 Wrote: Well, When I try to open Naruto Ultimate Ninja Storm only appears a blank screen nothing more........................ Help please.
Please read the whole first post
I already read
Quote:When posting your results, please indicate which build are you using (which you can find in the first line of your RPCS3.log), a brief description of your settings (PPU/SPU/Render/LLE Modules) and possibly screenshots or a video if relevant to the post, and see the guidelines on how to report issues.
You didn't even upload the log, we can't find out what's the issue you're having if you don't
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Saint Seiya brave soldiers come now to the start screen after the opening of the game and if you wait for a long time still manages to get in the game menus
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09-12-2016, 12:26 AM
(This post was last modified: 09-12-2016, 04:11 AM by fdemian.)
Hi, I'm trying to run Metal Gear Solid 4.
I'm booting the game from the SELF file. I'm using the interpreter, because using the recompiler results in RPCS3 crashing.
The game seems to "start" (it shows me a black screen and is apparently running the main thread). However I'm getting the following error message:
Code: {PPU[0x70000001] Thread (MGS4 MAIN) [0x0030e4dc]} 'cellFsStat' failed with 0x8001003a : CELL_ENOTMOUNTED
And
Code: {PPU[0x70000001] Thread (MGS4 MAIN) [0x0030e4dc]} sys_fs: sys_fs_stat(“/dev_bdvd/PS3_GAME/USRDIR/mgs/”) failed: not mounted
Here are my settings:
Code: Audio:
Convert to 16 bit: false
Dump to file: false
Renderer: XAudio2
Core:
Hook static functions: false
Load liblv2.sprx only: false
Load libraries:
- libspurs_jq.prx
- libsre.prx
PPU Decoder: Interpreter (fast)
SPU Decoder: Interpreter (fast)
And here's the full interpreter log:
https://gist.github.com/fdemian/1b5a27cd...df8159affc
I get the feeling that I'm missing something very basic . I'd appreciate any hints.
EDIT: also it seems there is an unimplemented texture. Since I'm not sure the game is actually doing something useful at this point, I'm not sure wether to report it or not.
Code: {rsx::thread} class std::runtime_error thrown: Unknown surface color format 0x0
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A complex game like MGS4 is not going to run in any meaningful way (or at all) right now or in the next few years.
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Of course, I wasn't expecting it to run tomorrow. But considering that commercial games are starting to run, I don't think trying to debug the issues the game presents is a bad idea.
In any case, I posted here because of the mount warning specifically. I suspect that until the texture issue isn't fixed I won't be seeing a start screen anytime soon .
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09-12-2016, 05:31 PM
(This post was last modified: 09-12-2016, 05:32 PM by ssshadow.)
(09-12-2016, 05:10 PM)fdemian Wrote: Of course, I wasn't expecting it to run tomorrow. But considering that commercial games are starting to run, I don't think trying to debug the issues the game presents is a bad idea.
In any case, I posted here because of the mount warning specifically. I suspect that until the texture issue isn't fixed I won't be seeing a start screen anytime soon .
I have seen that in a few games, don't know what that is about but you can fix it like this:
- Create the folder dev_bdvd next to dev_hdd0 etc.
- In config.yml scroll down to the VFS section and change /dev_bdvd/: !<!> "" into /dev_bdvd/: $(EmulatorDir)dev_bdvd/
- Place the PS3_GAME folder in dev_bdvd.
Boot from the game in the dev_bdvd folder. It should find the files now.
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(09-12-2016, 05:31 PM)ssshadow Wrote: (09-12-2016, 05:10 PM)fdemian Wrote: Of course, I wasn't expecting it to run tomorrow. But considering that commercial games are starting to run, I don't think trying to debug the issues the game presents is a bad idea.
In any case, I posted here because of the mount warning specifically. I suspect that until the texture issue isn't fixed I won't be seeing a start screen anytime soon .
I have seen that in a few games, don't know what that is about but you can fix it like this:
- Create the folder dev_bdvd next to dev_hdd0 etc.
- In config.yml scroll down to the VFS section and change /dev_bdvd/: !<!> "" into /dev_bdvd/: $(EmulatorDir)dev_bdvd/
- Place the PS3_GAME folder in dev_bdvd.
Boot from the game in the dev_bdvd folder. It should find the files now.
Thanks a lot, that seemed to do the trick! One less warnig, I guess .
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soo. how do i play a game exactly?
and also, can i play jojo?
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(09-18-2016, 02:02 AM)withecrash Wrote: soo. how do i play a game exactly?
and also, can i play jojo?
You didn't even read the first post in this thread...
No you can't.
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Trying to boot Disgaea 4 but can't .help
windows 10
I7 4770
gpu:4600
errors I get
E {PPU[0x70000000] Thread (main_thread) [0x0042a3e0]} cellSaveData: cellSaveDataEnableOverlay(enable=1)
U {PPU[0x70000019] Thread (NowLoadingThread) [0x00429f20]} cellResc TODO: cellRescSetConvertAndFlip(cntxt=*0x2afc000, idx=0x0)
U {PPU[0x70000019] Thread (NowLoadingThread) [0x00429ec0]} cellResc TODO: cellRescSetWaitFlip()
U {PPU[0x70000000] Thread (main_thread) [0x0042afa0]} cellPamf TODO: cellPamfReaderInitialize(): verification
U {PPU[0x70000000] Thread (main_thread) [0x00429f20]} cellResc TODO: cellRescSetConvertAndFlip(cntxt=*0x2afc000, idx=0x0)
U {PPU[0x70000000] Thread (main_thread) [0x00429ec0]} cellResc TODO: cellRescSetWaitFlip()
U {PPU[0x70000000] Thread (main_thread) [0x0042b760]} sceNp TODO: sceNpManagerGetNpId
U {PPU[0x70000000] Thread (main_thread) [0x0042b300]} sceNp TODO: sceNpBasicRegisterContextSensitiveHandler
U {PPU[0x70000010] Thread (Trophy thread) [0x0042b860]} sceNpTrophy TODO: sceNpTrophyGetRequiredDiskSpace(context=0x65, handle=0x66, reqspace=*0x1d04768, options=0x0)
E {PPU[0x70000010] Thread (Trophy thread) [0x0042b820]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x65, handle=0x66, statusCb=*0x4b0e60, arg=*0x0, options=0x0)
U {PPU[0x70000000] Thread (main_thread) [0x0042bfa0]} sysPrxForUser TODO: _sys_process_atexitspawn()
U {PPU[0x70000000] Thread (main_thread) [0x0042c0e0]} sysPrxForUser TODO: _sys_process_at_Exitspawn
U {PPU[0x70000000] Thread (main_thread) [0x0042b660]} sceNp TODO: sceNpManagerRegisterCallback
U {PPU[0x70000000] Thread (main_thread) [0x00429f40]} cellResc TODO: cellRescInit(initConfig=*0xd002f544)
U {PPU[0x70000000] Thread (main_thread) [0x00429fc0]} cellResc TODO: cellRescVideoOutResolutionId2RescBufferMode(resolutionId=2, bufferMode=*0xd002f530)
U {PPU[0x70000000] Thread (main_thread) [0x00429ee0]} cellResc TODO: cellRescSetDsts(dstsMode=0, dsts=*0xd002f538)
U {PPU[0x70000000] Thread (main_thread) [0x00429f00]} cellResc TODO: cellRescSetDisplayMode(displayMode=4)
U {PPU[0x70000000] Thread (main_thread) [0x00429f60]} cellResc TODO: cellRescGetBufferSize(colorBuffers=*0x29f3800, vertexArray=*0x29f3804, fragmentShader=*0x29f3808)
U {PPU[0x70000000] Thread (main_thread) [0x00429fa0]} cellResc TODO: cellRescSetBufferAddress(colorBuffers=*0xcc900000, vertexArray=*0xc0ac0000, fragmentShader=*0xc0ac1000)
U {PPU[0x70000000] Thread (main_thread) [0x00429ea0]} cellResc TODO: cellRescGcmSurface2RescSrc(gcmSurface=*0x2ac0580, rescSrc=*0x29f3820)
U {PPU[0x70000000] Thread (main_thread) [0x00429f80]} cellResc TODO: cellRescSetSrc(idx=0x0, src=*0x29f3820)
U {PPU[0x70000000] Thread (main_thread) [0x00429ea0]} cellResc TODO: cellRescGcmSurface2RescSrc(gcmSurface=*0xd002f630, rescSrc=*0x29f3830)
U {PPU[0x70000000] Thread (main_thread) [0x00429f80]} cellResc TODO: cellRescSetSrc(idx=0x1, src=*0x29f3830)
E {PPU[0x70000000] Thread (main_thread) [0x0042a3e0]} cellSaveData: cellSaveDataEnableOverlay(enable=1)
U {PPU[0x70000000] Thread (main_thread) [0x0042b760]} sceNp TODO: sceNpManagerGetNpId
U {PPU[0x70000000] Thread (main_thread) [0x0042b300]} sceNp TODO: sceNpBasicRegisterContextSensitiveHandler
U {PPU[0x70000010] Thread (Trophy thread) [0x0042b860]} sceNpTrophy TODO: sceNpTrophyGetRequiredDiskSpace(context=0x65, handle=0x66, reqspace=*0x1d04768, options=0x0)
E {PPU[0x70000010] Thread (Trophy thread) [0x0042b820]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x65, handle=0x66, statusCb=*0x4b0e60, arg=*0x0, options=0x0)
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