03-26-2014, 09:18 PM
04-02-2014, 03:13 AM
infinite loop:
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
Code:
[E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetBackPolygonMode(0x1b02)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[E : RSXThread]: TODO: cellGcmSetVertexDataBaseOffset(0x0, 0x0)
[W : PPU[68] Thread (RenderPTask)[0x002719a0]]: sys_mutex warning: sys_mutex_lock(id=46) aborted
[! : RSXThread]: RSX thread exit...
[!]: Mutex(47) was owned by thread 68 (recursive=1)
[!]: Mutex(46) was owned by thread 1 (recursive=1)
[!]: Closing memory...
07-16-2014, 05:52 AM
* rpcs3 revision 75e81bc *
Now no more infinite loop.; the game no longer crashes after booting;
In "RSX Debugger" generated some texture, but at the moment visible with a black screen.
Some significant changes in the new log file.
log updated
http://pastebin.com/wK7zhVPm
[attachment=17020]
Now no more infinite loop.; the game no longer crashes after booting;
In "RSX Debugger" generated some texture, but at the moment visible with a black screen.
Some significant changes in the new log file.
Code:
...
HLE: E {PPU[1] Thread (CPUThread)[0x00bc801c]} sys_fs error: "" not found! flags: 0x00000000
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40000000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40001000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40002000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40003000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40004000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40005000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40006000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40007000)
MEM: E {PPU[1] Thread (CPUThread)[0x005dfc0c]} Page already registered (addr=0x40008000)
...
log updated
http://pastebin.com/wK7zhVPm
[attachment=17020]
12-14-2014, 11:28 AM
Another two or three corrupted images in RSX debugger, game is promising, but it is looped again or i dont know what to press to go past menu.
New log:
New log:
12-14-2014, 11:42 AM
(12-14-2014, 11:28 AM)ps0ne Wrote: [ -> ]Another two or three corrupted images in RSX debugger, game is promising, but it is looped again or i dont know what to press to go past menu.
New log:
The game uses "DRAW_INLINE_ARRAY" so no hopes for it to run anytime soon.
01-06-2016, 10:05 AM
Shows intros on recent master build. One of SPURS threads crashes during loading. Requires libSre and JpgDec LLE'd.
02-08-2017, 02:27 AM
Goes ingame on recent master build v0.0.1-1669d0fd (PR #2352).
LLE used
LLE used
Code:
- libac3dec.prx
- libac3dec2.prx
- libadec.prx
- libapostsrc_mini.prx
- libat3dec.prx
- libatrac3plus.prx
- libatxdec.prx
- libaudio.prx
- libdmux.prx
- libdmuxpamf.prx
- libgifdec.prx
- libjpgdec.prx
- libl10n.prx
- libpamf.prx
- libpngdec.prx
- libresc.prx
- librtc.prx
- libsail.prx
- libsail_avi.prx
- libsail_rec.prx
- libsjvtd.prx
- libsmvd2.prx
- libsmvd4.prx
- libspurs_jq.prx
- libsre.prx
05-26-2017, 11:14 AM
It's playable now at 60fps, the only issue is the terrain doesnt look exactly right but doesn't stop gaming from being playable.