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Full Version: Assault Heroes [NPUB30028]
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The game goes to load with black GSFrame and vary between 16-30 frames.

[Image: JsejlzT.png]

[Image: xgoFXwn.png]


Log file:
http://pastebin.com/46Gh211U
infinite loop:
[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...
* 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.
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]
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:
(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.
Shows intros on recent master build. One of SPURS threads crashes during loading. Requires libSre and JpgDec LLE'd.
Goes ingame on recent master build v0.0.1-1669d0fd (PR #2352).

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
It's playable now at 60fps, the only issue is the terrain doesnt look exactly right but doesn't stop gaming from being playable.