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Full Version: Tales of Vesperia [NPJB90185]
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Game displays half screen, log gives some PPU interpreter error
PPU: E {PPU[121] Thread[0x00422620]} PPUInterpreter::LWZ(): invalid address (0x143101329044), eventually game exits itself and crashes.
The first thing the game should display is some black text on a white background, so what you see there probably is that, but very broken... It should then play a video.

Needs spurs to get further though.
(12-29-2014, 03:31 PM)ssshadow Wrote: [ -> ]The first thing the game should display is some black text on a white background, so what you see there probably is that, but very broken... It should then play a video.

Needs spurs to get further though.

Yes.Need CellSpursEventFlagWait for Far Cry 3, 4.Two(or three) threads uses this.This function infinite load(in RSX debugger show load screen).
Setup:
i7 2600K
AMD Radeon R9 Nano

Settings:
OpenGL 1280x720
PPU decoder : Interpreter (fast)
SPU decoder : Recompiler (ASMJIT)
XAudio2

Screenshots:
[attachment=26314]
Intro video plays at ~3fps.
[attachment=26315]
Main menu is not visible, but it works.
[attachment=26316]
Starting a new game takes you to the option menu.
[attachment=26317]
In-game. Progressing further seems possible, but extremely tricky...
[attachment=26318][attachment=26319]
Skit and in-game menu.

Also:
- OpenGL causes red flickering in menus and on the intro video. Using it may cause seizures... Using Vulkan solves this problem (EDIT : solved by changing the resolution to 720x480).
- Vulkan has less visual effects showing, and half of the screen is missing during skits. Everything else is the same (EDIT : After further testing, Vulkan only displays a few lines of pixels correctly in battle and on the World Map).
- DirectX12 crashes when arriving at the main menu.
- Saving/loading works.
- Overall, game runs slowly, at around 5fps.
- Using PPU Recompiler (LLVM) makes videos run at correct 24fps, but there is no visual output (black screen with audio). Also the game hangs after the option menu (EDIT : loading a save in a dungeon seems to cause infinite loops, loading a save on the World Map causes a fatal error :
"Unhandled Win32 exception 0xC0000005.
Segfault reading location 0000000100da9a08 at 00000000109aa788.
Instruction address: 00000000109aa788.
Function address: 00000000109aa6d0 (base+0x9aa6d0).
RPCS3 image base: 0000000000010000.").
Which libraries are you using?
(03-14-2017, 06:16 PM)kulisse Wrote: [ -> ]Which libraries are you using?

To quote the log file:

Code:
Load libraries:
    []
Load required libraries: true

Auto selection.
"rsx: Do not create new surfaces if address has not changed!" show some changes, but OpenGL now randomely crashes the GPU.

Screenshots:
[attachment=26923]
Everything is blue(da ba dee), water is now of the right color and we can see a bit of a wall.
[attachment=26924]
Menu background now works correctly...but some other things disappeared.
[attachment=26925]
Red screen is still there. Flickering still happens in menus and in the intro video.

Edit:
Did some testing with Vulkan.
[attachment=26927]
Menu works almost perfectly (except for the rubbish text).
[attachment=26928]
"You're that ninja." (Note : this is from an endgame save, hence the party is full)
[attachment=26929]
Here's a screen of early ingame, for comparison.
[attachment=26930]
Here's a skit. Upper half is not displayed.
[attachment=26931][attachment=26932]
And here's the world map with its bugged menu.
[attachment=26933]
Lastly, an in-battle screen.