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Full Version: Lemmings [NPJA00005]
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Game: Lemmings (レミングス) [NPJA00005]
RPCS3 Version: v0.0.2-4845 9cee2dd Alpha | 09 June, 2017 | FW 4.81
Specs: i7-4770 | GTX 1080 | 24GB DDR3 | Windows 10 x64
Status: Nothing
Core: Automatically load required libraries | Bind SPU threads to secondary cores | Lower SPU thread priority
Graphics: 1280x720 | 16:9 | Frame limit Auto | Use GPU texture scaling
Audio: XAudio2
Input/Output: XInput (Using an official PS3 controller with SCPToolkit drivers)
See Also: Lemmings [NPEA00004], Lemmings [NPUA80012]

Tested on 9 combinations of the Renderer, PPU, and SPU configurations. Can't boot.

OPENGL
OGL+Int(p)+Int(p): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x0046a1c8]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)
OGL+Int(p)+Int(f): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x0046a1c8]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)
OGL+Int(p)+Rec(ASMJIT): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x0046a1c8]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)

OGL+Int(f)+Int(p): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x0046a1c8]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)
OGL+Int(f)+Int(f): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x0046a1c8]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)
OGL+Int(f)+Rec(ASMJIT): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x0046a1c8]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)

OGL+Rec(LLVM)+Int(p): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x000c697c]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)
OGL+Rec(LLVM)+Int(f): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x0001022c]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)
OGL+Rec(LLVM)+Rec(ASMJIT): Can't boot. White Screen. Stuck on F {PPU[0x1000000] Thread (main_thread) [0x003dad4c]} : class std::runtime_error thrown: Unimplemented (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGcmSys.cpp:1203)
On unimplemented module functions you just have to test on both Interpreters, all the other combinations automatically won't work
(06-29-2017, 03:31 PM)Annie Wrote: [ -> ]On unimplemented module functions you just have to test on both Interpreters, all the other combinations automatically won't work
There are a total of 4 Interpreters for the SPU and PPU. Do you have a guide or any recommendations on how to test games in a way that would be helpful to the team? Testing all the combinations can be very time consuming depending on the game.
Test with both Fast Interpreters first. If you get "Unimplemented" for some module function then it's dead. You can try to manually load that module using Automatic and Manual load mode to get past it, but that won't work for nearly all cases, since we already automatically load almost all loadable modules possible at the moment.

Some rare cases of games working on Recompilers but not on Interpreter exist, so you can try both Recompilers if you get some weird error on Interpreters. See: https://github.com/RPCS3/rpcs3/issues/2909

Usually the most used combinations, by order, are PPU F + SPU F, PPU R + SPU R, PPU F + SPU R if there's a problem with PPU R, PPU R + SPU F if there's a problem with SPU R.

There are known scenarios where games have glitched textures due to inaccuracies on SPU Fast comparing to SPU Precise. So if you get weird bugs you should try in SPU Precise. For example, the invisible character bug on Red Dead Redemption is solved by switching to SPU Precise. Cases were Precise Interpreters are needed are rare though.