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Castle of Illusion Starring Mickey Mouse [NPUB31099] - Printable Version

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+----- Thread: Castle of Illusion Starring Mickey Mouse [NPUB31099] (/showthread.php?tid=158576)

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RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - notq - 10-08-2015

Shows black screen with rpcs3-ReleaseLLVM-5feba39f


I guess it's caused by some bug.

Code:
E {rsx::thread} Surface color buffer: Unsupported surface color format (0xd)



RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - notq - 10-15-2015

Some issue with colors, but it shows intro a bit faster and for me about + 0,1 fps

rpcs3-ReleaseLLVM-ec000519


RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - vlj - 10-18-2015

Which interpreters ? I only have a black screen here with dx12 and GL.


RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - tambre - 10-19-2015

(10-18-2015, 09:44 PM)vlj Wrote: Which interpreters ? I only have a black screen here with dx12 and GL.

As you can see from the log, he used PPU Interpreter 2 and SPU recompiler. Also ran at 1280x720 with OpenGL, with none of the write/read buffer options on.


RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - notq - 10-19-2015

That broken colors was fixed in the last buids but infinity loop still existing.

Code:
HLE: W {PPU[0x1] Thread (main_thread)[0x00580e00]} cellSysutil: cellSysutilGetSystemParamInt(id=0x112(ID_ENTER_BUTTON_ASSIGN), value=*0xd00fe150)
RSX: W {rsx::thread} surface: 640x360
RSX: W {rsx::thread} surface: 1280x720
RSX: W {rsx::thread} surface: 640x360
RSX: W {rsx::thread} surface: 1280x720
RSX: W {rsx::thread} surface: 1280x720
RSX: W {rsx::thread} surface: 640x360
RSX: E {rsx::thread} Surface color buffer: Unsupported surface color format (0xd)



RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - notq - 11-24-2015

In DX12 builds it crashes after this exception almost right after starting.

Code:
RSX: E {rsx::thread} file Emu\RSX\D3D12\D3D12Formats.cpp line 331 : Wrong color surface format

Code:
In file Emu\RSX\D3D12\D3D12Formats.cpp line 331 --->
DXGI_FORMAT get_color_surface_format(u8 format) noexcept
{
    switch (format)
    {
    case CELL_GCM_SURFACE_A8R8G8B8: return DXGI_FORMAT_R8G8B8A8_UNORM;
    case CELL_GCM_SURFACE_F_W16Z16Y16X16: return DXGI_FORMAT_R16G16B16A16_FLOAT;
    }
    unreachable("Wrong color surface format");
}

This function in
Code:
rpcs3/Emu/RSX/GCM.h ---> CELL_GCM_SURFACE_A8R8G8B8          = 8

I doubt this value wrong but maybe somebody have a clue anyway.


RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - tambre - 11-24-2015

(11-24-2015, 11:53 AM)notq Wrote: In DX12 builds it crashes after this exception almost right after starting.

Code:
RSX: E {rsx::thread} file Emu\RSX\D3D12\D3D12Formats.cpp line 331 : Wrong color surface format

Code:
In file Emu\RSX\D3D12\D3D12Formats.cpp line 331 --->
DXGI_FORMAT get_color_surface_format(u8 format) noexcept
{
    switch (format)
    {
    case CELL_GCM_SURFACE_A8R8G8B8: return DXGI_FORMAT_R8G8B8A8_UNORM;
    case CELL_GCM_SURFACE_F_W16Z16Y16X16: return DXGI_FORMAT_R16G16B16A16_FLOAT;
    }
    unreachable("Wrong color surface format");
}

This function in
Code:
rpcs3/Emu/RSX/GCM.h ---> CELL_GCM_SURFACE_A8R8G8B8          = 8

I doubt this value wrong but maybe somebody have a clue anyway.

Could you try adding
Code:
LOG_ERROR("Color surface format: 0x%X", format);
right before the switch(format)? So we a developer could see what unimplemented surface format it's using, and hopefully implement it.


RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - notq - 11-24-2015

In this case i need to study how to compiling the build with that added String. Last time i tried it was not succeed by me because of dependencies. It will be much faster by anyone else. Anyway i will try another time.


RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - vlj - 11-24-2015

I can't reproduce I still have a black screen here


RE: Castle of Illusion Starring Mickey Mouse [NPUB31099] - notq - 11-24-2015

(11-24-2015, 08:06 PM)vlj Wrote: I can't reproduce I still have a black screen here

Do you trying DX12 or OpenGL render ?