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Super Puzzle Fighter II Turbo HD Remix [NPUB30017]
#11
How about if keyboard one not null ? Okay to progress?
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#12
(05-20-2014, 05:31 AM)jacky400 Wrote: How about if keyboard one not null ? Okay to progress?

Yes, with the keyboard handler enabled it runs normally, but it does not have any effect on game progress.

With the latest updates, after the logo "All Rights Reserved", is only possible to view the images by RSX debugger.


Attached Files Thumbnail(s)
               
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#13
Humm complicated.

BTW, i have pushed a pull request and should be no more cellGcmSetBackPolygonMode

[raven02]
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#14
News Updates!
rpcs3 revision 6bb812f

When configuring in 1280x720 returned to continue with the pictures!

Code:
[E : RSXThread]: TODO: cellGcmSetFrequencyDividerOperation(0x100)
[W : RSXThread]: m_set_restart_index requires glPrimitiveRestartIndex()
[E : RSXThread]: TODO: cellGcmSetFrequencyDividerOperation(0x100)
[W : RSXThread]: m_set_restart_index requires glPrimitiveRestartIndex()

This message appears during ingame presentation!
E : RSXThread]: TODO: cellGcmSetFrequencyDividerOperation(0x100)

This is observed as well.
Unknown syscall: 880 - 00000370
Unknown syscall: 880 - 00000371

SuperPuzzleFighterIIHD_logfile_part1
SuperPuzzleFighterIIHD_logfile_part2
SuperPuzzleFighterIIHD_logfile_part3
SuperPuzzleFighterIIHD_logfile_part4


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#15
So a lot of read from null block directly after those two unknown syscalls, in the same thread, but not before. Guess they are important.
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#16
Seems so! So much so that then the first error "Read32 from null block" occurs!

Code:
[E : PPU[1] Thread (CPUThread)[0x00179348]]: Read32 from null block: [000000b8]
[E : PPU[1] Thread (CPUThread)[0x0017934c]]: Read32 from null block: [00000000]
[W : RSXThread]: m_set_restart_index requires glPrimitiveRestartIndex()
[E : PPU[1] Thread (CPUThread)[0x00179180]]: Read32 from null block: [00000028]
[E : PPU[1] Thread (CPUThread)[0x001791fc]]: Read32 from null block: [00000104]
[E : PPU[1] Thread (CPUThread)[0x00179200]]: Read32 from null block: [00000108]
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#17
Very good, with the "fixes Cellpad # 257", the pad handler enabled, the game runs without any previous errors!

However, it does not recognize the buttons when it asks to press the start button.
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#18
(05-22-2014, 11:22 PM)emunewzdecade Wrote: Very good, with the "fixes Cellpad # 257", the pad handler enabled, the game runs without any previous errors!

However, it does not recognize the buttons when it asks to press the start button.

Try pressing several buttons at the same time, or keeping some button continuously pressed down while pressing another. Basically, mash the keyboard and see if something happens Smile
Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)
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#19
(05-22-2014, 11:48 PM)ssshadow Wrote:
(05-22-2014, 11:22 PM)emunewzdecade Wrote: Very good, with the "fixes Cellpad # 257", the pad handler enabled, the game runs without any previous errors!

However, it does not recognize the buttons when it asks to press the start button.

Try pressing several buttons at the same time, or keeping some button continuously pressed down while pressing another. Basically, mash the keyboard and see if something happens Smile

I tried to do as you recommended and still does not recognize the commands. It seems that fixing the problem turned to skip the controller during boot in order to not interrupt the progress!
I believe that the start button was recognized there was a certain chance of advancing to the screen for selecting the characters, noting that freezing the game occurs when viewing this presentation.
Is observed in the log file then the "Unknown syscall: 880-00000370 and Unknown syscall: 880-00000371" errors followed by Read32 error and following the crash of emulation occurs.
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#20
Have you tired to decrypt all the edat files? I heard the emulator will crash when decrypt compress edat files.
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