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Full Version: Beer Pong [NPUB31227]
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Tested on recent master build. Crashes after loading screen. On earlier DX12 builds it was possible to reach ingame with very broken graphics. Requires libSre LLE'd.
Code:
...
RSX: E {rsx::thread} Unimplemented TEX_SRB instruction: UPG
RSX: E {rsx::thread} FS build failed:D:\rpcs3\FragmentProgram.hlsl(219,17): error X3000: syntax error: unexpected token '('
D:\rpcs3\FragmentProgram.hlsl(238,2-12): error X3079: 'ps_impl': void functions cannot return a value
RPCS3 v0.0.1-3-a809f33 Pre-Alpha
Infinite loading after intro.
·E {PPU[0x1000000] Thread (main_thread) [0x00105cf4]} 'sys_semaphore_wait' failed with 0x8001000b : CELL_ETIMEDOUT

Test again with latest master as that has been fixed with a big code refactor.
Game may still hang for other reasons though.

Also, I can't find a809f334 commit anywhere, what's that build?
This build https://github.com/RPCS3/rpcs3/commit/a8...bbbe452a84 is not so old. Are you sure that latest build has important differences from this one?
I am, latest build was a core refactor with 2k lines changed.
For example, Super Turbo Fighter went back to Playable from a Black Screen spamming CELL_ETIMEDOUT on latest master.

Edit: Just tested this, issue is an unimplemented RSX instruction and failure in shader compiler

Vulkan
E {rsx::thread} RSX: Unimplemented TEX_SRB instruction: UPG
ERROR: 0:213: '' : syntax error
ERROR: 1 compilation errors. No code generated.
F {rsx::thread} class std::runtime_error thrown: Failed to compile fragment shader
(in file C:\rpcs3\rpcs3\Emu\RSX\VK\VKFragmentProgram.cpp:475)

OpenGL
E {rsx::thread} RSX: Unknown/illegal instruction: 0x70 (forced unit 0)
E {rsx::thread} RSX: Failed to compile shader: Fragment shader failed to compile with the following errors:
ERROR: 0:283: error(#132) Syntax error: "{" parse error
ERROR: error(#273) 1 compilation errors. No code generated
F {rsx::thread} class gl::glsl::link_exception thrown: linkage failed: 'Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
Thanks, then I'll test next games with latest build.
I've merged your thread with the existent one, please pay attention while posting new threads
It wasn't in compatibility list, but OK, I will.
Goes ingame on recent master build v0.0.1-22c0f0d6 (PR #2405). Probably requires gamepad gyroscope sensors data to work.

LLE used
Code:
- libac3dec.sprx
    - libac3dec2.sprx
    - libadec.sprx
    - libapostsrc_mini.sprx
    - libat3dec.sprx
    - libatrac3plus.sprx
    - libatxdec.sprx
    - libdmux.sprx
    - libdmuxpamf.sprx
    - libl10n.sprx
    - libpamf.sprx
    - libresc.sprx
    - librtc.sprx
    - libsail.sprx
    - libsail_avi.sprx
    - libsail_rec.sprx
    - libsjvtd.sprx
    - libsmvd2.sprx
    - libsmvd4.sprx
    - libspurs_jq.sprx
    - libsre.sprx
RPCS3 v0.0.5-6647-64992f758 Alpha | HEAD

Intel® Core™ i5-6600K CPU @ 3.50GHz | 4 Threads | 15.92 GiB RAM | AVX+ | TSX

Playable. I did a few games (you need a PS4 controller to play). Perfect graphics and framerate, stable.
The controls are incredibly fickle and frustrating to pull off but that seems more the game's fault than the emu's.
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