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Full Version: Voodoo Chronicles: The First Sign [NPEB01110]
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Dante38490

(11-30-2014, 06:54 AM)Oil Wrote: [ -> ]notq
Try to enable 'Write Color / Depth buffers'.

Nop not util
Yeah it's really needed to press x.

Dante38490

(11-30-2014, 01:44 PM)notq Wrote: [ -> ]Yeah it's really needed to press x.
ah yes i have missing :3

umatuma

Hi there For me it is frozen on load screen also log error
E {PPU[51] Thread (soundmain)[0x0109b048]} cellSpurs TODO: cellSpursEventFlagWait
E {PPU[51] Thread (soundmain)[0x0109b0b4]} cellSpurs TODO: _cellSpursSendSignal
(12-22-2014, 02:00 PM)umatuma Wrote: [ -> ]Hi there For me it is frozen on load screen also log error
E {PPU[51] Thread (soundmain)[0x0109b048]} cellSpurs TODO: cellSpursEventFlagWait
E {PPU[51] Thread (soundmain)[0x0109b0b4]} cellSpurs TODO: _cellSpursSendSignal

I believe it's been for 10-15 builds already. It's stuck with "loading" word for me too. Something fix and something broken in emu again.

tambre

(12-22-2014, 02:00 PM)umatuma Wrote: [ -> ]Hi there For me it is frozen on load screen also log error
E {PPU[51] Thread (soundmain)[0x0109b048]} cellSpurs TODO: cellSpursEventFlagWait
E {PPU[51] Thread (soundmain)[0x0109b0b4]} cellSpurs TODO: _cellSpursSendSignal

It has probably been like that for the past year or so. Anything that uses cellSpurs is expected to not work. Nothing special I guess. It's probably stuck somewhere on the rendering callback probably (It was disabled due to many problems with it). I guess cellSpurs isn't really relevant here due to it being used on "soundmain" thread, which probably load sound files.

jacky400

Made some changes to the callback and should be working again now.
[raven02]
Video:
OpenGL

Audio:
Convert to 16 bit: false
Dump to file: false
Renderer: XAudio2

Core:
Hook static functions: true
Load liblv2.sprx only: false

Load libraries:
- libcamera.prx
- libresc.prx
- librtc.prx
- libsre.prx


PPU Decoder: Interpreter (fast)
SPU Decoder: Recompiler (ASMJIT)
game go ingame
don't have error
maybe playable
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