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Why did you remove the commit ID from the version? "-6" means nothing, just 0.0.2-commit.
Log is needed.

rauldj

(03-26-2017, 02:52 PM)Annie Wrote: [ -> ]Why did you remove the commit ID from the version? "-6" means nothing, just 0.0.2-commit.
Log is needed.

Oh, I'll remove all after ".2" then, sorry. I have absolutely no fucking clue how the version numbers go so I left it like that.

And there's no log after it stops working, I only have the usual

Quote:S {SPU[0x2000004] Thread (FnGraphic_SpursCellSpursKernel4)} SPU: Function detected [0x2e560-0x2e670] (size=0x110)

like lines before it "crashes".
I need the log to get the commit version which you didn't incude in video title as aformentioned. Although it's visible on the video itself, a log is needed.

rauldj

(03-26-2017, 04:49 PM)Annie Wrote: [ -> ]I need the log to get the commit version which you didn't incude in video title as aformentioned. Although it's visible on the video itself, a log is needed.

There you go: https://my.mixtape.moe/arnhlb.log
I would recommend trying to run the game with the last master build rather than a PR release, as sometimes certain commits can cause regressions in games.

RPCS3 Master Build link: https://ci.appveyor.com/project/rpcs3/rp.../artifacts

rauldj

(03-26-2017, 08:35 PM)blastprocessing Wrote: [ -> ]I would recommend trying to run the game with the last master build rather than a PR release, as sometimes certain commits can cause regressions in games.

RPCS3 Master Build link: https://ci.appveyor.com/project/rpcs3/rp.../artifacts

Just tried that one and this one: https://ci.appveyor.com/project/rpcs3/rp.../artifacts

Exactly same problem on both.
Try running the game with the SPU set to interpreter instead of recompiler.

rauldj

(03-26-2017, 09:11 PM)blastprocessing Wrote: [ -> ]Try running the game with the SPU set to interpreter instead of recompiler.

With "Interpreter (precise)" can't even boot the game:

Quote:S {Audio Thread} XAudio 2.9 initialized
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} sys_fs: sys_fs_open(“/dev_flash/data/font/SCE-PS3-SR-R-LATIN.ccd”): failed to open file (flags=0, mode=0)
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} 'cellFsOpen' failed with 0x80010006 : CELL_ENOENT
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} sys_fs: sys_fs_open(“/dev_flash/data/font/SCE-PS3-SR-R-JPN.ccd”): failed to open file (flags=0, mode=0)
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} 'cellFsOpen' failed with 0x80010006 : CELL_ENOENT
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} sys_fs: sys_fs_open(“/dev_flash/data/font/SCE-PS3-YG-R-KOR.ccd”): failed to open file (flags=0, mode=0)
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} 'cellFsOpen' failed with 0x80010006 : CELL_ENOENT
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} sys_fs: sys_fs_open(“/dev_flash/data/font/SCE-PS3-DH-R-CGB.ccd”): failed to open file (flags=0, mode=0)
E {PPU[0x1000000] Thread (main_thread) [0x00d44b18]} 'cellFsOpen' failed with 0x80010006 : CELL_ENOENT
E {PPU[0x1000010] Thread (FiberFunc) [0x00d49378]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x1, handle=0x1, statusCb=*0xb34720, arg=*0x282418fc, options=0x1)
E {PPU[0x1000011] Thread (FiberFunc) [0x00d493d0]} sceNpTrophy: sceNpTrophyGetTrophyUnlockState(context=0x1, handle=0x1, flags=*0x2824190c, count=*0x2824191c)
E {PPU[0x1000012] Thread (FiberFunc) [0x00d47778]} cellSaveData: cellSaveDataEnableOverlay(enable=1)

With "Interpreter (fast)" exactly same behaviour as Recompiler.

Barduk

I managed to use an older Build to create a savegame.
I pretty much recreated the Settings used in this Video and my performance was similar. build/0.0.1-3875/
https://www.youtube.com/watch?v=j-DpOOChMiw

savegamefiles betweeen the psn and disc version seem to be compatible even between the unpatched and 1.06 version.
so i can confirm that loading and saving does work if you get the chance. Sound still cuts out when leaving the tavern menu in the new build. FPS is great

Apparently you also get stuck in the town now because the second voice line never gets played and the narrator just becomes stuck because of it. The black screens might actually be connected to this to now that i think of it. The game might be waiting for the next music/effect to start running which never happens.

Rick82

Hello. Game is working in 03/07/2017 build
More details at the video description.

[youtube]mrHk6I46FHI[/youtube]
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