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supergatto

Screen:
[Image: 2qbxguh.png]
LLE modules loaded:
- cellSre
- CellSpursJq
Log:

supergatto

New fatal errors:
Code:
{PPU[0x8f] Thread (PSTouchService) [0x00d63c10]} class fmt::exception thrown: Unknown/illegal socket error: 10048
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\sys_net.cpp:196)
Log:


@tambre this error happen after sys_net fix.

tambre

(05-01-2016, 10:26 AM)supergatto Wrote: [ -> ]New fatal errors:
Code:
{PPU[0x8f] Thread (PSTouchService) [0x00d63c10]} class fmt::exception thrown: Unknown/illegal socket error: 10048
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\sys_net.cpp:196)
Log:


@tambre this error happen after sys_net fix.

As per the submission guidelines:
Quote:Only post results with the latest official build.

That is from a PR, but not the latest master build.

supergatto

LLe Modules loaded:
-CellJpgDec
-CellSre
-CellSpursJq
Sorry, i forgot to update with latest version.
Here log:

@tambre i have a question for you.
In this game there are 3 unimplemented function:
Code:
·U {PPU[0x4] Thread (main_thread) [0x0131563c]} HLE TODO: Unimplemented syscall sys_spu_thread_group_set_cooperative_victims -> CELL_OK
·U {PPU[0x4] Thread (main_thread) [0x003779fc]} HLE TODO: Unimplemented syscall sys_gpio_get -> CELL_OK
{PPU[0x4] Thread (main_thread) [0x0130cd80]} sys_spu: sys_spu_thread_initialize(thread=*0x121aa34, group=0x46, spu_num=0, img=*0x121aa70, attr=*0xd002f568, arg=*0xd002f5b8)
·E {PPU[0x4] Thread (main_thread) [0x0130cd80]} sys_spu: Unsupported SPU Thread options (0x2)
If these 3 function are implemented this game will work?

tambre

"Unsupported SPU Thread options (0x2)" is irrelevant, because we don't emulate the OS.
"sys_spu_thread_group_set_cooperative_victims" no idea what it does, but it's very likely it won't matter. It also sounds... violent.
"sys_gpio_get" I'm pretty sure that's more or less for debugging. Not quite sure.

It's highly unlikely that it's going to work by simply implementing those ones.

VladBarcelo

(05-01-2016, 12:49 PM)tambre Wrote: [ -> ]"Unsupported SPU Thread options (0x2)" is irrelevant, because we don't emulate the OS.
"sys_spu_thread_group_set_cooperative_victims" no idea what it does, but it's very likely it won't matter. It also sounds... violent.
"sys_gpio_get" I'm pretty sure that's more or less for debugging. Not quite sure.

It's highly unlikely that it's going to work by simply implementing those ones.

Looks like the "sys_spu_thread_group_set_cooperative_victims" is related to the application's threads - maybe it manages the killing mechanism of thread groups (that's why the word "victims" may be present).

The "sys_gpio_get" look like a mechanism messing with the GPIO of the console - LEDs, preferrably, as I don't remember anything connected to the console via GPIO besides the LEDs. Maybe it gets it's status?

But anyways, I've looked only to the names.
Intro as of https://forums.rpcs3.net/thread-174854-p...#pid294252 with RPCS3 v0.0.4-6301-d770a423 Alpha
Ingame as of the report here: https://forums.rpcs3.net/thread-174854.html