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Games loads menu, loop at loading first stage and continous message scenpmanager get status.
Results (logs) obtained with the PPU Recompiler and/or the SPU Recompiler should not be reported due to them having many inaccuracies in their emulation of certain instructions.
I've also fixed the title for you.

Code:
·W {rsx::thread} RSX: Texture 92, target 0xDE1, requesting mipmap filtering without any mipmaps set!
Seems like something a dev could take a look at
I have something different for dev they can look at

It is referencing to issue SPU: unknown STOP code 0x0 (Out_MBox is empty) - Tetris [NPUB30226] #1485 this issue occures in this game and Need for Speed Shift.
Code:
{PPU[0xb] Thread (main_thread) [0x00a75eb8]} sysPrxForUser: sys_lwmutex_create(lwmutex=*0x20b6c180, attr=*0xd000efa0)
{PPU[0xb] Thread (main_thread) [0x00a75eb8]} sysPrxForUser: sys_lwmutex_create(lwmutex=*0x20b6c1b0, attr=*0xd000efa0)
{PPU[0xb] Thread (main_thread) [0x00a75eb8]} sysPrxForUser: sys_lwmutex_create(lwmutex=*0x20b6c1e0, attr=*0xd000efa0)
{PPU[0xb] Thread (main_thread) [0x00a75eb8]} sysPrxForUser: sys_lwmutex_create(lwmutex=*0x20b6c210, attr=*0xd000efa0)
{PPU[0xb] Thread (main_thread) [0x00a75e78]} sysPrxForUser: sys_ppu_thread_create(thread_id=*0xd000ef00, entry=0xc9aa88, arg=0x20b09ce0, prio=300, stacksize=0xc000, flags=0x0, threadname=*0xbeca30)
{PPU[0xb] Thread (main_thread) [0x00a75e78]} sys_ppu_thread: _sys_ppu_thread_create(thread_id=*0xd000ef00, param=*0xd000ee80, arg=0x20b09ce0, unk=0x0, prio=300, stacksize=0xc000, flags=0x0, threadname=*0xbeca30)
{PPU[0xb] Thread (main_thread) [0x00a75e78]} sys_ppu_thread: sys_ppu_thread_start(thread_id=0x48)
{SPU[0x3f] Thread (FMOD)} SPU: Function detected [0x21cc8-0x21ccc] (size=0x4)
{SPU[0x3f] Thread (FMOD)} class fmt::exception thrown: SPUThread::stop_and_signal(): Unknown STOP code: 0x0 (Out_MBox is empty)
(in file C:\rpcs3\rpcs3\Emu\Cell\SPUThread.cpp:1388)
{PPU[0xb] Thread (main_thread) [0x00a75eb8]} sysPrxForUser: sys_lwmutex_create(lwmutex=*0x20b6c240, attr=*0xd000efa0)
{PPU[0xb] Thread (main_thread) [0x00a75eb8]} sysPrxForUser: sys_lwmutex_create(lwmutex=*0x20b6c270, attr=*0xd000efa0)
{PPU[0xb] Thread (main_thread) [0x00a76a58]} cellFs: cellFsOpen(path=*0x20b78ee0, flags=0, fd=*0x20b79ac8, arg=*0x0, size=0x0) -> sys_fs_open()
{PPU[0xb] Thread (main_thread) [0x00a76a58]} sys_fs: sys_fs_open(path=*0x20b78ee0, flags=0, fd=*0x20b79ac8, mode=0, arg=*0x0, size=0x0)
{PPU[0xb] Thread (main_thread) [0x00a76a58]} sys_fs: *** path = '/dev_hdd0/game/NPUB30125/USRDIR/PS3data/sounds/master/PuzzlegeddonSoundProject.fev'
{PPU[0xb] Thread (main_thread) [0x00a76b38]} sys_fs: sys_fs_fstat(fd=8, sb=*0xd000e840)
{PPU[0x36] Thread (FMOD BGM status query thread) [0x00a763f8]} cellSysutil: cellSysutilGetBgmPlaybackStatus(status=*0xd0033d30)
{PPU[0xb] Thread (main_thread) [0x00a76a58]} cellFs: cellFsOpen(path=*0x20b7a5d0, flags=0, fd=*0x20bb7e30, arg=*0x0, size=0x0) -> sys_fs_open()
{PPU[0xb] Thread (main_thread) [0x00a76a58]} sys_fs: sys_fs_open(path=*0x20b7a5d0, flags=0, fd=*0x20bb7e30, mode=0, arg=*0x0, size=0x0)
{PPU[0xb] Thread (main_thread) [0x00a76a58]} sys_fs: *** path = '/dev_hdd0/game/NPUB30125/USRDIR/PS3data/sounds/master/introsfx.fsb'
{PPU[0xb] Thread (main_thread) [0x00a76b38]} sys_fs: sys_fs_fstat(fd=9, sb=*0xd000a190)
{PPU[0xb] Thread (main_thread) [0x00a75eb8]} sysPrxForUser: sys_lwmutex_create(lwmutex=*0x20bb8448, attr=*0xd000a8f0)
{PPU[0xb] Thread (main_thread) [0x00a779d8]} sysPrxForUser: sys_spu_image_import(img=*0xd000a390, src=0xc20e00, type=1)
{PPU[0xb] Thread (main_thread) [0x00a77998]} sysPrxForUser: sys_spu_image_close(img=*0xd000a390)
{PPU[0x36] Thread (FMOD BGM status query thread) [0x00a763f8]} cellSysutil: cellSysutilGetBgmPlaybackStatus(status=*0xd0033d30)
{PPU[0x36] Thread (FMOD BGM status query thread) [0x00a763f8]} cellSysutil: cellSysutilGetBgmPlaybackStatus(status=*0xd0033d30)
{PPU[0x36] Thread (FMOD BGM status query thread) [0x00a763f8]} cellSysutil: cellSysutilGetBgmPlaybackStatus(status=*0xd0033d30)
{PPU[0x36] Thread (FMOD BGM status query thread) [0x00a763f8]} cellSysutil: cellSysutilGetBgmPlaybackStatus(status=*0xd0033d30)
Game hangs at continuosly getbgm playback



But when i enable libaudio.sprx, then game goes furhter, same with NFS Shift.

This may be interesting.
(06-21-2016, 04:50 PM)Annie Wrote: [ -> ]Results (logs) obtained with the PPU Recompiler and/or the SPU Recompiler should not be reported due to them having many inaccuracies in their emulation of certain instructions.
I've also fixed the title for you.

Code:
·W {rsx::thread} RSX: Texture 92, target 0xDE1, requesting mipmap filtering without any mipmaps set!
Seems like something a dev could take a look at

I'm almost certain that its the game code thats buggy in this case. Games violate specifications all the time. This error is gracefully handled so it shouldn't crash the emulator anyway.
Game is Run And FPS is Change But Wait in Loading For Long Time

PPU :
Interpreter (precise)
SPU:
Recompiler (ASMJIT)

LLE:
LibeAudio.prx
LibFs.prx
Libl10n.prx
LibSre.Prx

Video:
OpenGL

Audio:
XAudio2


RPCS3 v0.0.4-6334-71f69d1d4 Alpha | HEAD
White screen after loading.
[Image: E9y6f1L.png]
RPCS3 v0.0.5-6805-c61049b76 Alpha | HEAD
Quote:·F 0:00:08.037984 {PPU[0x1000000] Thread (main_thread) [0x00f37884]} sys_fs: sys_fs_fcntl(): Unknown operation 0xc0000008 (fd=4294967295, arg=*0xd00109c0, size=0x28)
...
·F 0:01:19.495321 {PPU[0x1000000] Thread (main_thread) [0x00f37b04]} sys_fs: sys_fs_fcntl(): Unknown operation 0xc0000008 (fd=6, arg=*0xd000f550, size=0x28)
[Image: Mjqj4w1.png]
[Image: Zk75Aad.png]
rpcs3-v0.0.5-7460-d56c85fe_win64

Playable.