I haven't realized the potential of this RPCS3 until I played this game on it. It worked with DirectX12, PPU Interpreter (fast) and SPU Recompiler, selecting the libraries Rain_Kikyou suggested. It worked great exept for the audio that goes glitchy during the songs - when you smash buttons you know.
If you want to take a look I've uploaded the log.
(And btw It would be appreciated if someone would look after
this which I'm more interested in.)
@Cobalt Prime
If you use PPU LLVM Recompiler then you shouldn't have further issues with audio. Please try!
(02-10-2017, 08:38 PM)Annie Wrote: [ -> ]@Cobalt Prime
If you use PPU LLVM Recompiler then you shouldn't have further issues with audio. Please try!
Worked like a charm
But after some game time, performance started degradating - low fps, under 10. Turned off the emulator, ran it again, started with "Recompiling PPU executable", the games window opened and an error occurred.
---------------------------
Fatal error
---------------------------
Unhandled Win32 exception 0xC0000005.
Segfault reading location 00007ffb508448d0 at 00007ffb72b53c87.
Instruction address: 00007ffb72b53c87.
Module name: 'd3d11.dll'.
Module base: 00007ffb72ac0000.
RPCS3 image base: 0000000000010000.
PS: Is it normal that it needs to recompile ppu exectuable at every start? I'm not even changing the Decoders.
I would bet that was dx12 memory leak. Try changing renderer to Vulkan
(02-10-2017, 10:35 PM)LittleGrejmer Wrote: [ -> ]I would bet that was dx12 memory leak. Try changing renderer to Vulkan
Yeah, I suspected that too.
BUT, I'm confident with the D3D12 renderer. It works great, but this time the emulator literally shut down the game without any notice lol as usual I uploded the log.
Anyway it ended up like this with Vulkan too. (is there a problem with the save/load functions?)
I noticed it starts degradating with D3D12 after the line CELL_ENOTMOUNTED
Code:
E {PPU[0x1000000] Thread (main_thread) [0x00010240]} 'cellFsStat' failed with 0x80010006 : CELL_ENOENT
E {PPU[0x1000000] Thread (main_thread) [0x00010240]} 'cellFsStat' failed with 0x8001003a : CELL_ENOTMOUNTED
E {PPU[0x1000000] Thread (main_thread) [0x00010240]} cellSaveData: cellSaveDataEnableOverlay(enable=1)
E {PPU[0x1000024] Thread (thr_save) [0x0056d744]} cellSaveData: Savedata NPJB00287_SYSTEM00 considered broken
E {PPU[0x1000000] Thread (main_thread) [0x00010240]} cellSaveData: cellSaveDataEnableOverlay(enable=0)
Using Vulkan works well, but I got this at some point.
Code:
F {PPU[0x1000000] Thread (main_thread) [0x00010240]} struct vm::access_violation thrown: Access violation reading address 0x4
Sorry for the triple post but this is really getting me.
I wanted to do this to show how well it performs even though at the end the program invoked destructor (dunno why
).
You guys do know you have so much potential in you hands, right?
looking forward to improved versions. I feel kinda useless without knowing how to code.
PS: I didn't realize I had microphone turned on, nothing seems to be heard, my bad.
How about fast PPU interpreter? Should still run at full speed.
Awesome, its completely working. I've used PPU LLVM Recompiler instead of PPU Interpreter cause of that audio problem but now seems to be solved somehow? Unfortunately I don't remember what I did...
Btw, summarizing:
PPU Interpreter (fast)
SPU Recompiler
Library used
Code:
libadec.prx
libat3dec.prx
libatrac3plus.prx
libatxdec.prx
libdmux.prx
libdmuxpamf.prx
libfont.prx
libfontFT.prx
libfreetype.prx
libfreetypeTT.prx
libpamf.prx
libresc.prx
librtc.prx
libsre.prx
Render Vulkan, DirectX12 doesn't render correctly sometimes. Even crashes, who knows. Audio with XAudio2.