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Ivv

Hello
I am a newbie and can't understand what I need to do to run a game. I've attached a log, please tell me what I was doing wrong. I am guessing the game is not possible to run yet?
·F {PPU[0x70000000] Thread (main_thread) [0x014288cc]} class std::runtime_error thrown: Unimplemented
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGame.cpp:200)

That game is calling for an unimplemented function. Try pressing resume when that happens and see if the emulation is able to proceed. If not, try another game.

Ivv

(12-02-2016, 07:27 PM)Annie Wrote: [ -> ]·F {PPU[0x70000000] Thread (main_thread) [0x014288cc]} class std::runtime_error thrown: Unimplemented
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGame.cpp:200)

That game is calling for an unimplemented function. Try pressing resume when that happens and see if the emulation is able to proceed. If not, try another game.

Sadly it didn't help. After resuming I am stuck with 0 fps. Also I get same error messages as in https://github.com/RPCS3/rpcs3/issues/2220 so it might be related

Ivv

Also, is it unusual to pass resolutionId=VIDEO_RESOLUTION_UNDEFINED to cellVideoOutGetResolutionAvailability? The function doesn't check resolutionId at all, so the game might be trying to use this value to configure video settings which is causing errors. Can't really confirm this by myself as I know nothing about the code and PS3 development in general.

Ivv

I've managed to go as far as this, but it still stalls no matter what... Any idea why?
pngDec has its HLE implementation, it shouldn't require being LLE loaded.
libSre (cellSpurs) needs to be loaded because the game requires it (spurs_jq may be needed as well). Both of them don't have any proper HLE implementation.
Leave Resc and RTC on as well because there's no HLE for them and the game might need them at some point.

I used to play that game a lot on PS3.
I'll try to test it as well if I have the time to.

---

E {PPU[0x70000000] Thread (main_thread) [0x0194d6cc]} 'cellVideoOutGetResolution' failed with 0x8002b222 : CELL_VIDEO_OUT_ERROR_ILLEGAL_PARAMETER

F {rsx::thread} class std::runtime_error thrown: Assertion failed! Result is C4650B07h

E {PPU[0x70000000] Thread (main_thread) [0x0194d60c]} PPU: 'cellHddGameCheck' aborted
F {PPU[0x70000000] Thread (main_thread) [0x0194d60c]} class std::runtime_error thrown: Unimplemented
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGame.cpp:200)

Won't go further here either

Ivv

(12-03-2016, 12:44 PM)Annie Wrote: [ -> ]pngDec has its HLE implementation, it shouldn't require being LLE loaded.
libSre (cellSpurs) needs to be loaded because the game requires it (spurs_jq may be needed as well). Both of them don't have any proper HLE implementation.
Leave Resc and RTC on as well because there's no HLE for them and the game might need them at some point.

I used to play that game a lot on PS3.
I'll try to test it as well if I have the time to.

---

E {PPU[0x70000000] Thread (main_thread) [0x0194d6cc]} 'cellVideoOutGetResolution' failed with 0x8002b222 : CELL_VIDEO_OUT_ERROR_ILLEGAL_PARAMETER

F {rsx::thread} class std::runtime_error thrown: Assertion failed! Result is C4650B07h

E {PPU[0x70000000] Thread (main_thread) [0x0194d60c]} PPU: 'cellHddGameCheck' aborted
F {PPU[0x70000000] Thread (main_thread) [0x0194d60c]} class std::runtime_error thrown: Unimplemented
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\cellGame.cpp:200)

Won't go further here either

What I did I'd changed cellVideoOutGetResolution so it interprets VIDEO_RESOLUTION_UNDEFINED as VIDEO_RESOLUTION_1080 as it is max resolution. Also I've changed cellGameDataGetSizeKB to always return 0x7fffffff. After that the game doesn't crash but still stalls.

captain_kido

u need nasa pc maybe + emulator unfinished

Ivv

Actually, I'd looked into API docs and decided to change it into this:
Code:
s32 cellGameDataGetSizeKB(vm::ptr<u32> size)
{
    if (size)
    {
        *size = 0;
    }
    return CELL_OK;
}
Nevertheless game does not start anyway.
As it is a UE3 game, is this behavior common for all UE3? No UE3 game actually working?

Also, is there a way to log all API calls from and to the game? Including LLE
I don't think any UE3 game (or pretty much any game really...) is working.
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