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Full Version: Resident Evil Code Veronica X [NPUB30467]
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Screen Is Black

Audio:
Convert to 16 bit: false
Dump to file: false
Renderer: XAudio2

Core:
Hook static functions: true
Load liblv2.sprx only: false
Load libraries:
- libadec.prx
- libatrac3plus.prx
- libdmux.prx
- libfiber.prx
- libfs.prx
- libio.prx
- libpamf.prx
- libresc.prx
- libspurs_jq.prx
- libsre.prx
- libvdec.prx

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

Quote:F {PPU[0x1000000] Thread (main_thread) [0x00868f38]} class std::runtime_error thrown: Stack overflow (size=0x8, align=0x4, SP=0x2e815c50, stack=*0xd0000000)
(in file C:\rpcs3\rpcs3\Emu\Cell\PPUThread.cpp:417)
attention : it is whit Hack Build !

Whit small hack game show all intro and go to ingame but screen is black and hear sound game and move character
after press start show menu ingame when exit of menu ingame screen is black
And what was the hack you used? Please specify those when posting results with hack builds
This new Wip build kd-11 no need to hack
It's not kd-11's PR, it's a Nekotekina PR that was made a few days ago regarding Stack Overflows.
(02-27-2017, 03:32 PM)Annie Wrote: [ -> ]It's not kd-11's PR, it's a Nekotekina PR that was made a few days ago regarding Stack Overflows.

Quote:Pull request #2391 - [WIP] Improve texture cache
gl: Ignore invalid buffer definitions; drop depth subresource restrictions
0.0.1-3975
a day ago by kd-11
I test this PR and see work and I look this name and think relate kd-11


I Change
Quote: if (context.gpr[1] < context.stack_addr)
{
fmt::throw_exception("Stack overflow (size=0x%x, align=0x%x, SP=0x%llx, stack=*0x%x)" HERE, size, align_v, old_pos, context.stack_addr);
}
To

Quote:if (context.gpr[1] < context.stack_addr)
{
const u32 addr = static_cast<u32>(context.gpr[1]);
vm::ps3::_ref<nse_t<u32>>(addr + size) = old_pos;
std::memset(vm::base(addr), 0, size);
return addr;
}
and see work resident evil code veronica

I Now look and see Nekotekina change this line
Quote: if (old_pos >= context.stack_addr && old_pos < context.stack_addr + context.stack_size && context.gpr[1] < context.stack_addr)
{
fmt::throw_exception("Stack overflow (size=0x%x, align=0x%x, SP=0x%llx, stack=*0x%x)" HERE, size, align_v, old_pos, context.stack_addr);
}
Its in same state as before,
it passes menu and intro and when going game it loads inventory without problem, but in actual game its completely black, you can move character (footsteps can be heard) - but still, completely black.
Output is same with both renderers.
this error spams on log:
E {rsx::thread} RSX: Texture resides in render target memory, but requested type is not 2D (0)
Goes to Ingame with @kd-11 PR #3699
There are still major glitches, white objects, but not black screen after intro anymore.


Saves Work.
Retest with master once kd-11's Pull Request has been merged. All compatibility tests must be done with master as stated on the compatibility report guidelines here: https://forums.rpcs3.net/thread-196671.html
(11-07-2017, 10:20 PM)Asinine Wrote: [ -> ]Retest with master once kd-11's Pull Request has been merged. All compatibility tests must be done with master as stated on the compatibility report guidelines here: https://forums.rpcs3.net/thread-196671.html

Yeah, i know,  forgot to add exactly: "Waiting to test after merge".   Tongue
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