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Full Version: Shadow of the Colossus [NPEA00280]
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Audio:
Convert to 16 bit: false
Dump to file: false
Renderer: XAudio2

Core:
Hook static functions: true
Load liblv2.sprx only: false

Load libraries:
- libfiber.prx
- libfs.prx
- libio.prx
- librtc.prx
- libspurs_jq.prx
- libsre.prx


PPU Decoder: Interpreter (precise)
SPU Decoder: Recompiler (ASMJIT)
the game now shows a few screens  , but crash with a black screen (Intro)

tested with build  rpcs3-v0.0.3-2017-11-04-6782b226_win64 

used ps3 offical firmware version 4.81 from playstation's website.
where is screenshot.
RPCS3 v0.0.3-3-6782b22 Alpha
Ingame

Enable Write Color Buffers or the screen will be mostly white when ingame and use OpenGL or the colors will be mostly yellow/green.
Finally make sure you enable the "Full Pixel Mode" setting which is in the ingame options menu so it displays to the full window size.
[Image: 6e2a0ed34e.jpg]
[Image: f7b86237a5.jpg]
Nothing can be done about the excessive motion blur, I tried every GPU setting.
Hi, I'm not sure whether that thread should be kept clean for configuration recipes, or if it's also a proper place for reporting issues.

Issue:
  • Summary: game randomly hangs
  • Description: not recoverable (i.e. requires an emulator reboot); when using full-screen mode, alt-tabbing back-and-forward to the game window renders a freezed game intro/loading screen;
  • Config: https://pastebin.com/D2XmTWNg
  • Log: https://pastebin.com/xfWQukC2
  • Note 1: Not using the https://forums.rpcs3.net/thread-177185-p...#pid240785 recipe, as it gave worst results
  • Note 2: Not using the in-game "full pixel mode" option
  • Note 3: With the attached configuration, I defeated 5 colossus, but had to retry Gaius (colossus 3) and Avion (colossus 5) a few times, due to this issue. When retrying, issue was never triggering in the same place or gameplay context (i.e. sometimes when running, sometimes when swimming, sometime when waiting on the giant shoulder)

Also, is there a way to timestamp logs? This would help to find out what log entries are really involved at the crash time, even if it probably has a big performance cost.

Thanks for your great achievement and effort, I stay tuned for additional testing and reporting Wink
Hello, with the latest RPCS3 version, and using OpenGL, I could (almost) beat the game, with a low framerate (~15 f/s on an i7 6th gen with 32 GB DDR4 RAM and a Geforce GTX 770 2 GB VRAM). With Vulkan, the game seems very unstable (crashes after [30-300] seconds after booting).

But during the ending credits sequence, there is a fatal game freeze (when the "Character designer" section appears, that's about 30 seconds after the Credits Roll starts). It prevents the final game save to occur, and the further NG+ features (fighting bosses directly, collecting explosive arrow and so on). I tried 3 times, got the exact same error 3 times, at the same instant.

My machine is not overclocked, running at default/standard clocks.

The game is unaltered: this is a Playstation Network game (I read that the same issue was suspected to be caused by modified game files on some other games threads, but I modified none, nor did I get a shady altered copy of the game).

I play in windowed mode, maximized on a 1920*1080 desktop.

Here is the RPCS3 error log :
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RPCS3 v0.0.7-8692-7fdb4976 Alpha | HEAD | Firmware version: 4.83
Intel® Core™ i7-6700K CPU @ 4.00GHz | 8 Threads | 31.94 GiB RAM | TSC: 4.01GHz | AVX+ | TSX
E {PPU[0x1000000] Thread (main_thread) [0x01f8ff0c]} '_sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]
E {PPU[0x1000000] Thread (main_thread) [0x01f8ff0c]} '_sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [2]
E {PPU[0x1000001] Thread (BPETrophyInitThread) [0x01f60078]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x1, handle=0x1, statusCb=*0x71ce20, arg=*0x0, options=0x0)
E {PPU[0x1000000] Thread (main_thread) [0x01f61138]} 'cellPadGetInfo2' failed with 0x80121104 : CELL_PAD_ERROR_UNINITIALIZED [1]
E {PPU[0x1000000] Thread (main_thread) [0x01f61138]} 'cellPadGetInfo2' failed with 0x80121104 : CELL_PAD_ERROR_UNINITIALIZED [2]
E {PPU[0x1000000] Thread (main_thread) [0x01f61138]} 'cellPadGetInfo2' failed with 0x80121104 : CELL_PAD_ERROR_UNINITIALIZED [3]
E {PPU[0x1000000] Thread (main_thread) [0x01f854ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x1000000] Thread (main_thread) [0x01f854ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x1000000] Thread (main_thread) [0x01f854ec]} '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [3]
E {RSX [0x0000010]} RSX: FIFO error: possible desync event
E {RSX [0x01b9314]} RSX: FIFO error: possible desync event
E {PPU[0x1000001] Thread (BPETrophyInitThread) [0x01f600c8]} sceNpTrophy: sceNpTrophyUnlockTrophy(context=0x1, handle=0x1, trophyId=16, platinumId=*0xd001af20)
E {PPU[0x1000001] Thread (BPETrophyInitThread) [0x01f600c8]} 'sceNpTrophyUnlockTrophy' failed with 0x80022915 : SCE_NP_TROPHY_ERROR_ALREADY_UNLOCKED [1]
E {RSX [0x11337000]} RSX: FIFO error: possible desync event
F {PPU[0x1000000] Thread (main_thread) [0x002c7174]} MEM: Access violation reading location 0x8
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