RPCS3 for Newcomers - Printable Version +- RPCS3 Forums (https://forums.rpcs3.net) +-- Forum: Community (https://forums.rpcs3.net/forumdisplay.php?fid=1) +--- Forum: Announcements (https://forums.rpcs3.net/forumdisplay.php?fid=2) +--- Thread: RPCS3 for Newcomers (/showthread.php?tid=174352) |
RE: RPCS3 for Newcomers - Ani - 07-18-2016 (07-18-2016, 10:43 AM)lolo633 Wrote:(07-17-2016, 11:41 PM)Annie Wrote:(07-17-2016, 10:42 PM)lolo633 Wrote: Well, When I try to open Naruto Ultimate Ninja Storm only appears a blank screen nothing more........................ Help please. Quote:When posting your results, please indicate which build are you using (which you can find in the first line of your RPCS3.log), a brief description of your settings (PPU/SPU/Render/LLE Modules) and possibly screenshots or a video if relevant to the post, and see the guidelines on how to report issues. You didn't even upload the log, we can't find out what's the issue you're having if you don't RE: RPCS3 for Newcomers - Ronaldo Brazil - 08-24-2016 Saint Seiya brave soldiers come now to the start screen after the opening of the game and if you wait for a long time still manages to get in the game menus RE: RPCS3 for Newcomers - fdemian - 09-12-2016 Hi, I'm trying to run Metal Gear Solid 4. I'm booting the game from the SELF file. I'm using the interpreter, because using the recompiler results in RPCS3 crashing. The game seems to "start" (it shows me a black screen and is apparently running the main thread). However I'm getting the following error message: Code: {PPU[0x70000001] Thread (MGS4 MAIN) [0x0030e4dc]} 'cellFsStat' failed with 0x8001003a : CELL_ENOTMOUNTED And Code: {PPU[0x70000001] Thread (MGS4 MAIN) [0x0030e4dc]} sys_fs: sys_fs_stat(“/dev_bdvd/PS3_GAME/USRDIR/mgs/”) failed: not mounted Here are my settings: Code: Audio: And here's the full interpreter log: https://gist.github.com/fdemian/1b5a27cda0be32775a5409df8159affc I get the feeling that I'm missing something very basic . I'd appreciate any hints. EDIT: also it seems there is an unimplemented texture. Since I'm not sure the game is actually doing something useful at this point, I'm not sure wether to report it or not. Code: {rsx::thread} class std::runtime_error thrown: Unknown surface color format 0x0 RE: RPCS3 for Newcomers - ssshadow - 09-12-2016 A complex game like MGS4 is not going to run in any meaningful way (or at all) right now or in the next few years. RE: RPCS3 for Newcomers - fdemian - 09-12-2016 Of course, I wasn't expecting it to run tomorrow. But considering that commercial games are starting to run, I don't think trying to debug the issues the game presents is a bad idea. In any case, I posted here because of the mount warning specifically. I suspect that until the texture issue isn't fixed I won't be seeing a start screen anytime soon . RE: RPCS3 for Newcomers - ssshadow - 09-12-2016 (09-12-2016, 05:10 PM)fdemian Wrote: Of course, I wasn't expecting it to run tomorrow. But considering that commercial games are starting to run, I don't think trying to debug the issues the game presents is a bad idea. I have seen that in a few games, don't know what that is about but you can fix it like this:
Boot from the game in the dev_bdvd folder. It should find the files now. RE: RPCS3 for Newcomers - fdemian - 09-13-2016 (09-12-2016, 05:31 PM)ssshadow Wrote:(09-12-2016, 05:10 PM)fdemian Wrote: Of course, I wasn't expecting it to run tomorrow. But considering that commercial games are starting to run, I don't think trying to debug the issues the game presents is a bad idea. Thanks a lot, that seemed to do the trick! One less warnig, I guess . RE: RPCS3 for Newcomers - withecrash - 09-18-2016 soo. how do i play a game exactly? and also, can i play jojo? RE: RPCS3 for Newcomers - ssshadow - 09-18-2016 (09-18-2016, 02:02 AM)withecrash Wrote: soo. how do i play a game exactly? You didn't even read the first post in this thread... No you can't. RE: RPCS3 for Newcomers - Jhon1234 - 09-26-2016 Trying to boot Disgaea 4 but can't .help windows 10 I7 4770 gpu:4600 errors I get E {PPU[0x70000000] Thread (main_thread) [0x0042a3e0]} cellSaveData: cellSaveDataEnableOverlay(enable=1) U {PPU[0x70000019] Thread (NowLoadingThread) [0x00429f20]} cellResc TODO: cellRescSetConvertAndFlip(cntxt=*0x2afc000, idx=0x0) U {PPU[0x70000019] Thread (NowLoadingThread) [0x00429ec0]} cellResc TODO: cellRescSetWaitFlip() U {PPU[0x70000000] Thread (main_thread) [0x0042afa0]} cellPamf TODO: cellPamfReaderInitialize(): verification U {PPU[0x70000000] Thread (main_thread) [0x00429f20]} cellResc TODO: cellRescSetConvertAndFlip(cntxt=*0x2afc000, idx=0x0) U {PPU[0x70000000] Thread (main_thread) [0x00429ec0]} cellResc TODO: cellRescSetWaitFlip() U {PPU[0x70000000] Thread (main_thread) [0x0042b760]} sceNp TODO: sceNpManagerGetNpId U {PPU[0x70000000] Thread (main_thread) [0x0042b300]} sceNp TODO: sceNpBasicRegisterContextSensitiveHandler U {PPU[0x70000010] Thread (Trophy thread) [0x0042b860]} sceNpTrophy TODO: sceNpTrophyGetRequiredDiskSpace(context=0x65, handle=0x66, reqspace=*0x1d04768, options=0x0) E {PPU[0x70000010] Thread (Trophy thread) [0x0042b820]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x65, handle=0x66, statusCb=*0x4b0e60, arg=*0x0, options=0x0) U {PPU[0x70000000] Thread (main_thread) [0x0042bfa0]} sysPrxForUser TODO: _sys_process_atexitspawn() U {PPU[0x70000000] Thread (main_thread) [0x0042c0e0]} sysPrxForUser TODO: _sys_process_at_Exitspawn U {PPU[0x70000000] Thread (main_thread) [0x0042b660]} sceNp TODO: sceNpManagerRegisterCallback U {PPU[0x70000000] Thread (main_thread) [0x00429f40]} cellResc TODO: cellRescInit(initConfig=*0xd002f544) U {PPU[0x70000000] Thread (main_thread) [0x00429fc0]} cellResc TODO: cellRescVideoOutResolutionId2RescBufferMode(resolutionId=2, bufferMode=*0xd002f530) U {PPU[0x70000000] Thread (main_thread) [0x00429ee0]} cellResc TODO: cellRescSetDsts(dstsMode=0, dsts=*0xd002f538) U {PPU[0x70000000] Thread (main_thread) [0x00429f00]} cellResc TODO: cellRescSetDisplayMode(displayMode=4) U {PPU[0x70000000] Thread (main_thread) [0x00429f60]} cellResc TODO: cellRescGetBufferSize(colorBuffers=*0x29f3800, vertexArray=*0x29f3804, fragmentShader=*0x29f3808) U {PPU[0x70000000] Thread (main_thread) [0x00429fa0]} cellResc TODO: cellRescSetBufferAddress(colorBuffers=*0xcc900000, vertexArray=*0xc0ac0000, fragmentShader=*0xc0ac1000) U {PPU[0x70000000] Thread (main_thread) [0x00429ea0]} cellResc TODO: cellRescGcmSurface2RescSrc(gcmSurface=*0x2ac0580, rescSrc=*0x29f3820) U {PPU[0x70000000] Thread (main_thread) [0x00429f80]} cellResc TODO: cellRescSetSrc(idx=0x0, src=*0x29f3820) U {PPU[0x70000000] Thread (main_thread) [0x00429ea0]} cellResc TODO: cellRescGcmSurface2RescSrc(gcmSurface=*0xd002f630, rescSrc=*0x29f3830) U {PPU[0x70000000] Thread (main_thread) [0x00429f80]} cellResc TODO: cellRescSetSrc(idx=0x1, src=*0x29f3830) E {PPU[0x70000000] Thread (main_thread) [0x0042a3e0]} cellSaveData: cellSaveDataEnableOverlay(enable=1) U {PPU[0x70000000] Thread (main_thread) [0x0042b760]} sceNp TODO: sceNpManagerGetNpId U {PPU[0x70000000] Thread (main_thread) [0x0042b300]} sceNp TODO: sceNpBasicRegisterContextSensitiveHandler U {PPU[0x70000010] Thread (Trophy thread) [0x0042b860]} sceNpTrophy TODO: sceNpTrophyGetRequiredDiskSpace(context=0x65, handle=0x66, reqspace=*0x1d04768, options=0x0) E {PPU[0x70000010] Thread (Trophy thread) [0x0042b820]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x65, handle=0x66, statusCb=*0x4b0e60, arg=*0x0, options=0x0) |