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Dante's Inferno [BLES00713] - Printable Version

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+--- Thread: Dante's Inferno [BLES00713] (/showthread.php?tid=188691)

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RE: Dante's Inferno [BLES00713] - wffl - 06-08-2017

RPCS3 v0.0.2-5-9a801ce Alpha

Ingame.



RE: Dante's Inferno [BLES00713] - legend80 - 06-08-2017

I can't get past the initial loading spinner. What settings are you using?



RE: Dante's Inferno [BLES00713] - wffl - 06-08-2017

(06-08-2017, 03:47 PM)legend80 Wrote: I can't get past the initial loading spinner. What settings are you using?

Auto lib, PPU Interpreter/LLVM, SPU Asmjit, OpenGl/vulkan work for me.



RE: Dante's Inferno [BLES00713] - ZEROx - 06-08-2017

he meant locoroco fix build, it goes ingame with PR2844



RE: Dante's Inferno [BLES00713] - legend80 - 06-09-2017

Same settings, today's build, still hang on initial spinner. Huh...wonder why this won't start for me. I'll keep trying...



RE: Dante's Inferno [BLES00713] - wffl - 06-09-2017

I didnt use PR2844, used latest master.



RE: Dante's Inferno [BLES00713] - QOTSANINSOADKORN - 10-23-2017

EMU claims it's running at 60 fps... but it's in slow mo...
the intro cutscene is taking forever to end... and i can't skip...
IN-GAME = 60 FPS SMOOTH -ISH BUT SOUND SKIPS... + YELLOW TINT...

RPCS3 v0.0.3-3-96fd855 Alpha

   

E {PPU[0x1000000] Thread (main_thread) [0x005308d8]} cellGame: cellGameDataCheckCreate2(version=0x0, dirName=“BLES00713”, errDialog=0x0, funcStat=*0xf20180, container=4294967295)
U {PPU[0x1000014] Thread (EARS:TongueDLC::InitTrophiesThread) [0x005d859c]} sceNpTrophy TODO: sceNpTrophyGetRequiredDiskSpace(context=0x1, handle=0x1, reqspace=*0xd00f1dd0, options=0x0)
E {PPU[0x1000014] Thread (EARS:TongueDLC::InitTrophiesThread) [0x005d85c0]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x1, handle=0x1, statusCb=*0xf201a8, arg=*0x20fb5580, options=0x0)
U {PPU[0x1000000] Thread (main_thread) [0x0076b070]} sceNp TODO: sceNpManagerGetNpId(npId=*0x29150c50)
U {PPU[0x1000000] Thread (main_thread) [0x005308d8]} sceNp TODO: sceNpManagerGetNpId(npId=*0x29150c50)
U {PPU[0x1000000] Thread (main_thread) [0x005308d8]} sceNp TODO: sceNpManagerGetNpId(npId=*0x29150c50)
E {PPU[0x1000015] Thread (EARS:TongueDLC:TonguerocTrophiesThread) [0x005d846c]} sceNpTrophy: sceNpTrophyUnlockTrophy(context=0x1, handle=0x1, trophyId=1, platinumId=*0xd00f1db0)
E {SPU[0x2000004] Thread (Job Manager - Job Thread)} SPU: [0x38890] Function call without $LR
E {SPU[0x2000004] Thread (Job Manager - Job Thread)} SPU: [0x2af90] Function call without $LR
E {SPU[0x2000005] Thread (Job Manager - Job Thread)} SPU: [0x16390] Function call without $LR
E {SPU[0x2000004] Thread (Job Manager - Job Thread)} SPU: [0x19690] Function call without $LR
E {SPU[0x2000004] Thread (Job Manager - Job Thread)} SPU: [0x2f390] Function call without $LR
E {SPU[0x2000004] Thread (Job Manager - Job Thread)} SPU: [0x1a510] Function call without $LR


RE: Dante's Inferno [BLES00713] - xseqtor - 04-05-2018

 Emulator crashes when fightning with Death

v0.0.5-6638 (5681186) Alpha(2018-04-04)

[Image: index.php?action=dlattach;topic=62382.0;...5716;image]


RE: Dante's Inferno [BLES00713] - cubatilles - 04-14-2018

(04-05-2018, 10:42 AM)xseqtor Wrote:  Emulator crashes when fightning with Death

v0.0.5-6638 (5681186) Alpha(2018-04-04)

[Image: index.php?action=dlattach;topic=62382.0;...5716;image]

True, same happens to me. I guess it's a regression, as there are videos of other people showing much more progress with the game.


RE: Dante's Inferno [BLES00713] - digitaldude - 04-14-2018

It might be possible to bypass the bug, I dont know how.