Ratchet & Clank: All 4 One (Digital) [NPUA80695]
Started by tchoutchou




4 posts in this topic
tchoutchou
Member


0
51 posts 14 threads Joined: Aug 2017
09-03-2017, 07:05 AM -
#1
Tested on RPCS3 v0.0.3-5767-9440e6545 Alpha.
Black screen, 0fps.

Code:
U {PPU[0x1000000] Thread (main_thread) [0x00bb82b0]} cellSysutil TODO: cellVideoOutConfigure(videoOut=0, config=*0xd0010430, option=*0x0, waitForEvent=0)
U {PPU[0x1000000] Thread (main_thread) [0x011c7c8c]} sys_spu TODO: Unsupported SPU Thread Group type (0x18)
U {PPU[0x1000000] Thread (main_thread) [0x011c7d80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x1000000] Thread (main_thread) [0x011c7d80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x1000000] Thread (main_thread) [0x011c7d80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x1000000] Thread (main_thread) [0x011c7d80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x1000000] Thread (main_thread) [0x011c7d80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x1000000] Thread (main_thread) [0x0119bf0c]} sys_prx TODO: _sys_prx_get_module_id_by_name(name=“cellLibprof”, flags=0, pOpt=*0x0)
E {PPU[0x1000000] Thread (main_thread) [0x0119bf0c]} '_sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [2]

.gz   RPCS3-Ratchet.log.gz (Size: 132.01 KB / Downloads: 25)
etrevi1
Member


0
1 posts 0 threads Joined: Jun 2020
06-04-2020, 02:17 PM -
#2
AMD FX-8320
PNY Geforce GTX 1660 Super
16GB Ram
RCPS3 0.0.10-10452-650152e0 Alpha
I get to Luminopolis Park and crashes during cut scene. The error I get is "Microsoft Visual C++ Runtime Library". I have already updated, but keeps crashing.
Slipsy
Member


0
3 posts 0 threads Joined: Mar 2021
04-12-2021, 04:42 PM -
#3
RPCS3 v0.0.15-12078-e4059dfe Alpha | HEAD
Intel® Core™ i5-8400 CPU @ 2.80GHz | 6 Threads | 15.94 GiB RAM | TSC: 2.808GHz | AVX+ | FMA3


Ingame, some lights have strange flickering beams and many graphics are missing (bullets being the major one, but in general all particle effects.) Water is messy and seems to appear unusually high, clipping with paths. Trees are rendered oddly translucent. In both the main menu and the ingame pause menu, the audio options page has some disappearing options.

Approx. 1 month ago, after ~10 attempts I managed to pass Luminopolis without hanging (would not recommend, it was quite tedious) and after a short bit of testing today I can confirm that it still crashes just as much on the current build. From there on out, the game plays relatively smoothly, still hanging occasionally but nowhere near as frequently as the first area. However shortly into the NEST Entrance, upon entering the first door and turning the corner, a small "cutscene" begins at which point the game crashes. This happens on the same frame consistently and immediately closes the entire emulator upon happening. Unfortunately due to this the game is still not beatable.

Attached is a log post NEST entrance crash and a screenshot just before the corner that crashes, with visual errors of a bright glitchy light in the background and lack of coloured circle on the floor below the player.


Attached Files Thumbnail(s)
   

.rar   RPCS3-A4O-log.rar (Size: 598.48 KB / Downloads: 0)
Slipsy
Member


0
3 posts 0 threads Joined: Mar 2021
06-30-2021, 09:24 AM -
#4
RPCS3 v0.0.16-12432-194bfc54 Alpha | HEAD
Intel® Core™ i5-8400 CPU @ 2.80GHz | 6 Threads | 15.94 GiB RAM | TSC: 2.808GHz | AVX+ | FMA3

Wonderful wonderful news! The NEST crash is gone! We have particle effects! Now when things shoot at you you can see the bullets hitting you!

Lights are still broken, and while the hard crash is gone, the game is still extremely unstable. The level directly after the NEST Entrance is very long, and as of yet I have not managed to beat Spog before the game gives up on me, so I cannot confirm whether the game is fully beatable yet or whether there is any more lingering crash spots. If I can get past that point and potentially finish the game, I will give another update but for now, we got PROGRESS. Enjoy the awkward update screenshot.


Attached Files Thumbnail(s)
   
Slipsy
Member


0
3 posts 0 threads Joined: Mar 2021
07-18-2021, 07:17 PM -
#5
RPCS3 v0.0.17-12502-65b2a0d5 Alpha | HEAD
Intel® Core™ i5-8400 CPU @ 2.80GHz | 6 Threads | 15.94 GiB RAM | TSC: 2.808GHz | AVX+ | FMA3

I can now very very tentatively say that the game is "beatable". It is not fun. RPCS3 Pre-particle effects, the hard crash in the NEST. Post-particle effects, you are unable to pick up the gadgets required for progress. However, between two separate versions of the emulator, one can get through the entire game! Note that I have been playing with a driver wake-up delay of 5000, at on average 15fps, with lows of 5fps. The game is so unbelievably unstable that playing this way is the only way to semi-guarantee that one will beat an entire level before the emulator hangs. I have also not yet gained every skill point, though I have gotten every hero bolt on 1 character. One of these bolts was inexplicably high in the sky and unattainable in a post-particle version of RPCS3, though backdating fixed this and due to the one-off nature of hero bolts I have not yet been able to check this, I don't fancy playing the entire game *again* at 5fps to check whether this was a single-version issue. Either way, the game is getting there.  The lights are still broken, by the way Wink


Attached Files Thumbnail(s)
       


Forum Jump:


Users browsing this thread: 1 Guest(s)