Kingdom Hearts 1.5 HD Remix [BLUS31212]
Started by Darkriot




100 posts in this topic
TesseracT
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1 posts 0 threads Joined: Jul 2018
11-22-2019, 05:09 PM -
#91
I just beat Final Mix on v0.0.7-8940. No crashes/freezes except for at the very end (after the final fmv which is after the credits). No graphical issues as far as i could tell with Read Color Buffers enabled. Furthermore, performance is excellent on a stock 7600K (perfect 30 fps and only 30 % cpu usage).
zakskywalker
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1 posts 0 threads Joined: Jan 2020
01-18-2020, 07:03 AM -
#92
(11-22-2019, 05:09 PM)TesseracT Wrote: I just beat Final Mix on v0.0.7-8940. No crashes/freezes except for at the very end (after the final fmv which is after the credits). No graphical issues as far as i could tell with Read Color Buffers enabled. Furthermore, performance is excellent on a stock 7600K (perfect 30 fps and only 30 % cpu usage).
Thanks bro, you're right, I can continue playing the game now. The last version doesn't work right for this game.
dermil
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1 posts 0 threads Joined: Apr 2020
Thumbs Up  04-19-2020, 07:36 PM -
#93
Previously couldn't get past the black screen but with ver. 0.0.9-10237 I've just completed Destiny Islands.

There were only a few graphical issues revolving around the 2D face textures but that's it. Also, changing the FPS with VBlank frequency just makes the entire game faster.

Otherwise, with default settings, the game seems to work perfectly. Will continue playing through and note any issues.
enersha
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2 posts 1 threads Joined: Mar 2020
05-31-2020, 10:59 AM -
#94
hello!
i have fixed the black screen issue by running version 0.0.9-10101
i have not encountered any bugs or performance issues
Smile
This post was last modified: 05-31-2020, 11:01 AM by enersha.
Equinoxxx
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1 posts 0 threads Joined: Aug 2020
08-19-2020, 02:57 AM -
#95
Hello, I am wondering if there is a fix for crashing in Re: Chain of Memories during the Heartless fight in Agrabah? I am aware of the crash when beginning to fight Guard Armor, however, I did not crash during this time. I am already on the second floor, and it runs fine until random times during the battle. I have attached two logs for two different errors and a validation log from the game's IRD. Game was tested under OpenGL and Vulkan, same crashes during same scenario. Tried at native resolutions and when upscaled, same errors. Are there any solutions to these issues?


Attached Files Thumbnail(s)
   

.7z   RPCS3.7z (Size: 718.89 KB / Downloads: 0)
.7z   RPCS3 - 2.7z (Size: 353.61 KB / Downloads: 0)
Hetsig
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2 posts 0 threads Joined: May 2018
09-12-2020, 01:26 PM -
#96
With the current version of RPCS3 (0.0.12-10873) there's, i think, a texture cache or a Vulkan error just when the alice in wonderland fight are about to start with the queen's deck of cards.

E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-93/BISLPS-25198-93” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-94/BISLPS-25198-94” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-95/BISLPS-25198-95” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-96/BISLPS-25198-96” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-97/BISLPS-25198-97” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-98/BISLPS-25198-98” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-99/BISLPS-25198-99” [3]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [1]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [1]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [2]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [2]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [3]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [3]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [1]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [1]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [2]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [2]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [3]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [3]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee594]} SYS: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee5f0]} SYS: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee594]} SYS: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee5f0]} SYS: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee594]} SYS: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [3]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee5f0]} SYS: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [3]
E {PPU[0x100000e] _add_scd_thread } SYS: Stat: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [x829]
E {PPU[0x100000e] _add_scd_thread } SYS: Stat: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [x829]
E {PPU[0x1000000] Thread (main_thread) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [1]
E {PPU[0x1000000] Thread (main_thread) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [2]
E {PPU[0x1000000] Thread (main_thread) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [3]
E {RSX [0x0098a18]} RSX: A texture was found in cache for address 0xc45d8000, but swizzle flag does not match
F {RSX [0x0098a18]} SIG: Thread terminated due to fatal error: Assertion failed: !region.is_locked()
(in file D:\a\1\s\rpcs3\Emu\RSX\VK\VKTextureCache.h:1157)


Trying to exit or stop the emulation this comes up

[Image: LSUNIw3.png]

and after a couple of seconds

[Image: XoO2nj5.png]

Edit: Using OpenGL will also make RPCS3 to crash

E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-97/BISLPS-25198-97” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-98/BISLPS-25198-98” [3]
E {PPU[0x1000000] Thread (main_thread) [0x02ee1ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd1/SaveData0/BISLPS-25198-99/BISLPS-25198-99” [3]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [1]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [1]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [2]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [2]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [3]
E {PPU[0x1000007] Thread (CDevSd MSECHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [3]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [1]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [1]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [2]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [2]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [3]
E {PPU[0x1000008] Thread (CDevSd VSYNCHandler) [HLE:0x02be6c60, LR:0x0032cb64]} SYS: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [3]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee594]} SYS: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee5f0]} SYS: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee594]} SYS: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee5f0]} SYS: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee594]} SYS: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [3]
E {PPU[0x100000e] Thread (_add_scd_thread) [0x000ee5f0]} SYS: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [3]
E {PPU[0x100000e] _add_scd_thread } SYS: Stat: 'sys_semaphore_wait' failed with 0x80010005 : CELL_ESRCH [x829]
E {PPU[0x100000e] _add_scd_thread } SYS: Stat: 'sys_semaphore_post' failed with 0x80010005 : CELL_ESRCH [x829]
E {PPU[0x1000000] Thread (main_thread) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [1]
E {PPU[0x1000000] Thread (main_thread) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [2]
E {PPU[0x1000000] Thread (main_thread) [HLE:0x02be6c50, LR:0x0032cb2c]} SYS: 'sys_lwmutex_lock' failed with 0x80010008 : CELL_EDEADLK [3]
E {RSX [0x0022de8]} RSX: A texture was found in cache for address 0xc45d8000, but swizzle flag does not match
F {RSX [0x0022de8]} SIG: Thread terminated due to fatal error: Assertion failed: !cached.is_locked()
(in file D:\a\1\s\rpcs3\Emu\RSX\GL\GLTextureCache.h:869)
This post was last modified: 09-12-2020, 01:33 PM by Hetsig. Edit Reason: added opengl test
Kyokoen
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8 posts 0 threads Joined: Sep 2017
01-18-2021, 02:21 AM -
#97
If anyone is interested I updated the original 60fps cheat engine patch to current RPCS3 0.0.14.11584 with the change map/menu fixes updated.

https://pastebin.com/CKsaKRb5

If this is now allowed feel free to remove this post. Did not see anything against it in rules tho.

I prefer to use this instead the rpcs3 patch for cutscenes fps toggle
This post was last modified: 01-18-2021, 02:30 AM by Kyokoen.
ImTiui
Member


0
1 posts 0 threads Joined: Feb 2021
02-26-2021, 03:28 AM -
#98
(01-18-2021, 02:21 AM)Kyokoen Wrote: If anyone is interested I updated the original 60fps cheat engine patch to current RPCS3 0.0.14.11584  with the change map/menu fixes updated.

https://pastebin.com/CKsaKRb5

If this is now allowed feel free to remove this post. Did not see anything against it in rules tho.

I prefer to use this instead the rpcs3 patch for cutscenes fps toggle

Hey, which settings do you used?
I'm having trouble after the Deep Jungle part. Whenever i try to use the Red Trinitys' in Transverse Town, my screen just go white, the music continues, i can pause, but it's stuck there. 
I tried to change the decoders and activating some of the advanced debug features, but still stuck :c


Attached Files Thumbnail(s)
   
SilentTheGray
Member


0
6 posts 1 threads Joined: Mar 2021
03-04-2021, 04:58 PM -
#99
Hey friends I just wanted to add that this game was completely Playable for me, I've put 19 hours and 40 minutes into it so far. I am having some issues with the Trophy Manager for this game and I have a suggested solution to my problem as I think many others will face it as well:

Issue: After the final credits screen the game will not reloop to the New Game + part of the game and therefore you don't unlock certain trophies in the Trophy Manager because of this, specifically I have 50 of the 56 available trophies right now, the ones I am missing are:

<Kingdom Hearts Master> - Obtain All Trophies - Platinum - ID 0
<Proud Player> - Clear Final Mix on Proud - Gold - ID 1
<Final Mix Master> Clear Final Mix - Silver - ID 2
<Novice Player> Clear Final Mix on Beginner - Bronze - ID 3
<Unchanging Armor> Clear the game without changing equipment - Silver - ID 4
<Undefeated> Clear the game without using a continue - Silver - ID 5

I should be seeing Novice Player and Undefeated unlock when I kill the final boss for the last time, at the same time the Speedster trophy popped, is there anyway to rewrite when those trophies pop up so myself and others can avoid this issue altogether in the future?
SilentTheGray
Member


0
6 posts 1 threads Joined: Mar 2021
03-04-2021, 08:15 PM -
I have tried a few things to work around the black screen after the final cutscene which prevents me from 100%-ing the game; as described here: https://forums.rpcs3.net/thread-202026.h...dom+hearts

-Not skipping cutscenes after the final battle (this made no difference)
-Skipping cutscenes (doesn't seem to matter)
-different save files I have the one I played through all the game with and another one I found online, it didn't seem to matter though
-on page 4 of this thread a user jvanzalen describes some things that have worked for getting around the Atlantica/Jafar bugs I've tried both with this setting and without; found here: https://forums.rpcs3.net/thread-180504-p...dom+hearts
-I've used the cheat engine 60 FPS method (it made no difference)

I'm not sure if this is helpful to someone in resolving the issue, but I am done testing that for a bit today.

A new issue occurs with Proud Mode and the secret ending, as soon as I find the name of this movie file I'll see if changing it can work around this one as well, will update.
This post was last modified: 03-05-2021, 10:52 PM by SilentTheGray.


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