02-27-2020, 07:06 PM -
(02-27-2020, 01:19 PM)Miwoo Wrote:(02-24-2020, 10:04 AM)Bromacia Wrote: Hello,
RPCS3 v0.0.8-9612 5c42d29c Alpha
Game is fully playable (not tested until end but 99% sure). Played it for many hours in 2 players. Game still need to replug controller when launching game but works like a charm after. All menu work.
Using Shadow Boost configuration (Intel 8 core, 12gb, GTX1080)
Full configuration of RPCS in Log
(I can't attach 3 screenshot, blank page result when trying)
3 Screenshot on Imgur
I used the same version and the last version (same results)
For me at the end of the first chocolate level during the loading, the game crash, and I have this :
F {PPU[0x1000000] Thread (main_thread) [0x0062b860]} VM: Access violation writing location 0x0 (unmapped memory)
All the log is here:
RPCS3 v0.0.8-9739-ee46ad1c Alpha | HEAD | Firmware version: 4.85
Intel® Core i7-7700K CPU @ 4.20GHz | 8 Threads | 15.94 GiB RAM | TSC: Bad | AVX+ | TSX
S UPDATER: [Auto-updater] RPCS3 is up to date!
S Input: XInput device 0 connected
S GUI: Boot successful.
S {PPU[0x1000000] Thread (main_thread)} SPU: SPU Runtime: Built the interpreter.
S {PPU[0x1000000] Thread (main_thread)} SPU: SPU Runtime: Built 965 functions.
U {PPU[0x1000000] Thread (main_thread) [0x00d3fe64]} sys_prx TODO: _sys_prx_register_module()
U {PPU[0x1000000] Thread (main_thread) [0x00d400bc]} sys_prx TODO: _sys_prx_register_library(library=*0xd426a0)
S {PPU[0x1000000] Thread (main_thread) [0x00d409ac]} sys_prx: Loaded module: /dev_flash/sys/external/libsysmodule.sprx
U {PPU[0x1000000] Thread (main_thread) [0x00d83d8c]} sys_ss TODO: sys_ss_access_control_engine(pkg_id=0x1, a2=0x1, a3=0xd0020a50)
E {PPU[0x1000000] Thread (main_thread) [0x00d83d8c]} SYS: 'sys_ss_access_control_engine' failed with 0x80010003 : CELL_ENOSYS [1]
U {PPU[0x1000000] Thread (main_thread) [0x00d83d24]} sys_ss TODO: sys_ss_access_control_engine(pkg_id=0x2, a2=0xd0020a50, a3=0x0)
S {PPU[0x1000000] Thread (main_thread) [0x00d409ac]} sys_prx: Loaded module: /dev_flash/sys/external/libgcm_sys.sprx
S {PPU[0x1000000] Thread (main_thread) [0x00d409ac]} sys_prx: Loaded module: /dev_flash/sys/external/libsre.sprx
U {PPU[0x1000000] Thread (main_thread) [0x00d4061c]} sys_prx TODO: _sys_prx_register_module()
S {PPU[0x1000000] Thread (main_thread) [0x00d409ac]} sys_prx: Loaded module: /dev_flash/sys/external/libfs.sprx
S {PPU[0x1000000] Thread (main_thread) [0x00d409ac]} sys_prx: Loaded module: /dev_flash/sys/external/libnet.sprx
S {PPU[0x1000000] Thread (main_thread) [0x00d409ac]} sys_prx: Loaded module: /dev_flash/sys/external/librtc.sprx
S RSX: New program compiled successfully x12
U {PPU[0x1000000] Thread (main_thread) [0x00b10670]} cellSysutil TODO: cellVideoOutConfigure(videoOut=0, config=*0xd00205e0, option=*0x0, waitForEvent=0)
E {PPU[0x1000008] Thread (Game Data Utility) [0x00b102e0]} cellGame: cellGameDataCheckCreate2(version=0x0, dirName=“BLUS30065”, errDialog=0x0, funcStat=*0xad0788, container=1056964608)
E {PPU[0x1000009] Thread (Patch Check Utility) [0x00e02000]} SYS: 'sys_fs_opendir' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd0/game/BLUS30065/USRDIR” [1]
E {PPU[0x1000009] Thread (Patch Check Utility) [0x00e01360]} SYS: 'sys_fs_closedir' failed with 0x8001002a : CELL_EBADF [1]
E {PPU[0x100000b] Thread (Additional Content Manager ) [0x00e02000]} SYS: 'sys_fs_opendir' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd0/game/BLUS30065/USRDIR” [1]
E {PPU[0x100000b] Thread (Additional Content Manager ) [0x00e01360]} SYS: 'sys_fs_closedir' failed with 0x8001002a : CELL_EBADF [1]
S Input: XInput device 0 connected
S {RSX Decompiler Thread} RSX: New program compiled successfully x5
S {SPU LLVM} SPU: New block compiled successfully x2
S {RSX Decompiler Thread} RSX: New program compiled successfully x22
S {SPU LLVM} SPU: New block compiled successfully x7
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
S {SPU LLVM} SPU: New block compiled successfully x5
S {RSX Decompiler Thread} RSX: New program compiled successfully x3
S {SPU LLVM} SPU: New block compiled successfully x8
S {RSX Decompiler Thread} RSX: New program compiled successfully x20
E {RSX [0x00c05a8]} RSX: Cannot invalidate a currently bound render target!
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
E {RSX [0x0170cfc]} RSX: Cannot invalidate a currently bound render target!
E {RSX [0x0170ef4]} RSX: Cannot invalidate a currently bound render target!
S {RSX Decompiler Thread} RSX: New program compiled successfully x6
S {SPU LLVM} SPU: New block compiled successfully x60
S {RSX Decompiler Thread} RSX: New program compiled successfully
S {SPU LLVM} SPU: New block compiled successfully x19
S {RSX Decompiler Thread} RSX: New program compiled successfully x10
S {SPU LLVM} SPU: New block compiled successfully
F {PPU[0x1000000] Thread (main_thread) [0x0062b860]} VM: Access violation writing location 0x0 (unmapped memory)
E {PPU[0x1000001] Thread (DiskErrorRenderThread) [0x0082f2b8]} SYS: 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000006] Thread [0x0082e09c]} SYS: 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000003] Thread [0x0082f2b8]} SYS: 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x100001d] Thread (Scene_Gathering_Thread) [0x0082f2b8]} SYS: 'sys_cond_wait' failed with 0x00000000 : 0 [1]
E {PPU[0x1000007] Thread [0x0082e09c]} SYS: 'sys_cond_wait' failed with 0x00000000 : 0 [1]
Yep had this problem too but with right configuration it do not crash.
You will find in my log the good configuration.