Backbreaker Vengeance [NPEB00592]
Started by BlackDaemon




21 posts in this topic
legend80
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0
120 posts 3 threads Joined: Aug 2017
11-07-2017, 07:32 AM -
#11
Figured it out. Got in game on build from 30 days ago:
https://ci.appveyor.com/project/rpcs3/rp.../artifacts

Broken by the next build:
https://ci.appveyor.com/project/rpcs3/rp.../artifacts

Can't even boot anymore:
F {PPU[0x1000000] Thread (main_thread) [0x0184a414]} MEM: Access violation writing location 0x0

Same result for the original Backbreaker game. So both games broken by this.
This post was last modified: 11-07-2017, 07:33 AM by legend80.
digitaldude
RPCS3 Tester


4
3,031 posts 559 threads Joined: Aug 2017
11-07-2017, 10:22 AM -
#12
Its fixed in a new pr on github. Will be fixed in master soon.
legend80
Member


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120 posts 3 threads Joined: Aug 2017
11-07-2017, 04:56 PM -
#13
Thanks for the update. Do you have a link to the PR by chance?
Asinine
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2,060 posts 83 threads Joined: Aug 2017
11-07-2017, 04:58 PM -
#14
(11-07-2017, 04:56 PM)legend80 Wrote: Thanks for the update. Do you have a link to the PR by chance?

It's the same clienthax PR that I linked you in another thread. https://github.com/RPCS3/rpcs3/pull/3702
legend80
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120 posts 3 threads Joined: Aug 2017
11-08-2017, 04:32 AM -
#15
Thanks Asinine. Tried the build from the PR and can confirm the fix.

Two call-outs (same results in the original disc game and Vengeance):

1) The game is FINALLY rock solid stable!! Yay!
2) BUT the gfx have regressed and there's now some lighting problem and bad textures. (that's with 'color buffers')
This post was last modified: 11-08-2017, 04:32 AM by legend80.


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legend80
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120 posts 3 threads Joined: Aug 2017
12-23-2017, 06:39 PM -
#16
Game is stable now, but the field/crowd is black. Previously 'Write Color Buffers" helped with that (made a weird yellow/green though) but now that being active causes a crash before main menu (Vulkan):
E {PPU[0x1000001] Thread (File System Thread) [0x01466090]} 'sys_fs_open' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd0/game/NPEB00592/USRDIR/media/cameras/test.dat” [1]

Update:
After hours of testing, I’ve found a (good) working config on RPCS3 v0.0.4-6271-8a3759f4 Alpha | HEAD
  • OpenGL
  • Color Buffers
  • Force CPU blit emulation
 
With this game gfx are nearly perfect (see screenshot), minus a glowing effect on point patches and black boxes around people in stands (both very minor). Full fps, minus a few stages with a lot of activity, where it gets a tad slow. The game also does freeze sometimes but I can play quite a bit before that happens.
 
Vulcan Regression Info:
Unfortunately, the game cannot be played (with proper gfx) with Vulcan right now, which i think would address the speed concerns noted above.
Last build with Vulcan + Color buffers working was 22 days ago. Since then, there were two kd-11 check-ins that made the game worse each time. Details below with logs attached:
 
First regression:
https://ci.appveyor.com/project/rpcs3/rpcs3/build/0.0.4-7112/artifacts (kd-11)
A lot of text is broken and freezes while loading gameplay. Need task manager to kill instance when this happens (bad).
Error:
E {rsx::thread} RSX: Could not gather all required surfaces for cubemap generation
 
Second regression (current behavior):
https://ci.appveyor.com/project/rpcs3/rpcs3/build/0.0.4-7251/artifacts (kd-11)
Now it freezes before main menu with this error:
E {PPU[0x1000001] Thread (File System Thread) [0x0143c090]} 'sys_fs_open' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd0/game/NPEB00592/USRDIR/media/cameras/test.dat” [1]
 
Note almost ALL the above info is the same for the original Backbreaker disc game.
This post was last modified: 12-24-2017, 04:04 AM by legend80.


Attached Files Thumbnail(s)
   

.gz   RPCS3-working on OpenGL.log.gz (Size: 220.39 KB / Downloads: 10)
.gz   RPCS3-1st regression.log.gz (Size: 97.19 KB / Downloads: 0)
.gz   RPCS3-2nd regression.log.gz (Size: 96.97 KB / Downloads: 3)
legend80
Member


0
120 posts 3 threads Joined: Aug 2017
03-29-2018, 05:38 AM -
#17
Latest Update:
I can start gameplay and play for a min or two but then always get a MEM: Access violation. A lot less stable nowadays.

Also, the recent changes by KD-11 regressed the game (two screen effect). Same behavior observed in the disc game Backbreaker.
https://forums.rpcs3.net/thread-177600-p...#pid296540
Asinine
Moderator
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2,060 posts 83 threads Joined: Aug 2017
03-29-2018, 10:19 PM -
#18
Half-screen isn't a regression kd-11 basically removed some ugly work-around that caused a couple games such as this one to not render properly. However since kd made the code more accurate this is not a regression. I'm sure it will be fixed eventually, though.
legend80
Member


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120 posts 3 threads Joined: Aug 2017
03-30-2018, 12:13 AM -
#19
Understood. Just hurts though, since the game was inches away from being playable - just a hair too slow in some areas, flat people in stands and some instability. Look forward to getting a proper fix in place - one of my favorite games! Smile
legend80
Member


0
120 posts 3 threads Joined: Aug 2017
12-08-2018, 06:35 PM -
#20
Remaining issues:

Field texture cache gets corrupted: (blocking bug-would be playable once fixed)
https://github.com/RPCS3/rpcs3/issues/5020

Field gfx broken on VK: (fine in opengl)
https://github.com/RPCS3/rpcs3/issues/4775

Enemy glow: (fixed in kd-11 WIP gt_fixes branch)
https://github.com/RPCS3/rpcs3/issues/5269

Crowd in stands are missing (very minor)
This post was last modified: 12-08-2018, 06:41 PM by legend80.


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