The Simpsons Game [BLES00142]
Started by bobthecooldad




37 posts in this topic
M1hai
Member


0
24 posts 1 threads Joined: Dec 2017
03-28-2019, 06:11 PM -
#21
(03-24-2019, 04:16 AM)UaQ - lover Wrote:
(03-23-2019, 05:33 PM)M1hai Wrote:
(03-18-2019, 09:57 AM)Asinine Wrote: Looks good, moving to playable.

Menus still not navigable, you can only have a save, and play it straight...


which build and any screenshots ?

Last build, v0.0.6-7909. \

This post was last modified: 03-28-2019, 06:12 PM by M1hai.
Asinine
Moderator
*****


4
2,060 posts 83 threads Joined: Aug 2017
05-12-2019, 01:25 PM -
#22
Moving to ingame until fixed, i heard it breaks on mission 3 as well when you have to switch characters using the bus stop and can't use the menu's.
Bromacia
Member


0
4 posts 0 threads Joined: Feb 2020
02-24-2020, 10:04 AM -
#23
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
This post was last modified: 02-25-2020, 12:38 PM by Bromacia.


Attached Files
.gz   RPCS3.log.gz (Size: 469.8 KB / Downloads: 69)
Miwoo
Member


0
4 posts 0 threads Joined: Jul 2018
02-27-2020, 01:19 PM -
#24
(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]
Bromacia
Member


0
4 posts 0 threads Joined: Feb 2020
02-27-2020, 07:06 PM -
#25
(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.
Miwoo
Member


0
4 posts 0 threads Joined: Jul 2018
02-27-2020, 08:10 PM -
#26
(02-27-2020, 07:06 PM)Bromacia Wrote:
(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.


Yes, than you very much, I know where is the issue ! That's when I set the resolution : 1920 x 1080 ! The game doesn't support this...

I don't know how to have a better render in 720p..
This post was last modified: 02-27-2020, 08:11 PM by Miwoo.
Bromacia
Member


0
4 posts 0 threads Joined: Feb 2020
02-28-2020, 10:11 AM -
#27
Yep it seems that it don’t support upscaling too.
I’m playing it like a PS3 does.
Miwoo
Member


0
4 posts 0 threads Joined: Jul 2018
02-28-2020, 12:32 PM -
#28
(02-28-2020, 10:11 AM)Bromacia Wrote: Yep it seems that it don’t support upscaling too.
I’m playing it like a PS3 does.
If we don't have another issue concerning the game... the last issue is  "how to upscale graphics ?".
I don't know if we can use injection method or patch to increase that. I tried 8k but nothing change.
Jonathan44062
Member


0
45 posts 13 threads Joined: Feb 2020
03-02-2020, 07:03 PM -
#29
RPCS3 v0.0.9-9801-d94b8751 Alpha | HEAD | Firmware version: 4.85
Intel® Core™ i7-8700 CPU @ 3.20GHz | 12 Threads | 15.93 GiB RAM | TSC: Bad | AVX+ | TSX



New test and nothing new, scale resolution doesn’t work, reconnected and connect again the controlled, and display the menu still doesn’t work, especially for the menu, many updates and nothing
Huckledaddy
Member


0
1 posts 0 threads Joined: Mar 2020
03-11-2020, 10:30 PM -
#30
I have found out that you can play levels in 1920x1080 but you can't play on Springfield on that resolution you have to play it on 1280x720. Haven't played through all of it just tested on a few levels and they seem to work.


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