Disgaea 3: Absence of Justice [BLUS30181]
Started by ssshadow

289 posts in this topic

2,490 posts 63 threads Joined: Aug 2017
12-27-2013, 10:39 PM -

Update 2017-01-30 Looks playable to me: https://www.youtube.com/watch?v=UNxGCYluxbA
LLE modules to be used: http://www.emunewz.net/forum/showthread....#pid234509

I just compiled the latest code on github, and Disgaea 3 now has a frame rate > 0 and some messages generated by the game itself.

A big image with the game window and frame rate.

Game messages:

[Image: HkFQiCJ.png]

Lastly: Full log of booting the game, eventually hanging on an opengl error, end exiting the emulator.

12-27-2013, 10:58 PM -
Also, I (ssshadow) got auto banned by that stupid Akismet system for making this topic. Could some mod get on top of that?

EDIT: In case anyone wants it, and trusts running executable by a banned spammer ( Rolleyes ) I have attached my build of rpcs3, just replace an old one, and keep the additional files.

12-28-2013, 12:57 PM -
Ban lifted,sorry about that.Send a pm to shadow and tell him to make you a auntenticated user

2,490 posts 63 threads Joined: Aug 2017
01-19-2014, 12:06 PM -
Wow! With the latest revisions this game seems to run a lot better, working mutex probably a big part of that (Tongue), and although we still stop with a OpenGL error in the end the game does load a bunch of data and actually enters a thread called "NowLoadingThread" which I assume i responsible for the initial loading/logo screen stuff. In fact, looking at the RSX debugger we get the first hint on in game graphics from a commercial game. I think this one is almost at the intro stage now.

[W : RSXThread]: New FBO (1280x720)
[E : RSXThread]: GLTexture::Init() -> glTexImage2D: opengl error 0x0501
[E : RSXThread]: m_gl_textures[0].Init: opengl error 0x0501

[Image: TAl8uNb.png]

Full log on running the game: http://pastebin.com/MCD3Vtwi

Edit: The dir name in the log is of course wrong, I am using the latest build, but I have some paths hard coded and don't want to change it Tongue

2,490 posts 63 threads Joined: Aug 2017
02-01-2014, 12:40 AM -
Latest rev, and some progress. OpenGL error is gone, and I think we get further, although a new bug has been introduced I think. If the fetched instruction is "STOP" the thread should probably exit. Right now I think we just continue to fetch and execute the next instruction, which is more "STOP". See the log.

But this should not make much of a difference, I think. From the 3000 lines in the log, the following bits seem the most interesting. Everything seems mostly fine up until the unknown syscall. After this we also have a TODO: _sys_heap_memalign, followed by a lot of "Write n to null block", after which the game exists itself I think (See screenshot.). Lastly rpcs3 crashes.

[E : PPU[1] Thread (CPUThread)[0x00212a20]]: Unknown syscall: 193 - 000000c1
[E : PPU[1] Thread (CPUThread)[0x00258e88]]: TODO: _sys_heap_memalign
[E : PPU[1] Thread (CPUThread)[0x00214d60]]: Write32 to null block: [00000fdc]: 473b8000
[E : PPU[1] Thread (CPUThread)[0x00214e80]]: Write64 to null block: [00000660]: 5f6d787230303400
[E : PPU[1] Thread (CPUThread)[0x00214e8c]]: Write8 to null block: [00000667]: 0
[W : PPU[1] Thread (CPUThread)[0x00258f18]]: Process warning: sys_process_exit(1)
[! : RSXThread]: RSX thread exit...

Full log: http://pastebin.com/4etew1Xs

Screenshot with game debug console: http://i.imgur.com/4nYrJP3.png

2,490 posts 63 threads Joined: Aug 2017
02-10-2014, 08:18 PM -
Runs some more (even further!), but eventually hangs with a slow mutex timeout loop. The last few lines are me stopping, not the game.



And if you re run the game again, you get different output, and 48 black frames per second Tongue http://pastebin.com/5uYyukRs

02-11-2014, 07:47 AM -
cool keep it up

02-15-2014, 04:37 PM -
Hello dear developers,

I must say that watching such progress is very exciting!
I believe in you guys, I trust that one day you will make
a fully functional ps3 emulator capable of running commercial
games, please never give up on that goal, thanks! Big GrinHeart

2,490 posts 63 threads Joined: Aug 2017
02-20-2014, 01:18 PM -
The game even initializes audio now (and produces a quiet audioport1.wav). However it quietly hangs at a black screen in the end. Stopping emulation might give a hint to why, as we can see what cancels at this time.


Quote:[W : PPU[49] Thread (_cellsurMixerMain)[0x00217704]]: sys_event_queue_receive(equeue=51) aborted
[! : PPU[56] Thread (NisAt3Line1)[0x00235d14]]: PPU[56] Thread (NisAt3Line1) leave
[! : PPU[57] Thread (NisAt3Line2)[0x01d50024]]: PPU[57] Thread (NisAt3Line2) leave
[W : PPU[1] Thread (CPUThread)[0x00211d44]]: sys_mutex_lock(id=23) aborted
[! : PPU[49] Thread (_cellsurMixerMain)[0x00217708]]: PPU[49] Thread (_cellsurMixerMain) leave
[W : AudioPort1]: Port aborted
[! : PPU[1] Thread (CPUThread)[0x00211d48]]: PPU[1] Thread (CPUThread) leave
[! : PPU[55] Thread (NisAt3Line0)[0x0001d75c]]: PPU[55] Thread (NisAt3Line0) leave
[W : PPU[54] Thread (synth2_generate)[0x002128d8]]: sys_event_queue_receive(equeue=26) aborted
[W : PPU[46] Thread (_sys_mixerSurBusReq)[0x002144cc]]: sys_cond_wait(id=41) aborted
[! : PPU[54] Thread (synth2_generate)[0x002128dc]]: PPU[54] Thread (synth2_generate) leave
[! : PPU[46] Thread (_sys_mixerSurBusReq)[0x002144d0]]: PPU[46] Thread (_sys_mixerSurBusReq) leave
[W : PPU[38] Thread (_sys_MixerChStripMain)[0x0021ab30]]: sys_cond_wait(id=37) aborted
[! : PPU[38] Thread (_sys_MixerChStripMain)[0x0021ab34]]: PPU[38] Thread (_sys_MixerChStripMain) leave
[! : RSXThread]: RSX thread exit...
[!]: Closing memory...

02-22-2014, 12:10 AM -
Sweet. This is my #1 game i want on the emulator. Also would love the ff13 trilogy on PC too. Anyways, If i ever find any free time I'll probably help out on the development. This looks exciting.

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