Metal Gear Solid 4: Guns of Patriots [BLES00246]
Started by Blackbird




95 posts in this topic
Gunzerker111
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4 posts 0 threads Joined: Mar 2018
04-22-2020, 04:27 PM -
#91
(02-20-2020, 06:43 PM)Batman420Gucci Wrote:
(01-31-2020, 07:09 PM)LudicrouslyLiam Wrote: When I boot this version of the game, for some reason it sets my monitor's refresh rate to 60. I can manually change it back to 144 but thought it was odd that it does this.

I can't seem to control anything when in the main menu, not sure why. Anyone else have this issue? I can provide the log if that will help.

Have you taken a look at your monitor display settings? It may be possible that there's some hidden setting for compatibility purposes that will force the monitor refresh rate to change depending on the application. Do you have any other games to test out this behaviour with?
What settings should I look up, because in general I cant control the menu? I dont know about this refresh rate stuff?
Batman420Gucci
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13 posts 0 threads Joined: Apr 2018
05-02-2020, 01:04 PM -
#92
(04-22-2020, 04:27 PM)Gunzerker111 Wrote:
(02-20-2020, 06:43 PM)Batman420Gucci Wrote:
(01-31-2020, 07:09 PM)LudicrouslyLiam Wrote: When I boot this version of the game, for some reason it sets my monitor's refresh rate to 60. I can manually change it back to 144 but thought it was odd that it does this.

I can't seem to control anything when in the main menu, not sure why. Anyone else have this issue? I can provide the log if that will help.

Have you taken a look at your monitor display settings? It may be possible that there's some hidden setting for compatibility purposes that will force the monitor refresh rate to change depending on the application. Do you have any other games to test out this behaviour with?
What settings should I look up, because in general I cant control the menu? I dont know about this refresh rate stuff?
Are you on a different account? I'm not sure if you're having the same issue as LudicrouslyLiam was having. 

Update on this game: The game now freezes with the error message "F {RSX [0x0d2f8b8]} VM: Access violation reading location 0x42abe7b0 (unmapped memory) ". Error logs below:

S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] Thread (HLE Video Decoder)} cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20258]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {RSX [0x0d21020]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d21030
E {RSX [0x0a2d5e0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a2de30
E {RSX [0x0a32f10]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a32f20
E {RSX [0x0a21960]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a21970
E {RSX [0x0a2cf20]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a2eb60
F {RSX [0x0d2f8b8]} VM: Access violation reading location 0x42abe7b0 (unmapped memory)
Batman420Gucci
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13 posts 0 threads Joined: Apr 2018
07-07-2020, 05:18 PM -
#93
After the latest video, the game now loads more of the title screen, but still errors out with an access violation. There's also the "Missing Disc" icon with a flashing question mark on the top left.
RPCS3 version: RPCS3 Version: 0.0.11-10627-5fae1b36 Alpha

Error log with crash:
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} PPU: LLVM: Loaded module v3-tane-ttuWcrR8vkrZXRoK2sr771-00000G-skylake.obj
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20258]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {RSX [0x0d5c060]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5c070
E {RSX [0x0d5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5abb0
E {RSX [0x0d26ba0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d32390
E {RSX [0x0a1d0a0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a1e0d0
E {RSX [0x0a128c0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a12b70
E {RSX [0x0d1cd90]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d1cda0
E {RSX [0x0d17510]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d17520
E {RSX [0x0a0e500]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a0ed90
E {RSX [0x0d127b0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d127c0
E {RSX [0x0a15d50]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a15d60
E {RSX [0x0a16910]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a169e0
E {RSX [0x0d12110]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d12310
E {RSX [0x0d19c40]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d19ea0
E {RSX [0x0d158e0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d158f0
E {RSX [0x0d128c0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d12b70
E {RSX [0x0d0fa60]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d10020
S {RSX Decompiler Thread} RSX: New program compiled successfully
E {RSX [0x0a17870]} RSX: NV4097_SET_BEGIN_END aborted due to invalid primitive!
E {RSX [0x0d1d0a0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d1d660
E {RSX [0x0d173b0]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d173c0
E {RSX [0x0a0dc34]} RSX: NV4097_SET_BEGIN_END aborted due to invalid primitive!
E {RSX [0x0a15c50]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a15c60
F {RSX [0x0d1634c]} VM: Access violation reading location 0x42a2d760 (unmapped memory)
Batman420Gucci
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13 posts 0 threads Joined: Apr 2018
08-27-2020, 02:48 PM -
#94
Checking in on this game. With the latest update to RPCS3, I can now go into the main menu from the title screen! Unfortunately the game freezes soon after but still good to see progress.
RPCS3 Version: 0.0.11-10790-d000d648 Alpha

Logs in the menu:
S {PPU[0x1000025] Thread (OVERLAY_LOAD) [0x0001333c]} sys_overlay: Loaded overlay: “/dev_bdvd/PS3_GAME/USRDIR/mgs/mgs4.mself_x1f68d8” (id=0x2501a200)
E {PPU[0x1000027] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
E {PPU[0x1000028] Thread (trophy_setup) [0x00a200d0]} sceNpTrophy: sceNpTrophyRegisterContext(context=0x1, handle=0x1, statusCb=*0x3d9d40, arg=*0x0, options=0x1)
E {PPU[0x100002a] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} ppu_loader: PRX library hash: PRX-fbf6a929bae3719f70e10ce7f6e0022492aa30b1 (<- 0)
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} PPU: LLVM: Loaded module v3-tane-ttuWcrR8vkrZXRoK2sr771-00000G-skylake.obj
S {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c509ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsmvd2.sprx” (id=0x2301b200)
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x3
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [0x00a20310]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
S {RSX Decompiler Thread} RSX: New program compiled successfully x27
E {RSX [0x0a5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20a5abb0
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
E {RSX [0x0d5a5bc]} RSX: Invalid NV4097_SET_INDEX_ARRAY_DMA value: 0x20d5ab50
S {RSX Decompiler Thread} RSX: New program compiled successfully x2
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00a206e8]} cellSysutil TODO: cellAudioOutGetDeviceInfo(audioOut=1, deviceIndex=0, info=*0xd0032950) x37
Daskunksta
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0
6 posts 1 threads Joined: Oct 2020
10-28-2020, 03:34 PM -
#95
I'm using 0.0.12.11000.
I've an i9 10k9, nvidia rtx 2080 ti.
It costed some puzzling, but ...
Both on LLVM,
enable thread shedule:yes
lower spu:nu
enable spu loop:yes
spu cache:yes
accurate float:NO
spu block sizeConfusedafe
preffered spu:auto
gpu:vulkan
aspect:16:9
framelimit:off
ansisotropic:auto
anti-alias:auto
resolution:1280x720
resolution scale: 50 (default)
resolution scale threshold:1 (default)
shader mode:async (multi threaded)
additional settings:
multithreaded RSX:yes, rest NO!
advanced:
debug console:no
accurate llvm:yes (disabled to control)
accurate rsx:no
PPU LLVM: YESS
silence all:no
advanced gpu:
the 3 buffers enabled
brings me to actually being able to play the game, without stuttering sound on a avg framerate between 25-40 and runs actually pretty descent, better then i expected of the fps.
LOG not included, didn't see the use.
except for next line:
E {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c454ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]

the mutex fails more often then once, how less speedproblems u've how less it occurs.
When a load doesn't reload but u hang, restart the emulator. It has been my salvation several times now!
Batman420Gucci
Member


0
13 posts 0 threads Joined: Apr 2018
10-29-2020, 03:04 PM -
#96
(10-28-2020, 03:34 PM)Daskunksta Wrote: I'm using 0.0.12.11000.
I've an i9 10k9, nvidia rtx 2080 ti.
It costed some puzzling, but ...
Both on LLVM,
enable thread shedule:yes
lower spu:nu
enable spu loop:yes
spu cache:yes
accurate float:NO
spu block sizeConfusedafe
preffered spu:auto
gpu:vulkan
aspect:16:9
framelimit:off
ansisotropic:auto
anti-alias:auto
resolution:1280x720
resolution scale: 50 (default)
resolution scale threshold:1 (default)
shader mode:async (multi threaded)
additional settings:
multithreaded RSX:yes, rest NO!
advanced:
debug console:no
accurate llvm:yes (disabled to control)
accurate rsx:no
PPU LLVM: YESS
silence all:no
advanced gpu:
the 3 buffers enabled
brings me to actually being able to play the game, without stuttering sound on a avg framerate between 25-40 and runs actually pretty descent, better then i expected of the fps.
LOG not included, didn't see the use.
except for next line:
E {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c454ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]

the mutex fails more often then once, how less speedproblems u've how less it occurs.
When a load doesn't reload but u hang, restart the emulator. It has been my salvation several times now!

I gave it a shot with these settings, seemed to improve framerate slightly but I am still stuck on the Main Menu. When I scroll through the options or attempt to start a new game, the picture freezes, though the FPS counter continues to vary.

Errors in the log:
U {PPU[0x100002b] HLE Video Decoder } cellVdec TODO: Interlaced frames not supported (0x1) x115
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b200, flags=0x0, pOpt=*0x0)
U {PPU[0x1000001] Thread (MGS4 MAIN) [0x00c51038]} sys_prx TODO: _sys_prx_unload_module(id=0x2301b100, flags=0x0, pOpt=*0x0)
E {PPU[0x100002d] Thread (SAVE) [HLE:0x00a20770, LR:0x00285c2c]} SYS: 'cellSaveDataListAutoLoad' failed with 0x8002b401 : CELL_SAVEDATA_ERROR_CBRESULT [1]
U {PPU[0x1000001] Thread (MGS4 MAIN) [HLE:0x00a20b48, LR:0x0026379c]} cellSysutil TODO: cellAudioOutGetDeviceInfo(audioOut=1, deviceIndex=0, info=*0xd0032950) x56


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