Tried testing with rpcs3-v0.0.0.6-474-g3b7d0bc-win_x64, throws out
Code:
{rsx::thread} Exception: Unknow surface depth format 0
(in file Emu\RSX\GCM.cpp:869, in function rsx::to_surface_depth_format)
Please report this to the developers.
or
Code:
{rsx::thread} Exception: unknow surface color format 0
(in file Emu\RSX\GCM.cpp:914, in function rsx::to_surface_color_format)
Please report this to the developers.
Tried with: PPU1 + SPU1 and PPU2 + SPU2; OpenGL and DX12
Doesn't get to the loadable state
i personally would mark this as issue on github as the recent rsx pulled requests propably have something to do with this error. It used to work, at least the intro and it doesnt now, so something might be incorrectly implemented.
(02-15-2016, 07:12 PM)metallicafor Wrote: i personally would mark this as issue on github as the recent rsx pulled requests propably have something to do with this error. It used to work, at least the intro and it doesnt now, so something might be incorrectly implemented.
Latest time it is known to work is from OP's post @ 03-09-2014. Two years have passed, so trying to find which commit broke it would be almost impossible I guess. Unless someone did manage to get it working on a recent build?
Before we ignored quite fatal errors. Depth format passed to the game was absolute garbage (2567 or something like that), but the emulator ignored it. It also reminds, that this was the first game I ever tested, when I got interested in PS3 emulation
After about 30 seconds. It just eats up ever more RAM until I end the process manually; can't even stop the emulator. An error dialog also pops up, but it's empty. Does the same on OGL and Vulkan.
After closing a pop-up message that says you do not have enough disk space the game gets stuck on a black screen with this error: U {PPU[0x1000000] Thread (main_thread) [0x0030e66c]} sceNp TODO: sceNpCustomMenuRegisterActions U {PPU[0x1000006] Thread (Trophies) [0x00024ab8]} sceNpTrophy TODO: sceNpTrophyGetRequiredDiskSpace(context=0x1, handle=0x1, reqspace=*0x20ec8080, options=0x0)
Once the trophy implementation is completed this should be retested.