X-Men - The Arcade Game [NPUB30320]
Started by Ekaseo




37 posts in this topic
legend80
Unregistered


 
01-21-2017, 05:39 PM -
#31
@AlexVS
Thanks for trying, but still no go with recompiler. I get this error - note I have a brand new Skylake Smile

---------------------------
Fatal error
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Unhandled Win32 exception 0xC000001D.
Exception address: 00000000102b18f5.
Instruction address: 00000000102b18f5.
Function address: 00000000102b1690 (base+0x2b1690).
RPCS3 image base: 0000000000010000.

Illegal instruction exception occured.
Note that your CPU must support SSSE3 extension.

HOW TO REPORT ERRORS: Check the FAQ, README, other sources.
Please, don't send incorrect reports. Thanks for understanding.
Press (Ctrl+C) to copy this message.
---------------------------

This was the console window:
RPCS3 v0.0.1-4-2d9e02b Pre-Alpha
E LDR: Unknown module 'cellLibprof'
E LDR: Unknown function '0x05893E7C' in module 'cellLibprof' (index 2974)
E LDR: Unknown function '0x6D045C2E' in module 'cellLibprof' (index 2975)
E LDR: Unknown function '0x9FB6228E' in module 'sysPrxForUser' (index 2976)
E LDR: Unknown module 'cellAtracXdec'
E LDR: Unknown module 'cellMp4'
E LDR: Unknown function '0x390BFF1F' in module 'cellMp4' (index 2977)
E LDR: Unknown module 'cellSailAvi'
E LDR: Unknown module 'cellApostSrcMini'
E LDR: Unknown function '0x24F4ECD3' in module 'cellApostSrcMini' (index 2978)
E LDR: Unknown function '0x9AAA0039' in module 'cellApostSrcMini' (index 2979)
E LDR: Unknown function '0x752E10C4' in module 'cellApostSrcMini' (index 2980)
E LDR: Unknown function '0x8A6D4227' in module 'cellApostSrcMini' (index 2981)
E LDR: Unknown function '0xCF350A4C' in module 'cellApostSrcMini' (index 2982)
E PPU: [0x0001d068] 0x0001d098: Error: MTFSF
E PPU: [0x0001d5ac] 0x0001d5ac: Error: MFFS
E PPU: [0x000309b8] 0x000309c4: Error: BL: local branch
S PPU: LLVM: 6591 functions generated
S LLVM: Data section 0 '.rdata' allocated -> 0000000010000000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 1 '.rdata' allocated -> 0000000010001000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 2 '.rdata' allocated -> 0000000010002000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 3 '.rdata' allocated -> 0000000010003000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 4 '.rdata' allocated -> 0000000010004000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 5 '.rdata' allocated -> 0000000010005000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 6 '.rdata' allocated -> 0000000010006000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 7 '.rdata' allocated -> 0000000010007000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 8 '.rdata' allocated -> 0000000010008000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 9 '.rdata' allocated -> 0000000010009000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 10 '.rdata' allocated -> 000000001000a000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 11 '.rdata' allocated -> 000000001000b000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 12 '.rdata' allocated -> 000000001000c000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 13 '.rdata' allocated -> 000000001000d000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 14 '.rdata' allocated -> 000000001000e000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 15 '.rdata' allocated -> 000000001000f000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 16 '.rdata' allocated -> 0000000010010000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 17 '.rdata' allocated -> 0000000010011000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 18 '.rdata' allocated -> 0000000010012000 (size=0x4, aligned 0x4, ro)
S LLVM: Data section 19 '.rdata' allocated -> 0000000010013000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 20 '.rdata' allocated -> 0000000010014000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 21 '.rdata' allocated -> 0000000010015000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 22 '.rdata' allocated -> 0000000010016000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 23 '.rdata' allocated -> 0000000010017000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 24 '.rdata' allocated -> 0000000010018000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 25 '.rdata' allocated -> 0000000010019000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 26 '.rdata' allocated -> 000000001001a000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 27 '.rdata' allocated -> 000000001001b000 (size=0x10, aligned 0x10, ro)
S LLVM: Data section 28 '.rdata' allocated -> 000000001001c000 (size=0x8, aligned 0x8, ro)
S LLVM: Code section 29 '.text' allocated -> 000000001001d000 (size=0x34ea27, aligned 0x10)
S LLVM: Data section 30 '.rdata' allocated -> 000000001036c000 (size=0x140, aligned 0x20, ro)
S LLVM: Data section 33 '.xdata' allocated -> 000000001036d000 (size=0x1641c, aligned 0x4, ro)
S LLVM: Data section 34 '.pdata' allocated -> 0000000010384000 (size=0x2d690, aligned 0x4, ro)
S LLVM: UNWIND_INFO registered (000000001036d000, size=0x1641c)
S PPU: LLVM: Compilation finished (skylake)
U {PPU[0x70000000] Thread (main_thread) [0x0034b008]} HLE TODO: Unimplemented syscall sys_ss_access_control_engine -> CELL_OK
ssshadow
Administrator
*******


4
2,494 posts 63 threads Joined: Aug 2017
01-21-2017, 06:09 PM -
#32
The recompiler doesn't work with Skylake yet because rpcs3 uses and old version of LLVM.

Ok this was fixed now, wait 15 minutes for appveyor to compile.
legend80
Unregistered


 
01-22-2017, 12:20 AM -
#33
Hey, it works now! Crazy timing! Thanks ssshadow! The game definitely needs to move to "Full Playable" section.

Last random question:
How do know what libs to use? What's the guidance there? You mentioned a bunch of libs earlier (or someone did), but it seems to work just fine with ONLY the sre lib. I assume I want to use a little as possible while keeping the game intact to avoid perf hits? Is there a list somewhere that someone maintains around recommendations for each game?
ssshadow
Administrator
*******


4
2,494 posts 63 threads Joined: Aug 2017
01-22-2017, 01:32 AM -
#34
(01-22-2017, 12:20 AM)legend80 Wrote: Hey, it works now! Crazy timing! Thanks ssshadow! The game definitely needs to move to "Full Playable" section.

Last random question:
How do know what libs to use? What's the guidance there? You mentioned a bunch of libs earlier (or someone did), but it seems to work just fine with ONLY the sre lib. I assume I want to use a little as possible while keeping the game intact to avoid perf hits? Is there a list somewhere that someone maintains around recommendations for each game?

Correct assumption, in general. Sometiems you may actually get better say audio performance with LLE libs. It is a mess that can't be easily explained and that requires deep knowlege about the emulator and what each module does. Increased ease of use by automatic selection is planned and was discussed on the Discord.

For now, check recommendations and try to test the most common ones, like libsre, spurs_jq, resc...
Renusek
Member


0
41 posts 19 threads Joined: Aug 2017
01-23-2017, 11:05 PM -
#35
For me it's 12fps Interpreter, 60fps Recompiler (build 435ef04c)

Interpreter: http://i.imgur.com/XCG6A3b.png

Recompiler: http://i.imgur.com/6EEX5ta.png

Used LLE: -libatxdec -libfiber -libl10n -libpamf -libresc -librtc -libspurs_jq -libsre
legend80
Unregistered


 
01-24-2017, 06:42 AM -
#36
(01-23-2017, 11:05 PM)Renusek Wrote: Used LLE: -libatxdec -libfiber -libl10n -libpamf -libresc -librtc -libspurs_jq -libsre

Try just -libsre. Wink
This post was last modified: 11-19-2017, 08:10 PM by Ani.
ssshadow
Administrator
*******


4
2,494 posts 63 threads Joined: Aug 2017
01-24-2017, 12:58 PM -
#37
No libspurs_jq and libsre will with 99 % certainty be needed together as they are both spurs.
badbob001
Member


0
3 posts 1 threads Joined: May 2019
05-23-2019, 05:44 PM -
#38
Anyone tried this game with six controllers? With six xbox one wireless controllers and set to mmjoystick (xinput only supports 4 controllers), I have a 6-player game. With up to 5 controllers, the game runs fine at about 60fps. But once I start the game with the 6th controller, the game stutters along at sub-20fps. Weird.

FYI: played Bomberman Ultra with 7 wireless controllers and performance was fine.
This post was last modified: 05-23-2019, 06:31 PM by badbob001.


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