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The Legend of Heroes: Trails of Cold Steel [BLUS31572]
My game goes black and hangs on the first video. All I get is a black screen and nothing plays and never continues on with the game.. Running the latest master branch. I'm on Windows 1O. Here is a copy of my log files. I'm going to try turning on write color buffers and see if it does the same thing.

Also when I started a new game on easy it would just randomly crash at the beginning. So to get to the first boss fight I had to turn on write color buffers to get past the first few scenes. Not sure if this helps any or not.


Attached Files
.7z   RPCS3.7z (Size: 584.14 KB / Downloads: 0)
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Duplicate post. Sorry!
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Sorry I made a mistake on my previous post it wasn't strict rendering but it was write color buffers. I turned that on and it allowed me get past the first few scenes and make it to the bosses. As well I turned it back on but after beating the the bosses, it still gives a black screen. and no video plays.
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(08-21-2017, 12:17 AM)Fallin Wrote: Sorry I made a mistake on my previous post it wasn't strict rendering but it was write color buffers. I turned that on and it allowed me get past the first few scenes and make it to the bosses. As well I turned it back on but after beating the the bosses, it still gives a black screen. and no video plays.

Strange.  You shouldn't need write color buffers anymore.  That hasn't been needed in months.  If you have GPU Texture scaling and opengl, it should be fine for graphics, minus the hilarious texture corruption.
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(08-21-2017, 12:17 AM)Fallin Wrote: Sorry I made a mistake on my previous post it wasn't strict rendering but it was write color buffers. I turned that on and it allowed me get past the first few scenes and make it to the bosses. As well I turned it back on but after beating the the bosses, it still gives a black screen. and no video plays.

Should you encounter the F {SPU[0x200000c] Thread (_libadec_at3CellSpursKernel0)} MEM: Access violation reading location 0x0 in the emulator, the black screen with no further video (and no audio) will result 100% of the time the further at that point in the game as you advance. I would also sometimes get video with no audio with this error and have a hang-up, in which is one of the more rarer cases. It's like that the emulation had stopped calling to load the next set of game files, as if stuck in an infinite loop. You could press the X button forever and the scene will not advance. Restarting RPCS3 has to be done even at that point.

Interesting enough that with 'Write Color Buffers' enabled (in Vulkan), I got a slightly different error where as something other than location 0x0 is thrown.


F {SPU[0x2000005] Thread (_libadec_at3CellSpursKernel0)} MEM: Access violation reading location 0x70


.7z   RPCS3.log.7z (Size: 767.66 KB / Downloads: 3)


As per the forum switch, the following is a copy of one of my posts that got lost in transition:

Green Wrote:In using the current Linux [/url][url=https://rpcs3.net/cdn/builds/rpcs3-v0.0.3-2017-08-19-e6a07e8-7733_linux64.AppImage]AppImage from the website, the opening movie sequence hang has been corrected. [Image: smile.gif]

Edit:
Also corrected are the joystick diagonal movements that now allow for the player character to run, instead of walking.

Setting SPU Decoder to 'Interpreter (Fast)' seems to work around the 'MEM: Access violation' issue.  Confused
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New unique fault observed as of latest Master (00339cb). This froze the game video and stopped the audio.


Code:
·F 0:04:50.412649 {SPU[0x2000000] Thread (CellSpursKernel0)} St13runtime_error thrown: Unknown STOP code: 0x120 (Out_MBox=0x0)
(in file /home/green/rpcs3/rpcs3/Emu/Cell/SPUThread.cpp:1773)
·! 0:04:50.412686 {SPU[0x2000000] Thread (CellSpursKernel0)} Thread time: 59.125999s (0.000000Gc); Faults: 22 [rsx:22, spu:0];
·! 0:05:14.724563 Stopping emulator...
·! 0:05:14.725910 {Audio Thread} Thread time: 2.765000s (0.000000Gc); Faults: 0 [rsx:0, spu:0];


.7z   RPCS3_00339cb.log.7z (Size: 423.1 KB / Downloads: 4)
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The MEM access violation bug is very annoying.
Using SPU recompiler gives performance gain, but very high chance of triggering the bug.

Workaround suggested by Green did work.
I no longer encounter access violation on SPU thread but I get access violation from PPU thread.
I was playing the final part of this game, more than 40+mins without the chance of saving. (progress lost, need to replay again. Cry )

Then I get this.


Code:
·F 0:42:34.682991 {PPU[0x1000000] Thread (main_thread) [0x000306f4]} MEM: Access violation reading location 0x76a939bf

It seems different than the one from SPU thread(audio related).
The audio was working fine, no self-repeating, no fade out, the whole game just suddenly freeze with the fatal error above.

I was using this build.
PPU LLVM with SPU interpreter fast.
Load liblv2.sprx only.
Vulkan with invalidate cache, GPU texture scaling and strict mode enabled.

Log file: https://drive.google.com/open?id=0B-lDKK...DJ4UExKWmM
Sorry for not upload the log file here, it is slightly too big(>2MB).
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rpcs3-v0.0.5-7104-a1911302_win64

Ryzen 7 1700 3.7GHz
GTX 970
DDR 4 3000Mhz 16Gb

PPU Decoder: Recompiler (LLVM)
Preferred SPU Threads: 3
SPU Decoder: Recompiler (ASMJIT)
SPU loop detection: true


I don't know if is this the right place to say about this version of the game  Heavenly Sword [BLUS31572], if not adm please move it to the right place, i've tried the full version of the game, it can go ingame have some play, fps around 15~30,the sound it's good, but freeze in a few minutes.


Attached Files
.gz   RPCS3.log.gz (Size: 3.01 MB / Downloads: 5)
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BLUS31572 is trails of cold steel, not Heavenly Sword. Your log also indicates that as well. I'm going to move your post there for now, not sure if you just posted wrong log/ID but this post doesn't belong in the Heavenly sword demo thread anyway.
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Game crashes at load in latest builds, i.e. rpcs3-v0.0.7-8699-52e8747b_win64.

Runs in rpcs3-v0.0.6-8444-112ad9dd_win64 .

But, after the prologue (when you get to the town on the train) it becomes crazy slow, like 6 fps.
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