Ar tonelico Qoga Knell of Ar Ciel [BLUS30639]
Started by AMMAREN




18 posts in this topic
chouchers
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11 posts 0 threads Joined: Sep 2017
08-19-2018, 12:02 PM -
#11
(08-17-2018, 02:43 AM)Asinine Wrote: We require three ingame screenshots or a video for playable reports, menus don't really count as ingame either.

I that image was only to show play time has pass that hardly had no problem. I should have post that image was only for show gameplay time.
Android
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1 posts 0 threads Joined: Aug 2018
08-23-2018, 11:42 PM -
#12
Hey guys, just want to pitch in with some info based on running this game on my machine. 


For me there is a pretty consistent access violation error (Exception thrown at 0x00000000121DDF80 in rpcs3.exe: 0xC0000005: Access violation reading location 0x0000000100000000.) that happens during scene transition. So when going to the world map, going into doors/up stairs, more rarely in the menu and on synthesis. It seems to happen less often when not using the LLVM Recompiler PPU Decoder, but there's a part in the game where it starts happening pretty reliably even when using the Interpreter. I also may have noticed this being harder to reproduce with a lower FPS cap and same settings, but I don't know for sure as I wasn't able to get reliable difference stats for this case.


Spec: 
OS: Windows10x64
CPU: Intel i5-6500
GPU: Nvidia GTX 1060 6GB
RAM: 16GB

RPCS3 Settings:
PPU: LLVM Recompiler
SPU: ASMJIT Recompiler
Firmware: liblv2.sprx only
Renderer: Vulkan

The instruction is "[017b6400] 2f 83 00 00: cmpwi  -> cr7,r3,0, #0". It's always that address and that instruction that causes the access violation regardless of how far in the game I am

Strangely enough even though the full error says: Access violation reading location 0x0000000100000000
the RPCS3 log just says: F {PPU[0x1000000] Thread (main_thread) [0x017b6400]} MEM: Access violation reading location 0x0

Also not sure if it's related but sometimes if I transition between too many scenes too fast the game soft locks on the loading screen with music playing, and doesn't stop loading no matter how long I wait

Here is a debug dump from the RPCS3 console at the point of failure:



Code:
Type: class ppu_thread
State: 0x104[s|PAUSE]
[size=small][font=Monaco, Consolas, Courier, monospace]Priority: 1001[/font][/size]
Stack: 0xd0001000..0xd0100fff
Joiner: detached
Commands: 0

Registers:
=========
GPR[0] = 0x16568f8
GPR[1] = 0xd00ffd40
GPR[2] = 0x1076494
GPR[3] = 0x16568e0
GPR[4] = 0x35a90630
GPR[5] = 0x1
GPR[6] = 0x1e
GPR[7] = x0
GPR[8] =0x0
GPR[9] = 0x16568e0
GPR[10] = 0x0
GPR[11] = 0x1615ba8
GPR[12] = 0x17d02e8
GPR[13] = 0x20007060
GPR[14] = 0x0
GPR[15] = 0x0
GPR[16] = 0x0
GPR[17] = 0x0
GPR[18] = 0x0
GPR[19] = 0x0
GPR[20] = 0x0
GPR[21] = 0x35a90630
GPR[22] = 0x35a90630
GPR[23] = 0x14ebc00
GPR[24] = 0x0
GPR[25] = 0x0
GPR[26] = 0x35a90630
GPR[27] = 0x35a90630
GPR[28] = 0x0
GPR[29] = 0x1614af8
GPR[30] = 0xfa2518
GPR[31] = 0xfdbbe0
FPR[0] = -1
FPR[1] = 0
FPR[2] = 0
FPR[3] = 0
FPR[4] = 0
FPR[5] = 1.52886E-05
FPR[6] = 1
FPR[7] = 0
FPR[8] = 0
FPR[9] = 13005
FPR[10] = 2
FPR[11] = 0
FPR[12] = 0.00342071
FPR[13] = 1E+06
FPR[14] = 0
FPR[15] = 0
FPR[16] = 0
FPR[17] = 0
FPR[18] = 0
FPR[19] = 0
FPR[20] = 0
FPR[21] = 0
FPR[22] = 0
FPR[23] = 0
FPR[24] = 0
FPR[25] = 0
FPR[26] = 0
FPR[27] = 0
FPR[28] = 0
FPR[29] = -7.09
FPR[30] = 0
FPR[31] = 31.97
VR[0] = 0x00000000ffffffff0000ffff00000000 [x: 0 y: -nan z: 9.18341e-41 w: 0]
VR[1] = 0x000100010001000100010001309c44a4 [x: 9.18369e-41 y: 9.18369e-41 z: 9.18369e-41 w: 1.137e-09]
VR[2] = 0x3f800000000000000000000000000000 [x: 1 y: 0 z: 0 w: 0]
VR[3] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[4] = 0x01010101010101010101010101010101 [x: 2.36943e-38 y: 2.36943e-38 z: 2.36943e-38 w: 2.36943e-38]
VR[5] = 0x000102030405060708090a0b0c0d0e0f [x: 9.25572e-41 y: 1.56368e-36 z: 4.12387e-34 w: 1.08665e-31]
VR[6] = 0x0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f0f [x: 7.05334e-30 y: 7.05334e-30 z: 7.05334e-30 w: 7.05334e-30]
VR[7] = 0x20202020202020202020202020201120 [x: 1.35632e-19 y: 1.35632e-19 z: 1.35632e-19 w: 1.35582e-19]
VR[8] = 0x3f8000003f8000003f8000003f800000 [x: 1 y: 1 z: 1 w: 1]
VR[9] = 0xffc00000ffc00000ffc00000ffc00000 [x: -nan(ind) y: -nan(ind) z: -nan(ind) w: -nan(ind)]
VR[10] = 0xffffffffffffffffffffffff00000000 [x: -nan y: -nan z: -nan w: 0]
VR[11] = 0x000100010001000100010001309c44a4 [x: 9.18369e-41 y: 9.18369e-41 z: 9.18369e-41 w: 1.137e-09]
VR[12] = 0x000200020002000200020002309c44a4 [x: 1.83674e-40 y: 1.83674e-40 z: 1.83674e-40 w: 1.137e-09]
VR[13] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[14] = 0xc15d2df94685acb1c61286f9c6127dd3 [x: -13.8237 y: 17110.3 z: -9377.74 w: -9375.46]
VR[15] = 0x3f093334bf244444000000003f800000 [x: 0.535938 y: -0.641667 z: 0 w: 1]
VR[16] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[17] = 0x3f800000000000000000000000000000 [x: 1 y: 0 z: 0 w: 0]
VR[18] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[19] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[20] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[21] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[22] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[23] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[24] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[25] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[26] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[27] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[28] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[29] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[30] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
VR[31] = 0x00000000000000000000000000000000 [x: 0 y: 0 z: 0 w: 0]
CR = 0x24000024
LR = 0x4ea74c
CTR = 0x4ea6f8
VRSAVE = 0xffffffff
XER = [CA=0 | OV=0 | SO=0 | CNT=0]
VSCR = [SAT=0 | NJ=1]
FPSCR = [FL=0 | FG=1 | FE=0 | FU=0]

Call stack:
=========
0x017b6400 (0x0) called
> from 0x004ea74c (0x0)
> from 0x004f6250 (0x0)
> from 0x002b47a8 (0x0)
> from 0x002b82d8 (0x0)
> from 0x002d00f0 (0x0)
> from 0x001611f0 (0x0)
> from 0x00166b0c (0x0)
> from 0x00140640 (0x0)
> from 0x00140be4 (0x0)
> from 0x00140e24 (0x0)
> from 0x0011cffc (0x0)
> from 0x001122c4 (0x0)
> from 0x00105e68 (0x0)
> from 0x00398608 (0x0)
> from 0x002add5c (0x0)
> from 0x0056f17c (0x0)
> from 0x0056e920 (0x0)
> from 0x00572b04 (0x0)
> from 0x00575318 (0x0)
> from 0x000104cc (0x0)
> from 0x00010260 (0x0)
This post was last modified: 08-26-2018, 01:31 AM by Android.
TitanAnteus
Member


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1 posts 0 threads Joined: Oct 2018
10-03-2018, 06:30 PM -
#13
I get this error after running the game for a while.
F {PPU[0x1000000] Thread (main_thread) [0x0051aa1c]} MEM: Access violation reading location 0x394
Volkaru
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1 posts 0 threads Joined: Dec 2019
12-22-2019, 12:12 AM -
#14
It's been over a year since the last post. How is this game holding up now? Any changes yet to playability?
Yaseeda
Member


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1 posts 0 threads Joined: Oct 2019
01-01-2020, 04:12 AM -
#15
Game was playable with some memory errors during map changes, but last versions cant even start it up.

https://prnt.sc/qi26zp
Rauldj
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6 posts 0 threads Joined: Aug 2017
01-02-2020, 12:12 AM -
#16
(12-22-2019, 12:12 AM)Volkaru Wrote: It's been over a year since the last post. How is this game holding up now? Any changes yet to playability?

Sadly, it's as unplayable as it always was: https://github.com/RPCS3/rpcs3/issues/5418

Waiting and hoping for a game that literally nobody gives a fuck about to get some improvement is quite sad Undecided .
ssshadow
Administrator
*******


4
2,494 posts 63 threads Joined: Aug 2017
01-05-2020, 01:39 AM -
#17
(01-02-2020, 12:12 AM)Rauldj Wrote:
(12-22-2019, 12:12 AM)Volkaru Wrote: It's been over a year since the last post. How is this game holding up now? Any changes yet to playability?

Sadly, it's as unplayable as it always was: https://github.com/RPCS3/rpcs3/issues/5418

Waiting and hoping for a game that literally nobody gives a fuck about to get some improvement is quite sad Undecided .

This game is one big mystery, more than one dev has actually recreated the crashes and looked at it but no one quite gets it. Seems likely that the random crashes are bugs in the game itself that only happen on RPCS3 because of timing differences compared to real hardware, but no one knows. Though this theory may explain why slower interpreters are more stable. (And I also recall that this game can run at like 15 fps on a real PS3 too...)
Rauldj
Member


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6 posts 0 threads Joined: Aug 2017
01-05-2020, 01:48 AM -
#18
(01-05-2020, 01:39 AM)ssshadow Wrote: This game is one big mystery, more than one dev has actually recreated the crashes and looked at it but no one quite gets it. Seems likely that the random crashes are bugs in the game itself that only happen on RPCS3 because of timing differences compared to real hardware, but no one knows. Though this theory may explain why slower interpreters are more stable. (And I also recall that this game can run at like 15 fps on a real PS3 too...)

Yeah, sometimes it runs "great" and sometimes runs like ass on real hardware, or at leat that's what I experienced while my console was still alive. It's Gust game after all, so the theory that the cause of the problems is the game itself being a broken, untested, spaghetti code piece of shit is quite belivable. The fact that some months ago the game could easily run at 60 FPS while the videos were crackling all the damn time unless you had quite competent hardware says it all.
HelloWorld!
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3 posts 1 threads Joined: Mar 2021
04-10-2021, 07:17 AM -
#19
I have been testing the game for days
trying every combination still got no good result

still crash when make item, world map, and even walking in field got crash
sometimes the rpcs3 window just close without any warning

anyone have any news?


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