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Tears to Tiara 2: Heir of the Overlord [BLUS31476]
#11
i test the game now with rpcs3-v0.0.4-2018-01-19-49e64b9e_win64
Work nice for me
Dont use Stric rendering (yes they fix Text field ) but add more bug like freeze access violation
Delete LLVM cache fix access violation on my other pc
i will send you screeshot if i can help you with my setting
[Image: aG14tBA.jpg]
[Image: VXW9hPY.jpg]
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#12
(01-19-2018, 12:43 PM)1vierock Wrote: i test the game now with rpcs3-v0.0.4-2018-01-19-49e64b9e_win64
Work nice for me
Dont use Stric rendering  (yes they fix Text field ) but add more bug like freeze access violation
Delete LLVM cache fix access violation on my other pc
i will send you screeshot if i can help you with my setting
[Image: aG14tBA.jpg]
[Image: VXW9hPY.jpg]
OK selecting automatically load required libraries allows it to boot. Thanks for the help, game actually runs quite well.
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#13
Hi, I had been playing for the past hour and then I encountered this error. I am in the part when Hamil had been awoken (Ba'al Festival) and keeps crashing with this error.
I tried the recommended settings above and tried using OPENGL/VULKAN and no good result so far. 
PC SPECS: 
MSI GL62 6QE
Intel I7-6700HQ @2.60GHZ
4GB RAM 
WINDOWS 10 64 bit (Pro)
RPCS3 Version: rpcs3-v0.0.4-2018-02-09-cce0ad0c_win64


[Image: 3scKrm5.png]
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#14
Hello,

I have, randomly, two following resultst from stack trace :

F {PPU[0x10000de] Thread (ATRAC3 Decode Thread) [0x001835b0]} class std::runtime_error thrown: Locking failed (lwmutex=*0x202b8278, owner=0x1000005)
(in file Emu\Cell\Modules\sys_lwmutex_.cpp:181)

OR

F {PPU[0x1000099] Thread (ATRAC3 Decode Thread) [0x00186d98]} MEM: Access violation writing location 0x68

It happens during ATRAC3 Decode thread and Thread Change Thread line.
I try the above configuration advised.
I tried also change PPU AND SPU decoder (4 combinaisons fast/llvm and fast/asmjit).
I tried the "preferred SPU threads" to 3.


I have many warnings of this type BEFORE the error :
E {PPU[0x1000099] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [1]
E {PPU[0x1000099] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [2]
E {PPU[0x1000099] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [3]


and this type AFTER the error :
E {PPU[0x1000099] Thread (ATRAC3 Decode Thread) [0x00186d98]} Stat: 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [x2559]
E {PPU[0x100000a] Thread (_sys_MixerChStripMain) [0x001a3450]} Stat: 'sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [x141120]
E {PPU[0x100000a] Thread (_sys_MixerChStripMain) [0x001a3450]} Stat: 'sys_lwmutex_unlock' failed with 0x80010009 : CELL_EPERM [x141120]
E {PPU[0x100000c] Thread (_cellsurMixerMain) [0x0019f928]} Stat: 'sys_mutex_lock' failed with 0x80010008 : CELL_EDEADLK [x17640]


These problems occured randomly, I means by that crash can come in any dialogs (no bugs with the first battle). No matter if I skip or use default settings.
Install the game never let me pass the first cutscene, so I decided to erase gamedate folder (and it led me to the pre second battle cutscene (with the ginger who miss to aim the boar).

If you want more logs, let me knows. (and if you know where's the solution, I'll ofc be gladly to know it).

Thx for reading.
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#15
Hello,

Some addings about this game.
I tried download the version of 1 january where one of above post said it would works on. It's not, we have the same erros. (plus the fact that ps3 controllers aren't recognized on the old build, the actual recognise).


For the logs, i tried load manually and automaticcaly libraries, among them are pngdec, libac3dec/2, libmvcdec...

I have many ATRAC3 Decode Thread logs :

U {PPU[0x100037b] Thread (ATRAC3 Decode Thread) [0x00d6ed80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x100037b] Thread (ATRAC3 Decode Thread) [0x00d74e58]} sys_prx TODO: _sys_prx_get_module_id_by_name(name=“cellLibprof”, flags=0, pOpt=*0x0)
E {PPU[0x100037b] Thread (ATRAC3 Decode Thread) [0x00d74e58]} 'sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]
(the U are in Orange) and E are Red).

When it crashes, I have this : 
E {PPU[0x1000366] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [1]
E {PPU[0x1000366] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [2]
E {PPU[0x1000366] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [3]

I have also many PNG Decode Thread logs :
U {PPU[0x100035f] Thread (PNG Decode Thread) [0x00d6ed80]} sys_spu TODO: Unimplemented SPU Thread options (0x2)
U {PPU[0x100035f] Thread (PNG Decode Thread) [0x00d74e58]} sys_prx TODO: _sys_prx_get_module_id_by_name(name=“cellLibprof”, flags=0, pOpt=*0x0)
E {PPU[0x100035f] Thread (PNG Decode Thread) [0x00d74e58]} 'sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]


So basically for compiling :
2 errors labels : 
E {PPU[0x100035f] Thread (PNG Decode Thread) [0x00d74e58]} 'sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]
E {PPU[0x100037b] Thread (ATRAC3 Decode Thread) [0x00d74e58]} 'sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]

And 1 tuple which happens during crash :
E {PPU[0x1000366] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [1]
E {PPU[0x1000366] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [2]
E {PPU[0x1000366] Thread (ATRAC3 Decode Thread) [0x001835ac]} 'sys_event_flag_wait' failed with 0x80010009 : CELL_EPERM [3]

Hope it helps.
Thx for reading.

(I add an attachment for visualizing better).


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#16
I saw this game working fine on some older builds on youtube. It's a shame it doesn't even boot anymore, anyone knows which PR caused this? it must be reported to github repo.
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#17
Got it to menus on 0.0.5-7458-586c0ea1 by setting the firmware to auto load instead of liblv2 only, which was an improvement of a would not boot for me previously.  Was able to get into the starting cutscene, but eventually crashed with an unregistered function loop.  Installed the game data and was able to get further into the cutscene, but same crash. Gonna play around with some settings to see if i can get any further. Irrelevant but saved for continuity.

Edit: Noticed an update and gave it a try (0.0.5-7569-1ca02c7d Alpha [Win64])  Seems to be working pretty well,  cleared the intro cutscene and battle with no issues other than a few slight framerate hiccups during the cutscene.  Gonna play a bit longer and see if anything happens.  If nothing, ill add the log and some screenshots to this post.

Edit 2:  No issues other then some audio crackling during VO.  A few battles went fine with no issues.Played for a few hours.  1080p settings played fullscreen on 4k with stock settings fresh off the latest release. GTX 1070  running latest drivers. i7-7700.  Windows 10 home.  Screenshots attached.  Apologies for the poor cropping on the screens, im bad at image manipulation and only have paint atm.

Seems Playable with no issues as of current release.

Getting an issue attaching the log file, as its saying it is too large (12 megs compressed or 200+ uncompressed or so on ultra compression as opposed to the 4 limit).  Also causes browser to crash when trying to pastebin.  Please advise


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#18
If log file is too big then just relaunch rpcs3, open the game for a minute and close rpcs3 and upload new log. Also kinda need to see how bad that audio crackling is, if it's really bad even when changing spu threads to a lowe value, using spu llvm (if tha game works with it) and disabling spu loop detection then it's not really playable.
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#19
Crackling is very subtle in the background when it occurs.  Other sounds are very clear, and i'd assume understandable, as i do not speak japanese.  Wouldnt be meaningfully impactful for gameplay as it only appears during VO sections of the Visual Novel section, not in battle or in FMV and those have text on screen.  It also only occured during a specific set of VOs for a few min a bit before story battles one and two (not counting the prologue battle), and then disappeared entirely.  

Log File Attached


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.7z   RPCS3.7z (Size: 191.94 KB / Downloads: 4)
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