The Last of Us [BCES01585]
Started by Xpzkiber




13 posts in this topic
Xpzkiber
Guest


 
03-11-2017, 02:47 AM -
#1
The Last of Us [BCES01585]


E {PPU[0x1000000] Thread (main_thread) [0x00010230]} cellGcmSys: cellGcmSetTileInfo: bad compression mode! (7)
E {PPU[0x1000000] Thread (main_thread) [0x00010230]} cellGcmSys: cellGcmSetTileInfo: bad compression mode! (7)
E {PPU[0x1000000] Thread (main_thread) [0x00010230]} cellGcmSys: cellGcmSetTileInfo: bad compression mode! (11)
S {SPU[0x2000001] Thread (highCellSpursKernel1)} SPU: Function detected [0x006e8-0x00848] (size=0x160)
E {PPU[0x1000000] Thread (main_thread) [0x00010230]} cellGcmSys: cellGcmMapEaIoAddress: CELL_GCM_ERROR_FAILURE
F {PPU[0x1000000] Thread (main_thread) [0x00010230]} class std::runtime_error thrown: Trap! (0x9232a0)


Tested in v0.0.1-4100 0a231d2d.

Core

PPU: Recompiler (LLVM)
SPU: Recompiler (ASMJIT)

LLE Modules
Automatic

Graphics

- Vulkan
- 1280x720
- 30 FPS
- off

Audio

- XAudio2
MikasaAckermanRus
Guest


 
08-07-2017, 09:36 PM -
#2
Do you work on it?
Zealy Fantasy
Guest


 
08-13-2017, 02:09 PM -
#3
What are your .log files about ? I've download them but i can't send them to the .iso cause of the storage problem. Does it help to play it ?
And i Have the same things on the console window :
E {PPU[0x1000000] Thread (main_thread) [0x0152a088]} cellGcmSys: cellGcmSetTileInfo: bad compression mode! (7) x2
E {PPU[0x1000000] Thread (main_thread) [0x0152a088]} cellGcmSys: cellGcmSetTileInfo: bad compression mode! (11)
E {PPU[0x1000000] Thread (main_thread) [0x0152a138]} cellGcmSys: gcmMapEaIoAddress: CELL_GCM_ERROR_FAILURE
F {PPU[0x1000000] Thread (main_thread) [0x009232a0]} class std::runtime_error thrown: Trap!
ssshadow
Administrator
*******


4
2,490 posts 63 threads Joined: Aug 2017
08-18-2017, 12:15 AM -
#4
This should show a loading screen now. Set "Disable Vertex Cache: true" in config.yml.
Asinine
Moderator
*****


3
1,902 posts 79 threads Joined: Aug 2017
12-22-2017, 01:48 AM -
#5
In preparation for upcoming changes to the compatibility database, this thread is being moved to Intro. Due to other threads for the same media (Disc or PSN) already being in that category.

If you find a specific game ID that performs differently than others for the same game+edition of the same format (PSN or Disc) even when tested with the same build and settings then please discuss it in the relevant thread(s) and PM a moderator so we can look into it.

Tested with: RPCS3 v0.0.4-6200-8f314c51 Alpha
Joao3233
Member


0
19 posts 4 threads Joined: Sep 2017
04-23-2018, 04:04 PM -
#6
https://www.youtube.com/watch?v=dQ9xXgRtWcc&t=13s

Ingame
Darkriot
Member


0
498 posts 29 threads Joined: Aug 2017
05-10-2018, 07:38 AM -
#7
(04-23-2018, 04:04 PM)Joao3233 Wrote: https://www.youtube.com/watch?v=dQ9xXgRtWcc&t=13s

Ingame

I can't get "Ingame" on this region...looks like it's not working.
I'm following the emulator progress since 30.05.2011 (From the beginning)
Deminating
RPCS3 Tester


1
388 posts 105 threads Joined: Mar 2018
05-10-2018, 08:59 AM -
#8
It goes ingame, but only with a save file.
A new game cannot be started from the emulator itself, keeping all The Last of Us IDs in intro for the time being.
Jhonny-2005
Member


0
2 posts 0 threads Joined: Apr 2018
05-18-2018, 09:38 PM -
#9
After start in game menu play video with glitches(hom-intro.m2v) and going to error: ·F 0:02:06.049121 {PPU[0x1000000] Thread (main_thread) [0x01556968]} class std::runtime_error thrown: Verification failed: (in file c:\projects\rpcs3\rpcs3\emu\rsx\vk\../Common/texture_cache.h:666)

.gz   RPCS3.log.gz (Size: 454.78 KB / Downloads: 15)
This post was last modified: 05-21-2018, 06:44 PM by Jhonny-2005.
Yahfz
Member


0
5 posts 0 threads Joined: Aug 2017
06-12-2018, 02:07 PM -
#10
For those trying to get ingame use the following settings, it will help it not desync and will work for non-tsx cpus.

PPU: LLVM
SPU: Asmjit
and make sure to set the framerate cap to 30, thats the most important part, anything higher will desync and the game will crash.


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