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Armored Core: For Answer [BLUS30187]
RPCS3 v0.0.5-6638-568118634 Alpha
Still getting the same issue, when the game starts you just continually fall through the ground.

Since you can't really control character this will stay as intro until fixed.

Attached Files Thumbnail(s)

.gz   RPCS3.log.gz (Size: 737.37 KB / Downloads: 5)
Just wanted to throw my interest into this ring as I'd love to play this game again on my laptop and was really excited to get it to run until I hit the tutorial.

Got to the tutorial like everyone else by using PPU Interpreter (fast).

Afterwards, same falling through floor bug... though from my perspective, it looks like the initial position of the AC is underneath the floor when the scene loads, rather than falling through the floor as others describe.

Thought I would add my update, just to express my interest in this game. Got into RPCS3 only for AC:4A, but of course will check out other games now that I'm here.

Hoping to be able to contribute somehow, although I'm pretty new to OpenGL and Vulkan.

Are there any updates into playing this game? Why is it so hard? Just curious. Can't people that developing the software just try and mimic the software that the play-station 3 has, instead of trying to make it from the ground up?

I really want to play this game, I don't have a play-station 3 to play it on. And I only got the emulator just so I could play this game.
It's not that easy, and a lot of the information necessary to emulate the PS3 is undocumented. Just be patient, or learn how to code and become a contributor yourself.
rpcs3-v0.0.5-7645-a4f67ccb_win64 [2018-12-31]

Intel® Core™ i5-6500 CPU @ 3.20GHz | 4 Threads | 15.95 GiB RAM | AVX+ | TSX
·! 0:00:00.000000 RSX: Found vulkan-compatible GPU: 'GeForce GTX 1070' running on driver 417.35.0.0
  PPU Decoder: Recompiler (LLVM)
  PPU Threads: 2
  PPU Debug: false
  Save LLVM logs: false
  Use LLVM CPU: ""
  Max LLVM Compile Threads: 0
  Enable thread scheduler: false
  Set DAZ and FTZ: false
  SPU Decoder: Recompiler (LLVM)
  Lower SPU thread priority: true
  SPU Debug: false
  Preferred SPU Threads: 1
  SPU delay penalty: 3
  SPU loop detection: true
  SPU Shared Runtime: true
  SPU Block Size: Mega
  Accurate GETLLAR: false
  Accurate PUTLLUC: false
  SPU Verification: true
  SPU Cache: true
  Enable TSX: Enabled
  Accurate xfloat: false
  Approximate xfloat: true
  Lib Loader: Load liblv2.sprx only
  Hook static functions: false
  HLE lwmutex: false

The intro video does not play but can be skipped with button presses. However, if you are using LLVM SPU, you must have SPU Block Size set to Mega or the application soft-locks and will need to be terminated. Additionally, Write Color Buffers makes the menus easier to navigate without relying on setting a Framelimit. Other settings changed didn't seem to make any difference, though because OpenGL vs Vulcan is a focus right now, I will say for what little is accessible, OpenGL was the better choice.

The GIF below illustrates the problem with the first few seconds of gameplay, and why you can't progress any further:

[Image: Y5LdZPz.gif]
So there any update ?
Would like to report this game is now fully playable. I was able to finish it from start to finish without a single crash.

ARMORED CORE for Answer [BLUS30187]

Only remaining small issue is that ingame, the player's AC has weird texture artifacts, as seen in screenshot. Otherwise, plays at > full speed without vsync.

.gz   RPCS3.log.gz (Size: 944.81 KB / Downloads: 16)
Its not a master build cant move the game, does it work on master?
RPCS3 v0.0.6-8529-b3aff3a1 Alpha | HEAD | Firmware version: 4.84
[Image: 0akOiZx.png]
[Image: ZKoRWgD.jpg]

Attached Files
.7z   RPCS3.7z (Size: 1.94 MB / Downloads: 25)

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