Open RaulDJ opened 5 years ago
Your Build is months old, you need to update it to the latest version as there is many fixes made in that time
Closing as invalid, it's not even a master build
I just downloaded the latest build in the "History" tab of AppVeyor. Sorry I guess.
I doesn't even matter anyway, as the issue always happened. Here's the exact same problem on 0.0.5-7576 Alpha [2018-12-11]: RPCS3.log
Can confirm the bug happens in [BLJS10075] as well in build 7560. The "MEM: Access violation" error happens in the following conditions afaik:
Notably, if spu llvm is used instead of asmjit, The error message will be The process has finished
and the game will quit immediately when changing maps.
Was that always the case, or was there a build where it worked?
Was that always the case, or was there a build where it worked?
I certainly can't remember a version of the emulator where this issue was not present. It always crashed at some point.
I'm not sure if a bigger problem needs to be raised and attach all these games to it, but the MEM: Access Violation error is rampant in many games.. All versions of Diablo 3 including Ros xpac and the Ultimate Evil edition. C&C Red Alert 3 is another one. There was others, but cannot remember the titles off hand.
This is a pretty generic error and it can have multiple causes. So you can't just bundle that into one issue.
I also have this issue but get around the spots this happens most often in by setting the PPU to Interpreter instead of LLVM Recompiler. This has other side effects like sound stuttering so it's not ideal, but that may help narrow things down?
Yeah, tried all that, and yes, you can proceed a bit further on, but it just freezes up completely soon after, and the performance hit isn't worth it. It will be good to get these Access violations sorted.
Been playing around a bit with it - whenever myself or my follower attempt to hit a boss, boom! immediately F {PPU[0x1000005] Thread (ServerGameManagerWorkerThre) [0x008d9ffc]} MEM: Access violation writing location 0x0. I cannot proceed any further because of it.
So... any love for this thing? As of recent versions, it seems quite more stable at least to me, but still crashes after a little while with the same error...
Well, with PPU Interpreter fast and SPU LLVM I can play over an hour easily without problems. No sound glitches, constant max fps, the only thing is that from time to time some things load a bit longer than expected, but still it's less than 2 seconds.
i9-9900k @ 4.8GHz GTX 1080 16 GB RAM
@vietnam13231 Yeah, well... there's absolutely no way my 4670K can maintain 60 FPS on Interpreter so I really hope this gets properly fixed sometime, even if it gets done as a side effect of fixing other game.
Welp, it was time for me to get into this game and the issue is still exactly the same as it was. Furthermore, Interpreter doesn't fix the issue either, it just delays the inevitable a little longer than LLVM. Is there anyone looking into this?
logs using latest master RPCS3-scene_change.zip RPCS3-synthesis.zip
both stopped at sys_mutex_unlock function according to logs, other mem. access violation crashes also said the same and either x,y,z,w has NaN value on it (which is maybe the cause of the crash, but idk what's that tbh)
Just for the record, this game has had the same random crashes since forever (2017). Slowing the game down indeed helps but only delays the inevitable. Its a well known issue and more or less affects every game with the same engine (such as Atelier Ayesha).
@al0xf AT3 is two years older than Ayesha and was developed before of Gust being adquired by KoeiTecmo, so I think the engine is probably different. Ayesha and AnS having the same engine, for example, is indeed very likely.
Atelier Rorona, Totori, Meruru, Ayesha and Ar Tonelico are on PhyreEngine. Atelier Escha & Logy, Shallie, and (in japan only) Sophie is on the "koei tecmo" engine which is used by many other KT games.
Rorona -> Ayesha all have crashes to some degree, though Ar Tonelico seems to be affected the most.
@al0xf You're indeed correct, if what the Wikipedia says is true. They looked quite different for me. AnS is definitely running on some KT engine, but I think it has some MEM: Access Violation problems too in some cases.
It seems that some time ago the error message given by the emulator changed, but exactly the same thing keeps happening, of course. The "new" message reads something like:
F {PPU[0x1000000] Thread (main_thread) [0x00518c04]} VM: Access violation reading location 0x8122cafc (unmapped memory)
I don't know it at least gives some more information about the issue or it's just the same thing worded differently though.
Unfortunately, it is still crashing regularly. RPCS3 Version: 0.0.13-11496-7fc26b1f Alpha
E {PPU[0x1000000] Thread (main_thread) [0x01a81ee4]} SYS: 'sys_fs_stat' failed with 0x80010006 : CELL_ENOENT, “/dev_hdd0/game/BLES01102/USRDIR/Res/sound/se/us/btlvoice.cpk” [3] F {PPU[0x1000000] Thread (main_thread) [0x004ea5a0]} VM: Access violation reading location 0x0 (unmapped memory) [type=u32]
EDIT: OK, so I may have found a setup which works. I'm sure it can be optimized, but I have high FPS and no crashes since an hour now:
EDIT 2: And 12 seconds later... : F {PPU[0x1000000] Thread (main_thread) [0x004eaaf8]} VM: Access violation reading location 0x8122cafc (unmapped memory) [type=u32]
I think the problem may have mutated and sometimes is now is crashing with something like:
E {SPU LLVM} SIG: Thread [SPU LLVM Profiler] is too sleepy. Took 2.700µs to wake it up!
E SIG: Thread [SPU LLVM] is too sleepy. Took 1.770µs to wake it up!
so... progress, I guess?
@RaulDJ Have you gotten that message before or after #9817, there was some progress on that front.
@HenningJW That test was done on the "0.0.14-11772-8be2a55c" and I had not seen that message before, but I only try one version every two or three months or so.
I just tried the "v0.0.15-11838-8e4451d1" version and after 10 seconds I got the
VM: Access violation reading location
again, so I guess not progress at all after all.
:( Was worth a try. I assume you have tried playing around with the driver wake-up delay setting (try 200 and 500)?
If you want to give this problem a good chance to be tackled, you might want to reupload the full log of the latest version, just the message in the log is not enough.
Sadly, none of those two values for the delay did anything. I'm uploading two logs from v0.0.15-11853-ea5e837b: one with an access violation and one without it (it seems to crash without that error when rushing through the menus quick enough). RPCS3.log.gz RPCS3_no_access_violation.log.gz
I'm just about to completely give up on this thing being ever emulated, but I'd like to at least thank you a lot, @HenningJW, for at least trying to help.
I've been playing this game again lately (few sessions for about an hour each), and had no problems at all. No crashes, no graphical issues, 400 fps if not capped... Smooth and normal gameplay. Settings mostly default, only "enable thread scheduler" off and "multithreaded rsx" on. Builds are current, since each time I played I updated the emulator.
@vietnam13231 You said the same thing two years ago, so I guess your 9900K runs on magic. Nor my 4670K managed to do it, neither my current 5900X does it ¯\_(ツ)_/¯.
I had this crash back then. Exact same as in title of this thread. All that changed from that time is SSD in my system and emu version. And weird thing, it forced me to reinstall disk data of the game. It wouldn't let me play otherwise.
Just load a savedata where you're inside an inn, go straight to the "Make image" screen, try to make something and it will crash 99% of the times. The faster you get to that screen, the higher the chance of it happening. I could replicate the issue every single time 2 or 3 years ago and now it's exactly the same thing.
Started the game just to check. Process: Start the game > go to "make image" > create potion > stop the emulation > repeat Tried 4 times, no crashes.
Try this savedata.
If it's still not crashing, then the problem here is even worse, because it would mean it only works on certain CPUs. I'm running the PPU on recompiler as interpreter makes the loading screens longer than even on real hardware, but last time I checked interpreter it only delayed the issues, as in the end it always crashed.
Sorry for late reply (sleep + work).
Test done on the last version that I played on (0.0.15-11844-b5d4b5a2 Alpha).
Process: Start the game > go to "make image" > craft > stop the emulation after regaining the control of the character
First try: emulation stopped at the end of the crafting process (before result text). No errors in console. Second try: emulation hanged at dialog after successful crafting. Sound still goes, but fps froze. Manually closing the window crashes the emulator. Third try: success. Fourth try: success. Fifth: emulation hanged during characters speaking after successful crafting. Sound still goes, but fps froze. Manually closing the window crashes the emulator. Sixth: Access violation when trying to start the crafting process. Manually closing the window crashes the emulator. Seventh: emulation stopped at the end of the crafting process (before result text). No errors in console. Eighth: emulation stopped at the end of the crafting process (before result text). No errors in console. Ninth: Access violation when trying to start the crafting process. Manually closing the window crashes the emulator. Tenth: Access violation when trying to start the crafting process. Manually closing the window crashes the emulator.
Multiple outcomes then...
@vietnam13231 Thank you very much for your throughout testing. The issues indeed seem to be affecting all system in the end, so I guess "the search continues".
I have been testing the game for days trying every combination still got no good result
anyone have any news?
the crash still there, these are my logs, Access violation when crossing a door, it happens whe repeating cross the same door from 3 to 5 times, RPCS3 v0.0.15-12118-68fa377d Alpha RPCS3.log.zip TTY.log.zip
Hi, crash log for RPCS3 v0.0.16-12251-cacb852a RPCS3.log.zip
Hello
thanks for the reply
guess this game got no hope
On Fri, May 14, 2021 at 9:15 PM alxproject @.***> wrote:
Hi, crash log for RPCS3 v0.0.16-12251-cacb852a RPCS3.log.zip https://github.com/RPCS3/rpcs3/files/6479338/RPCS3.log.zip
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Hi, crash log for RPCS3 v0.0.16-12251-cacb852a RPCS3.log.zip
Thank you for your report. I'm gonna take the opportunity to update the title of the issue, just because.
I don't want lost the hope >_< RPCS3.v0.0.16-12281-1dc00cce.log.zip
Same here
I have just tried it too, still crash Here is the log
On Thu, May 20, 2021 at 10:56 AM alxproject @.***> wrote:
I don't want lost the hope >_< RPCS3.v0.0.16-12281-1dc00cce.log.zip https://github.com/RPCS3/rpcs3/files/6512768/RPCS3.v0.0.16-12281-1dc00cce.log.zip
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Log for RPCS3 v0.0.16-12366-6ac9e6f9 RPCS3.v0.0.16-12366-6ac9e6f9.log.zip
Log for RPCS3 v0.0.16-12404-72680c77 RPCS3.v0.0.16-12404-72680c77.log.zip
Log for RPCS3 v0.0.16-12410-50be3bd2 the same crash RPCS3.v0.0.16-12410-50be3bd2.log.zip
Hi Log for RPCS3 v0.0.17-12447-a34201eb RPCS3.v0.0.17-12447-a34201eb.log.zip
Hi Log for RPCS3 v0.0.17-12616-2b188131 RPCS3.v0.0.17-12616-2b188131.log.zip
Hi Log for RPCS3 v0.0.18-12827-2821eb73, I was hoping this game works with the update, but nothing change RPCS3.log
I barely managed to haggle my way through the bad ending and complete the game by saving in places where I set my PPU to fast and SPU to ASMJIT and then alternatively switch back to LLVM on both and alternating between OpenGL and Vulkan. Need an artificial Shaking gesture to work through the purge otherwise the myu boss battle is impossible to finish
how do you manage the artificial Shaking gesture? what program that you use?
thanks
On Tue, Sep 28, 2021 at 9:30 PM hypostock @.***> wrote:
I barely managed to haggle my way through the bad ending and complete the game by saving in places where I set my PPU to fast and SPU to ASMJIT and then alternatively switch back to LLVM on both and alternating between OpenGL and Vulkan. Need an artificial Shaking gesture to work through the purge otherwise the myu boss battle is impossible to finish
— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/RPCS3/rpcs3/issues/5418#issuecomment-929287158, or unsubscribe https://github.com/notifications/unsubscribe-auth/ATTSM2E3USU2OJJCZDNMQ6DUEHGSBANCNFSM4GKC2YIA . Triage notifications on the go with GitHub Mobile for iOS https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675 or Android https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub.
how do you manage the artificial Shaking gesture? what program that you use? thanks
I can't actually. I made my way through without the purge gameplay. I did a feature request with another guy on github who wrote a Dual Shock 4 emulator from scratch without the gyroscope features. I requested him to get the sixaxis gyroscope working by collecting gyroscope data from an android phone and passing it off as a controller gyroscope to emulate the shaking gesture via networking like how cemu collects gyroscope data from an android phone.
As I think this issue always happened with this game in some way or another, I'm reporting it now:
The game randomly crashes with a memory access violation error when doing almost anything. In my case, I'm just alternating between two different maps on the same "level".
This is the save file so anyone can reproduce it: just walk to the left until the map changes, and then walk to the right until it changes again. Do this a couple of times and sooner or later you'll get the memory access error, it always happens: Savedata.zip
This is the emulator log. Additionally, the emulator kills itself when you try stopping the emulation after getting the error:
Log from v0.0.5-7576 Alpha [2018-12-11]: RPCS3.zip
Log from v0.0.16-12251-cacb852a: https://github.com/RPCS3/rpcs3/issues/5418#issuecomment-841271500