Closed uaqlover closed 4 years ago
Test and upload log with #7087
now game close it self RPCS3 v0.0.8-9492-7f4e546f Alpha
RPCS3.log Now it freezes at 100% loading, that error doesnt show up anymore.
I am not sure if it's the same issue but Lollipop chainsaw shows a "not enough available space" message with a positive value. The emulator becomes unresponsive after pressing X.
This was fixed by #8799
https://github.com/RPCS3/rpcs3/issues/3506#issuecomment-695099840
Closing as reported fixed, ping if you can still reproduce with master
When converting the NPUA80637 psn game to disk using the PSN LIBERATOR, I get this message:
Partial log:
U {PPU[0x1000000] Thread (main_thread) [0x0120061c]} sys_prx TODO: _sys_prx_register_module()
U {PPU[0x1000000] Thread (main_thread) [0x011fff0c]} sys_prx TODO: _sys_prx_get_module_id_by_name(name=“cellLibprof”, flags=0, pOpt=*0x0)
E {PPU[0x1000000] Thread (main_thread) [0x011fff0c]} SYS: '_sys_prx_get_module_id_by_name' failed with 0x8001112e : CELL_PRX_ERROR_UNKNOWN_MODULE [1]
E {PPU[0x1000000] Thread (main_thread) [0x012c2090]} SYS: 'sys_fs_open' failed with 0x80010006 : CELL_ENOENT, “/app_home//dev_bdvd/PS3_GAME/USRDIR/data/coo/config/SurroundReverb.ini” [1]
S {PPU[0x1000000] Thread (main_thread) [0x012009ac]} ppu_loader: PRX library hash: PRX-ce1292a0c69a33f3073f15e7a86b240baac90136 (<- 0)
S {SPUW.1} SPU: New block compiled successfully
S {PPU[0x1000000] Thread (main_thread) [0x012009ac]} PPU: LLVM: Loaded module v3-kusa-XPMH8ztYKnZCkeMcGCePPX-00000G-skylake.obj
S {PPU[0x1000000] Thread (main_thread) [0x012009ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libpamf.sprx” (id=0x23007100)
E {PPU[0x1000010] Thread (movie-audio-dispatch) [0x011f54ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [1]
E {PPU[0x1000010] Thread (movie-audio-dispatch) [0x011f54ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [2]
E {PPU[0x1000010] Thread (movie-audio-dispatch) [0x011f54ec]} SYS: '_sys_lwmutex_lock' failed with 0x80010005 : CELL_ESRCH [3]
S {PPU[0x1000000] Thread (main_thread) [0x012009ac]} ppu_loader: PRX library hash: PRX-631eaf1054d114d76722b2c2b12a494e79d05fdc (<- 0)
S {PPU[0x1000000] Thread (main_thread) [0x012009ac]} PPU: LLVM: Loaded module v3-kusa-Ugpy776JMwx9TjiTsYUVuT-00000G-skylake.obj
S {PPU[0x1000000] Thread (main_thread) [0x012009ac]} PPU: LLVM: Loaded module v3-kusa-bfwtN13iYk934dxr4yUoyj-00000G-skylake.obj
S {PPU[0x1000000] Thread (main_thread) [0x012009ac]} sys_prx: Loaded module: “/dev_flash/sys/external/libsail.sprx” (id=0x23007200)
U {PPU[0x1000000] Thread (main_thread) [0x013241c4]} sys_ss TODO: sys_ss_access_control_engine(pkg_id=0x1, a2=0x1, a3=0xd01000e8)
E {PPU[0x1000000] Thread (main_thread) [0x013241c4]} SYS: 'sys_ss_access_control_engine' failed with 0x80010003 : CELL_ENOSYS [2]
E {PPU[0x1000000] Thread (main_thread) [HLE:0x00fd0f14, LR:0x0024c078]} SYS: 'cellGameBootCheck' failed with 0x8002cb23 : CELL_GAME_ERROR_BUSY [1]
RPCS3 Version: 0.0.14-11569-6cf73fad Alpha
Can someone help me?
You're not supposed to convert PSN games to disc.
@AniLeo Why not? I already converted several and this is the first one that I had this problem.
Because things work differently between PSN and Disc games internally, you can't just change a few things and expect it to work correctly as a Disc game.
This is unsupported, and just a terrible idea, both in a preservation perspective as well as a compatibility perspective.
I don't agree, but anyway ... ok, thank's.
Both points I mentioned are objective, not subjective.
The conversion output is identical to the installation in dev_hdd0 / game, except for the creation of the PS3_DISC.SFB file, if I just move these files to the installation directory, the game works, the application is not able to interpret this for this case specific, other games worked correctly. If the intention is not to support this, it may just be a lack of interest, as it does not appear to be a technical impediment.
No. Games that have both versions usually share an identical executable, so they can decide whether they are PSN and Disc games by properties like the ones in PARAM.SFO. This is not guaranteed to work, as there are many games that don't share an executable.
If you want to preserve digital games, the correct way to do so is by preserving the PKG files together with their RAP licenses (see No-Intro for digital game preservation and Redump for disc game preservation).
By "preserving" games the wrong way you're not only not helping but also actively harming the preservation community by introducing broken copies / broken methods of archival and tainting previous work.
@AniLeo
Is the reverse process also considered bad (disk to pkg)?
What would be the recommended method for my games to behave like roms from other emulators?
For example, I would like to have only one source of files, both for backup and to be read by the emulator, saving them in individual directories, such as:
roms / ps3 / game-one / ... roms / ps3 / game-two / ...
PS: In terms of emulation, personally I think it is bad to have to store the game for bakcup separately from the installed game, these are two fonts with large sizes.
Yes because
Modern consoles are different from older consoles in terms of game media. While on older consoles everything is physical and mostly read-only, now you have digital titles as well. And digital titles come in installers, so you preserve them instead.
You can't get digital games and disc games to behave the same because that's how PS3 was made, and from the nature that one is a read only media and the other is a read/write media. You can perhaps choose whether you want to have your library be disc only or digital only.
Okay, thanks for the replies, especially for the ones that were answered with a technical approach.
One more question: How can I contribute to the status of the games? If a game is not listed on the compatibility list, how can I include it?
RPCS3.log.gz