Ryujinx / Ryujinx-Games-List

List of games & demos tested on Ryujinx
The Unlicense
1.02k stars 314 forks source link

Bravely Default II - 01006DC010326000 #3417

Open Cronos-0 opened 3 years ago

Cronos-0 commented 3 years ago

Bravely Default II

Game Update Version : 1.0.0 / US / UE4

Current on master : 1.0.6732

Loaded to the game menu page. After that the game crashes while loading.

00:07:58.689 |E| GUI.RenderLoop Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x0000000A24D9A000.
00:07:59.260 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region.

Hardware Specs :

GPU : GTX 1660 SUPER 6GB CPU : INTEL I5 8400 RAM : KINGSTON DDR4 16GB

Outstanding Issues :

Screenshots :

bandicam 2021-02-27 07-48-49-841 bandicam 2021-02-27 07-46-04-974 bandicam 2021-02-27 07-46-15-072 bandicam 2021-02-27 07-49-37-881

Logs :

Ryujinx_1.0.6732_2021-02-27_07-39-48.log

Niwu34 commented 3 years ago

This seems to be happening on a random base. I once was able to get to the first Autosave; I'll post the save file here if anyone wants to test some gameplay

Bravely Default II - first autosave.zip

Gvaz commented 3 years ago

This seems to be happening on a random base. I once was able to get to the first Autosave; I'll post the save file here if anyone wants to test some gameplay

Bravely Default II - first autosave.zip

Where does this go?

edit: for me it goes into "C:\Users\YOURNAME\AppData\Roaming\Ryujinx\bis\user\save\0000000000000001\0"

However, Ryujinx just crashes when trying to load it

Demaar commented 3 years ago

Well, it seems to have stopped crashing at least. Though there might be some other problems... Untitled Untitled2

ZetaZeta commented 3 years ago

Crashes are no longer happening constantly, though I got one after combat. But there's graphical corruption in most cutscenes. Here's another example:

Screenshot 2021-03-07 230933 - Bravely Default 2

Also, at least for me, gameplay shows a solid white screen unless "depth blur" is turned off via the in-game menus. Turning that setting off works as a workaround for that aspect for now, but does not fix the other issues.

EDIT: The corruption above unfortunately also happens extensively in boss battles, and seems to cause random crashes during them.

Aquillion2 commented 3 years ago

Crash while navigating the menus. Full log attached (fair warning it is a bit huge, since I'd been playing for over an hour, but I figure it can't hurt to upload the whole thing, since it's easy enough to just look at the beginning and end.)

For easy reference, the crash itself is:

01:20:12.912 |E| GUI.RenderLoop Application : Unhandled exception caught: System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
   at Ryujinx.Graphics.Texture.LayoutConverter.ConvertLinearStridedToLinear(Int32 width, Int32 height, Int32 blockWidth, Int32 blockHeight, Int32 stride, Int32 bytesPerPixel, ReadOnlySpan`1 data) in C:\projects\ryujinx\Ryujinx.Graphics.Texture\LayoutConverter.cs:line 268
   at Ryujinx.Graphics.Gpu.Engine.Methods.CopyBuffer(GpuState state, Int32 argument) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\MethodCopyBuffer.cs:line 120
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(MethodParams meth) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 154
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(ReadOnlySpan`1 commandBuffer) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 65
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 176
   at Ryujinx.Ui.GlRenderer.Render() in C:\projects\ryujinx\Ryujinx\Ui\GLRenderer.cs:line 448
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Ryujinx_1.0.6778_2021-03-08_23-15-34.log.zip

EDIT: Noting that this crash still occurs in 6779 and with OpenGL logging turned off. Another log; crash in a menu again, same error messages:

Ryujinx_1.0.6779_2021-03-09_17-51-16.log.zip

(Fixed in 6780, possibly?)

Aquillion2 commented 3 years ago

Another crash, which looks unrelated to the above, while traveling between zones (during the loading screen.) Note that loading screens seem to take an unusually long time even when they don't crash; there's a lot of errors and warnings in the complete log near the end that may be related to that, followed by a cascade of other errors - I've attached the full log at the end.

But the final crash error message was:

00:52:46.978 |E| HLE.GuestThread.17 Application : Unhandled exception caught: Ryujinx.HLE.Exceptions.GuestBrokeExecutionException: The guest program broke execution!
   at Ryujinx.HLE.HOS.Kernel.SupervisorCall.Syscall.Break(UInt64 reason) in C:\projects\ryujinx\Ryujinx.HLE\HOS\Kernel\SupervisorCall\Syscall.cs:line 1422
   at Break64(Syscall64 , ExecutionContext )
   at Ryujinx.HLE.HOS.Kernel.SupervisorCall.SyscallHandler.SvcCall(Object sender, InstExceptionEventArgs e) in C:\projects\ryujinx\Ryujinx.HLE\HOS\Kernel\SupervisorCall\SyscallHandler.cs:line 37
   at ARMeilleure.Instructions.NativeInterface.SupervisorCall(UInt64 address, Int32 imm) in C:\projects\ryujinx\ARMeilleure\Instructions\NativeInterface.cs:line 50
   at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in C:\projects\ryujinx\ARMeilleure\Translation\Translator.cs:line 141
   at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in C:\projects\ryujinx\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1031
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Ryujinx_1.0.6778_2021-03-09_02-29-30.log.zip

EDIT: Still happening in 6780, with OpenGL logging turned off:

Ryujinx_1.0.6780_2021-03-09_21-46-23.log.zip

Aquillion2 commented 3 years ago

Game hung during a cutscene (near the end of the sequence of events following getting the Monk Astrisk, although I suspect it's random and not easily reproducible.) Attached is a full log, but the last part of it is:

01:20:41.749 |E| GUI.RenderLoop Gpu GLERROR: DebugSeverityHigh: GL_INVALID_OPERATION error generated. <program> object is not successfully linked, or is not a program object.
CallStack=   at System.Environment.get_StackTrace()
   at Ryujinx.Graphics.OpenGL.Debugger.GLDebugHandler(DebugSource source, DebugType type, Int32 id, DebugSeverity severity, Int32 length, IntPtr message, IntPtr userParam) in C:\projects\ryujinx\Ryujinx.Graphics.OpenGL\Debugger.cs:line 66
   at Ryujinx.Graphics.OpenGL.Pipeline.SetProgram(IProgram program) in C:\projects\ryujinx\Ryujinx.Graphics.OpenGL\Pipeline.cs:line 814
   at Ryujinx.Graphics.Gpu.Engine.Methods.Dispatch(GpuState state, Int32 argument) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\Compute.cs:line 53
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(MethodParams meth) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 154
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(ReadOnlySpan`1 commandBuffer) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 101
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 176
   at Ryujinx.Ui.GlRenderer.Render() in C:\projects\ryujinx\Ryujinx\Ui\GLRenderer.cs:line 448
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()
01:20:43.026 |E| GUI.RenderLoop Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x0000000A78A64000.
01:20:43.210 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region.
   at Ryujinx.Memory.MemoryBlock.ThrowInvalidMemoryRegionException() in C:\projects\ryujinx\Ryujinx.Memory\MemoryBlock.cs:line 288
   at Ryujinx.Cpu.MemoryManager.ReadImpl(UInt64 va, Span`1 data) in C:\projects\ryujinx\Ryujinx.Cpu\MemoryManager.cs:line 479
   at Ryujinx.Cpu.MemoryManager.GetSpan(UInt64 va, Int32 size, Boolean tracked) in C:\projects\ryujinx\Ryujinx.Cpu\MemoryManager.cs:line 292
   at Ryujinx.Graphics.Gpu.Memory.Buffer.LoadRegion(UInt64 mAddress, UInt64 mSize) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\Buffer.cs:line 316
   at Ryujinx.Memory.Tracking.MultiRegionHandle.QueryModified(UInt64 address, UInt64 size, Action`2 modifiedAction, Int32 sequenceNumber) in C:\projects\ryujinx\Ryujinx.Memory\Tracking\MultiRegionHandle.cs:line 111
   at Ryujinx.Graphics.Gpu.Memory.Buffer.SynchronizeMemory(UInt64 address, UInt64 size) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\Buffer.cs:line 146
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.GetBuffer(UInt64 address, UInt64 size, Boolean write) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 972
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.BindBuffers(BuffersPerStage[] bindings, Boolean isStorage) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 808
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.CommitGraphicsBindings() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 773
   at Ryujinx.Graphics.Gpu.Engine.Methods.UpdateState(GpuState state, Int32 firstIndex, Int32 indexCount) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\Methods.cs:line 124
   at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 firstIndex, Int32 indexCount) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\MethodDraw.cs:line 71
   at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 argument) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\MethodDraw.cs:line 40
   at Macro(MacroJitContext , GpuState , Int32 )
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(MethodParams meth) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 141
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(ReadOnlySpan`1 commandBuffer) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 65
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 176
   at Ryujinx.Ui.GlRenderer.Render() in C:\projects\ryujinx\Ryujinx\Ui\GLRenderer.cs:line 448
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Ryujinx_1.0.6778_2021-03-09_13-13-28.log.zip

Aquillion2 commented 3 years ago

Random crash after combat. Seems unrelated to the above ones, or at least the exception is different. Full log attached.

01:15:41.810 |E| GUI.RenderLoop Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x0000000A5F240000.
01:15:42.040 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region.
   at Ryujinx.Memory.MemoryBlock.ThrowInvalidMemoryRegionException() in C:\projects\ryujinx\Ryujinx.Memory\MemoryBlock.cs:line 288
   at Ryujinx.Cpu.MemoryManager.ReadImpl(UInt64 va, Span`1 data) in C:\projects\ryujinx\Ryujinx.Cpu\MemoryManager.cs:line 479
   at Ryujinx.Cpu.MemoryManager.GetSpan(UInt64 va, Int32 size, Boolean tracked) in C:\projects\ryujinx\Ryujinx.Cpu\MemoryManager.cs:line 292
   at Ryujinx.Graphics.Gpu.Memory.PhysicalMemory.GetSpan(MultiRange range, Boolean tracked) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\PhysicalMemory.cs:line 65
   at Ryujinx.Graphics.Gpu.Image.Texture.SynchronizeFull() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Image\Texture.cs:line 641
   at Ryujinx.Graphics.Gpu.Image.TextureGroup.EvaluateRelevantHandles(Texture texture, HandlesCallbackDelegate callback) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Image\TextureGroup.cs:line 323
   at Ryujinx.Graphics.Gpu.Image.TextureManager.FindOrCreateTexture(TextureSearchFlags flags, TextureInfo info, Int32 layerSize, Nullable`1 sizeHint, Nullable`1 range) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Image\TextureManager.cs:line 854
   at Ryujinx.Graphics.Gpu.Image.TexturePool.Get(Int32 id) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Image\TexturePool.cs:line 60
   at Ryujinx.Graphics.Gpu.Image.TextureBindingsManager.CommitTextureBindings(TexturePool pool, ShaderStage stage, Int32 stageIndex) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Image\TextureBindingsManager.cs:line 285
   at Ryujinx.Graphics.Gpu.Image.TextureBindingsManager.CommitBindings() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Image\TextureBindingsManager.cs:line 242
   at Ryujinx.Graphics.Gpu.Engine.Methods.CommitBindings() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\Methods.cs:line 305
   at Ryujinx.Graphics.Gpu.Engine.Methods.UpdateState(GpuState state, Int32 firstIndex, Int32 indexCount) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\Methods.cs:line 124
   at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 firstIndex, Int32 indexCount) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\MethodDraw.cs:line 71
   at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 argument) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\MethodDraw.cs:line 40
   at Macro(MacroJitContext , GpuState , Int32 )
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(MethodParams meth) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 141
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(ReadOnlySpan`1 commandBuffer) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 65
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 176
   at Ryujinx.Ui.GlRenderer.Render() in C:\projects\ryujinx\Ryujinx\Ui\GLRenderer.cs:line 448
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Ryujinx_1.0.6779_2021-03-09_16-28-28.log.zip

Still occurring in 6780 and with openGL logging off; more recent log for the same crash:

Ryujinx_1.0.6780_2021-03-09_20-52-08.log.zip

EmulationFanatic commented 3 years ago

@Aquillion2 turn off openGL logging. this itself can cause crashes and other issues.

Kakoluz commented 3 years ago

Shader cache is broken for this game since this commit https://github.com/Ryujinx/Ryujinx/commit/da283ff3c37629769324926e24a7b203f9901890 every time you try to open it will crash trying to load the cache back

00:00:07.198 |E| GUI.RenderLoop Gpu GLERROR: DebugSeverityHigh: GL_INVALID_OPERATION error generated.  object is not successfully linked, or is not a program object.
CallStack=   at System.Environment.get_StackTrace()
   at Ryujinx.Graphics.OpenGL.Debugger.GLDebugHandler(DebugSource source, DebugType type, Int32 id, DebugSeverity severity, Int32 length, IntPtr message, IntPtr userParam) in C:\projects\ryujinx\Ryujinx.Graphics.OpenGL\Debugger.cs:line 66
   at OpenTK.Graphics.OpenGL.GL.GetUniformLocation(Int32 program, String name)
   at Ryujinx.Graphics.OpenGL.Program..ctor(ReadOnlySpan`1 code) in C:\projects\ryujinx\Ryujinx.Graphics.OpenGL\Program.cs:line 113
   at Ryujinx.Graphics.OpenGL.Renderer.LoadProgramBinary(Byte[] programBinary) in C:\projects\ryujinx\Ryujinx.Graphics.OpenGL\Renderer.cs:line 180
   at Ryujinx.Graphics.Gpu.Shader.ShaderCache.Initialize() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Shader\ShaderCache.cs:line 133
   at Ryujinx.Ui.GlRenderer.Render() in C:\projects\ryujinx\Ryujinx\Ui\GLRenderer.cs:line 431
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()
00:00:07.275 |E| GUI.RenderLoop Application : Unhandled exception caught: System.ArgumentException: Value does not fall within the expected range.
   at Ryujinx.Graphics.Gpu.Shader.CachedGpuAccessor.GetTextureDescriptor(Int32 handle) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Shader\CachedGpuAccessor.cs:line 148
   at Ryujinx.Graphics.Gpu.Shader.TextureDescriptorCapableGpuAccessor.QueryTextureFormat(Int32 handle) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Shader\TextureDescriptorCapableGpuAccessor.cs:line 24
   at Ryujinx.Graphics.Shader.Translation.Rewriter.InsertSnormNormalization(LinkedListNode`1 node, ShaderConfig config) in C:\projects\ryujinx\Ryujinx.Graphics.Shader\Translation\Rewriter.cs:line 434
   at Ryujinx.Graphics.Shader.Translation.Rewriter.RunPass(BasicBlock[] blocks, ShaderConfig config) in C:\projects\ryujinx\Ryujinx.Graphics.Shader\Translation\Rewriter.cs:line 40
   at Ryujinx.Graphics.Shader.Translation.Translator.Translate(FunctionCode[] functions, ShaderConfig config, ShaderProgramInfo& shaderProgramInfo) in C:\projects\ryujinx\Ryujinx.Graphics.Shader\Translation\Translator.cs:line 75
   at Ryujinx.Graphics.Gpu.Shader.ShaderCache.Initialize() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Shader\ShaderCache.cs:line 151
   at Ryujinx.Ui.GlRenderer.Render() in C:\projects\ryujinx\Ryujinx\Ui\GLRenderer.cs:line 431
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

I enabled OpenGL debugger and got the sources and tried to debug it myself since I do know C# and OpenGL, but i couldn't pinpoint the exact issue. My best guess is something with how shaders are cached that this game dislikes or somewhere in the parsing process when loading them back.

EDIT: the exact same exception trows when OpenGL debugger is off, and not happens after clearing the shader cache

EDIT 2: after some more investigation i think identified the problem (not undertading enough yet to think of a fix) some cached shaders are trying to use negative uniforms, AFAIK OpenGL returns -1 when something went wrong

full log:

Ryujinx_1.0.6781_2021-03-13_01-30-35.log.zip

ionelush2001 commented 3 years ago

The game works great with minor Graphic Glitches, some Black Areas on the World Map. and Cut Scenes the mouth doesn't move, you need to Disable Shader Cache and possible Logging. Boat Exploration is not working, it will be nice if Ryujinx to have Sleep Mode for Boat Exploration to work. https://progameguides.com/bravely-default-2/bravely-default-2-boat-exploration-not-working-how-to-fix/ Bravely Default II 1 Bravely Default II 2 Bravely Default II 3

EmulationFanatic commented 3 years ago

@ionelush2001 have you tried using the Simulate Wake-Up Message function in the emulator? Perhaps this will get the boat exploration working.

ionelush2001 commented 3 years ago

@EmulationFanatic - I tried and didn't work.

pflyly commented 3 years ago

@EmulationFanatic

The game now really works fine. But i Also have red or green areas at city overloook. Crash out frequently when fight with max speed during chaned fights.

ionelush2001 commented 3 years ago

@pflyly - I don't have red or green areas at city overlook, I don't use max speed and I didn't know about the crash until now.

Hardware Specs : CPU : i7-7700K 4.20GHz GPU : Geforce GTX 1060 6GB (latest driver 461.92) RAM : 16GB

Zafarion commented 3 years ago

Started this game 1 week ago with shader cache disabled and was able to reach chapter 2 without many problems, but now it's crashing every 10 min. Maybe some update broke something? I've also seem a youtube video running this game on ryujinx with face expressions and mouth movement working in cutscenes, but mine is not. How to fix it?

Aquillion2 commented 3 years ago

Facial expressions are fixed in this PR, which adds SURED/SUATOM support (there is a link to download an executable compiled with it in this thread.) It fixes several issues and reduces crashes, but there are some issues that still need to be worked out, so you'll see some minor graphical issues on it that don't show up otherwise:

https://github.com/Ryujinx/Ryujinx/pull/2090

Zafarion commented 3 years ago

Thanks @Aquillion2, I tried this PR you mentioned but even in it I'm having a lot of crashes when leaving/entering places in the Wiswald area, seems to be 50% chance. I've already lost a lot of ingame progress because of this. Interestingly this wasn't happening in chapter 1 and previous. I recently instaled a 60 FPS mod for this game, maybe it's his fault? Also I discovered only recently that I can play in handheld mode for better performance, but I doubt it's causing the issue.

RKennedy9064 commented 3 years ago

Plays good for the most part, but I seem to be getting random crashes with different errors then what's reported here. Every crash I get has to do with an invalid memory region. Also seems to be pretty random. I can play for hours with no crash and other times it will crash every 5 minutes.

Ryujinx Version: 1.0.6896
Microsoft Windows 10.0.19042 (X64)
11th Gen Intel(R) Core(TM) i9-11900K @ 3.50GHz
RAM: Total 32596 MB
NVIDIA Corporation NVIDIA GeForce RTX 3080/PCIe/SSE2 (4.6.0 NVIDIA 466.47)
00:03:10.519 |E| GUI.RenderLoop Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x0000000A741F4000, size=0x0000000000001000
   at Ryujinx.Cpu.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size) in C:\projects\ryujinx\Ryujinx.Cpu\MemoryManagerHostMapped.cs:line 134
   at Ryujinx.Cpu.MemoryManagerHostMapped.GetSpan(UInt64 va, Int32 size, Boolean tracked) in C:\projects\ryujinx\Ryujinx.Cpu\MemoryManagerHostMapped.cs:line 281
   at Ryujinx.Graphics.Gpu.Memory.Buffer.LoadRegion(UInt64 mAddress, UInt64 mSize) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\Buffer.cs:line 364
   at Ryujinx.Memory.Tracking.MultiRegionHandle.QueryModified(UInt64 address, UInt64 size, Action`2 modifiedAction, Int32 sequenceNumber) in C:\projects\ryujinx\Ryujinx.Memory\Tracking\MultiRegionHandle.cs:line 125
   at Ryujinx.Graphics.Gpu.Memory.Buffer.SynchronizeMemory(UInt64 address, UInt64 size) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\Buffer.cs:line 161
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.GetBuffer(UInt64 address, UInt64 size, Boolean write) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 999
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.BindBuffers(BuffersPerStage[] bindings, Boolean isStorage) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 835
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.CommitGraphicsBindings() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 800
   at Ryujinx.Graphics.Gpu.Engine.Methods.UpdateState(GpuState state, Int32 firstIndex, Int32 indexCount) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\Methods.cs:line 125
   at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 firstIndex, Int32 indexCount) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\MethodDraw.cs:line 71
   at Ryujinx.Graphics.Gpu.Engine.Methods.DrawEnd(GpuState state, Int32 argument) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\MethodDraw.cs:line 40
   at Macro(MacroJitContext , GpuState , Int32 )
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(MethodParams meth) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 141
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(ReadOnlySpan`1 commandBuffer) in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 65
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in C:\projects\ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 176
   at Ryujinx.Ui.RendererWidgetBase.Render() in C:\projects\ryujinx\Ryujinx\Ui\RendererWidgetBase.cs:line 307
   at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Ryujinx_1.0.6896_2021-05-29_17-04-47.log

thanhtringuyen commented 2 years ago

I was playing this game on Ryuujinx build version 1.0.7116, in 10 times i open and play the game

Lord-Raiden commented 1 year ago

This hasn't been updated in a while, but I encountered the issue today. Here's a few sections from the log file to describe the issue and my setup (full log attached). The issue occurs fairly frequently (after 20-40 minutes) regardless of the state of the game (mid battle, moving through maps, loading, etc.). It is also accompanied by a brief increase in RAM usage (of about 400MB) immediately before the crash (visible in task manager).

00:00:00.035 |I| Configuration LogValueChange: ResScaleCustom set to: 1
00:00:00.035 |I| Configuration LogValueChange: MaxAnisotropy set to: -1
00:00:00.036 |I| Configuration LogValueChange: AspectRatio set to: Fixed16x9
00:00:00.037 |I| Configuration LogValueChange: BackendThreading set to: Auto
00:00:00.037 |I| Configuration LogValueChange: GraphicsBackend set to: Vulkan
00:00:00.038 |I| Configuration LogValueChange: PreferredGpu set to: 0x10DE_0x2489
00:00:00.038 |I| Configuration LogValueChange: AntiAliasing set to: None
00:00:00.039 |I| Configuration LogValueChange: ScalingFilter set to: Bilinear
00:00:00.039 |I| Configuration LogValueChange: ScalingFilterLevel set to: 80
00:00:00.041 |I| Configuration LogValueChange: EnableDockedMode set to: True
00:00:00.047 |I| Configuration LogValueChange: EnableVsync set to: True
00:00:00.047 |I| Configuration LogValueChange: EnableShaderCache set to: True
00:00:00.047 |I| Configuration LogValueChange: EnableTextureRecompression set to: False
00:00:00.047 |I| Configuration LogValueChange: EnableMacroHLE set to: True
00:00:00.047 |I| Configuration LogValueChange: EnablePtc set to: True
00:00:00.047 |I| Configuration LogValueChange: EnableInternetAccess set to: False
00:00:00.047 |I| Configuration LogValueChange: EnableFsIntegrityChecks set to: True
00:00:00.047 |I| Configuration LogValueChange: FsGlobalAccessLogMode set to: 0
00:00:00.048 |I| Configuration LogValueChange: AudioBackend set to: SDL2
00:00:00.048 |I| Configuration LogValueChange: AudioVolume set to: 1
00:00:00.048 |I| Configuration LogValueChange: MemoryManagerMode set to: HostMappedUnsafe
00:00:00.048 |I| Configuration LogValueChange: ExpandRam set to: False
00:00:00.048 |I| Configuration LogValueChange: IgnoreMissingServices set to: False
00:00:00.048 |I| Configuration LogValueChange: UseHypervisor set to: True
00:00:00.051 |N| Application PrintSystemInfo: Ryujinx Version: 1.1.665
00:00:00.055 |N| Application Print: Operating System: Microsoft Windows 10.0.19044 (X64)
00:00:00.055 |N| Application Print: CPU: AMD Ryzen 7 3700X 8-Core Processor ; 16 logical
00:00:00.055 |N| Application Print: RAM: Total 32682 MiB ; Available 24707 MiB
00:00:00.058 |N| Application PrintSystemInfo: Logs Enabled: Info, Warning, Error, Guest, Stub
00:00:00.058 |N| Application PrintSystemInfo: Launch Mode: UserProfile
00:00:00.064 |I| Gpu : Backend Threading (Auto): True
00:00:00.290 |N| Application LoadApplication: Using Firmware Version: 16.0.0

...

01:32:21.369 |E| GPU.MainThread Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x0000000A27AF4000, size=0x0000000000001000
   at Ryujinx.Cpu.Jit.MemoryManagerHostMapped.AssertMapped(UInt64 va, UInt64 size) in D:\a\Ryujinx\Ryujinx\Ryujinx.Cpu\Jit\MemoryManagerHostMapped.cs:line 139
   at Ryujinx.Graphics.Gpu.Memory.Buffer.RegionModified(UInt64 mAddress, UInt64 mSize) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Memory\Buffer.cs:line 362
   at Ryujinx.Memory.Tracking.MultiRegionHandle.QueryModified(UInt64 address, UInt64 size, Action`2 modifiedAction, Int32 sequenceNumber) in D:\a\Ryujinx\Ryujinx\Ryujinx.Memory\Tracking\MultiRegionHandle.cs:line 303
   at Ryujinx.Graphics.Gpu.Memory.Buffer.SynchronizeMemory(UInt64 address, UInt64 size) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Memory\Buffer.cs:line 203
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.CommitGraphicsBindings() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 587
   at Ryujinx.Graphics.Gpu.Engine.Threed.DrawManager.DrawEnd(ThreedClass engine, Int32 firstIndex, Int32 indexCount, Int32 drawFirstVertex, Int32 drawVertexCount) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\Threed\DrawManager.cs:line 120
   at Ryujinx.Graphics.Gpu.Engine.Threed.DrawManager.DrawEnd(ThreedClass engine, Int32 argument) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\Threed\DrawManager.cs:line 107
   at Macro(MacroJitContext, IDeviceState, Int32)
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoClass.CallMme(Int32 index, IDeviceState state) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoClass.cs:line 245
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(UInt64 gpuVa, Int32 offset, Int32 argument, Int32 subChannel, Boolean isLastCall) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 213
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(UInt64 baseGpuVa, ReadOnlySpan`1 commandBuffer) in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 82
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 207
   at Ryujinx.Ui.RendererWidgetBase.<Render>b__78_0() in D:\a\Ryujinx\Ryujinx\Ryujinx\Ui\RendererWidgetBase.cs:line 430
   at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.<>c__DisplayClass51_0.<RunLoop>b__0() in D:\a\Ryujinx\Ryujinx\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 107

I tried to run with OpenGL. It had similar stability, but substantial graphic errors (black terrain, vertex explosions, odd textures on models, etc.).

Ryujinx_1.1.665_2023-03-16_18-05-15.log

Ryan2603 commented 4 months ago

still crashed in latest build 1.1.1291, same as above.

Good news is , Steam PC version using the excat same game save with .sav file format, you can just port your gamesave to there.

GamerzHell9137 commented 4 months ago

still crashed in latest build 1.1.1291, same as above.

Good news is , Steam PC version using the excat same game save with .sav file format, you can just port your gamesave to there.

Why not write a full report about it?

GamerzHell9137 commented 4 months ago

Game Name

Bravely Default II

Game Update Version

v1.0.0

Emulator Build Version

1.1.1291

Graphics Backend

Vulkan

Hardware Specs

Game State

Game plays fine with some issues.

[!NOTE]
This is coming from multiple people, the game has issues with randomly crashing. It can happen at the start of emulation or later down the line or not at all.

The console log shows:

00:12:23.706 |E| GPU.MainThread Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Not mapped: va=0x0000001AD7194000, size=0x0000000000001000
   at Ryujinx.Graphics.Gpu.Memory.BufferModifiedRangeList.ExcludeModifiedRegions(UInt64 address, UInt64 size, Action`2 action) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Memory\BufferModifiedRangeList.cs:line 142
   at Ryujinx.Graphics.Gpu.Memory.Buffer.RegionModified(UInt64 mAddress, UInt64 mSize) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Memory\Buffer.cs:line 454
   at Ryujinx.Memory.Tracking.MultiRegionHandle.QueryModified(UInt64 address, UInt64 size, Action`2 modifiedAction, Int32 sequenceNumber) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Memory\Tracking\MultiRegionHandle.cs:line 365
   at Ryujinx.Graphics.Gpu.Memory.BufferCache.GetBufferRange(MultiRange range, Boolean write) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Memory\BufferCache.cs:line 875
   at Ryujinx.Graphics.Gpu.Memory.BufferManager.CommitGraphicsBindings(Boolean indexed) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Memory\BufferManager.cs:line 724
   at Ryujinx.Graphics.Gpu.Engine.Threed.StateUpdater.CommitBindings() in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\Threed\StateUpdater.cs:line 363
   at Ryujinx.Graphics.Gpu.Engine.Threed.DrawManager.Draw(ThreedClass engine, PrimitiveTopology topology, Int32 count, Int32 instanceCount, Int32 firstIndex, Int32 firstVertex, Int32 firstInstance, Boolean indexed) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\Threed\DrawManager.cs:line 550
   at Ryujinx.Graphics.Gpu.Engine.MME.MacroHLE.DrawElements(IDeviceState state, Int32 arg0) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\MME\MacroHLE.cs:line 316
   at Ryujinx.Graphics.Gpu.Engine.MME.MacroHLE.Execute(ReadOnlySpan`1 code, IDeviceState state, Int32 arg0) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\MME\MacroHLE.cs:line 78
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoClass.CallMme(Int32 index, IDeviceState state) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoClass.cs:line 248
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Send(UInt64 gpuVa, Int32 offset, Int32 argument, Int32 subChannel, Boolean isLastCall) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 270
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoProcessor.Process(UInt64 baseGpuVa, ReadOnlySpan`1 commandBuffer) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoProcessor.cs:line 101
   at Ryujinx.Graphics.Gpu.Engine.GPFifo.GPFifoDevice.DispatchCalls() in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Gpu\Engine\GPFifo\GPFifoDevice.cs:line 229
   at Ryujinx.Ava.AppHost.<RenderLoop>b__107_1() in D:\a\Ryujinx\Ryujinx\src\Ryujinx\AppHost.cs:line 941
   at System.Threading.Thread.StartCallback()

Screenshots

image image image image

Log File

No response