Open piplup55 opened 3 months ago
Emulator Build Version: 1.1.1240/1.1.1241/1.1.1242 Game Version: 1.0.0
W11 CPU: i5-13600KF GPU: RTX 4070 Ram: 64 go
game completed 100% Runs perfectly at 60 fps by disabling Vsync and blocking the max framerate at 60 in the Nvidia settings Just at the “Detective 2” level you have to reactivate Vsync/30fps at the start because a character gets stuck at 60 fps as if facing an invisible wall
Emulator Build Version: 1.1.1244 Game Version: 1.0.0 CPU: R5 5600X GPU: RTX 3060 Ti RAM: 32 gb
Consistently crashes on launch when other games don't. Gives error:
00:00:57.346 |E| HLE.GuestThread.53 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x0000000000000003.
00:00:57.381 |E| HLE.GuestThread.53 Application : Unhandled exception caught: Ryujinx.Memory.InvalidMemoryRegionException: Attempted to access an invalid memory region.
at Ryujinx.Memory.MemoryBlock.ThrowInvalidMemoryRegionException() in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Memory\MemoryBlock.cs:line 440
at Ryujinx.Cpu.Jit.MemoryManager.WriteGuest[T](UInt64 va, T value) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Cpu\Jit\MemoryManager.cs:line 219
at ARMeilleure.Translation.Translator.Execute(ExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\src\ARMeilleure\Translation\Translator.cs:line 145
at Ryujinx.Cpu.Jit.JitCpuContext.Execute(IExecutionContext context, UInt64 address) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Cpu\Jit\JitCpuContext.cs:line 40
at Ryujinx.HLE.HOS.ArmProcessContext`1.Execute(IExecutionContext context, UInt64 codeAddress) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.HLE\HOS\ArmProcessContext.cs:line 62
at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in D:\a\Ryujinx\Ryujinx\src\Ryujinx.HLE\HOS\Kernel\Threading\KThread.cs:line 1264
at System.Threading.Thread.StartCallback()
Why are you using software memory manager mode?
No idea. Thanks. This fixed it. 😭
So do you guys have any clue about why I can't get passed the loading screen (stage with the closed curtains)?
Emulator Build Version: 1.1.1244 Game Version: 1.0.0 CPU: R5 5600 GPU: RX 580 RAM: 32 GB Windows 10
Vulkan: Stable 60 fps with VSync off/mod with major graphical artifacts in the form of constantly flashing textures. OpenGL fixes most of artifacts but severely degrades performance(10-15 in action scenes).
Game fails to boot with the sdl2 backend on some cpu's, switching to OpenAL seems to fix this
Please also switch to 30 FPS to play normally
Please also switch to 30 FPS to play normally
It works, thanks!!
Emulator Build Version: 1.1.1249 Game Version: 1.0.0 CPU: i5 8500 GPU: RX 6500 XT RAM: 16 GB Windows 11
The game is crashing for me with the following backtrace:
00:00:44.464 |I| HLE.GuestThread.53 Cpu PrintGuestStackTrace: Guest stack trace:
Process: Princess Peach: Showtime!, PID: 125
0x000000000abcb884 main:0x26c7884
0x0000000014497518 sdk:0x12a518
0x000000001449d2f4 sdk:0x1302f4
0x0000000000000000
00:00:44.468 |I| HLE.GuestThread.53 Cpu PrintGuestRegisterPrintout: Guest CPU registers:
X[00]: 0x0000001800aac480
X[01]: 0x00000000fffffffe
X[02]: 0x0000000000000000
X[03]: 0x0000000000000000
X[04]: 0x0000000000000000
X[05]: 0x0000000000000000
X[06]: 0x0000000000000000
X[07]: 0x0000000000000000
X[08]: 0x0000000000000001
X[09]: 0x0000000000000000
X[10]: 0x0000000000000000
X[11]: 0x0000001800aac4c8
X[12]: 0x0000000000000000
X[13]: 0x000000000000001e
X[14]: 0x0000000000000000
X[15]: 0x0000000000000000
X[16]: 0x0000000015075318
X[17]: 0x000000001449e804 (sdk:0x131804) => nn::os::detail::InternalCriticalSectionImplByHorizon::Leave()
X[18]: 0x0000000000000001
X[19]: 0x0000001800aac480
X[20]: 0x0000000012be9a38
X[21]: 0x0000000000000000
X[22]: 0x0000001800aac490
X[23]: 0x0000000000000000
X[24]: 0x0000000000000000
X[25]: 0x0000000000000000
X[26]: 0x0000000000000000
X[27]: 0x0000000000000000
X[28]: 0x0000000000000000
FP: 0x0000004a20e40f40 (SP:-0x0010)
LR: 0x000000000ac2c804 (main:0x2728804) =>
SP: 0x0000004a20e40f30 (SP)
PC: 0x000000000ac2c708 (main:0x2728708) =>
00:00:44.468 |E| HLE.GuestThread.53 Cpu InvalidAccessHandler: Invalid memory access at virtual address 0x0000000000000000.
Please also switch to 30 FPS to play normally
There are major i mean major frame pacing issues unless you unlock the framerate so atm 30fps is not good but this could just be my AMD gpu issue.
Getting a consistent crash on Steam Deck during the transformation cutscene of patisserie-1, just as the screen goes white:
00:09:54.904 |E| HLE.OsThread.2 Application : Unhandled exception caught: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> LibHac.Common.HorizonResultException: ResultFsNonRealDataVerificationFailed (2002-4604): Hash error!
at LibHac.Common.ThrowHelper.ThrowResult(Result result, String message)
at LibHac.Tools.FsSystem.IntegrityVerificationStorage.ReadImpl(Int64 offset, Span`1 destination, IntegrityCheckLevel integrityCheckLevel)
at LibHac.Tools.FsSystem.CachedStorage.GetBlock(Int64 blockIndex)
at LibHac.Tools.FsSystem.CachedStorage.Read(Int64 offset, Span`1 destination)
at LibHac.Tools.FsSystem.StorageStream.Read(Byte[] buffer, Int32 offset, Int32 count)
at System.IO.Stream.Read(Span`1)
at LibHac.Tools.FsSystem.StreamStorage.Read(Int64 offset, Span`1 destination)
at Ryujinx.HLE.HOS.Services.Fs.FileSystemProxy.IStorage.Read(ServiceCtx context) in /home/runner/work/Ryujinx/Ryujinx/src/Ryujinx.HLE/HOS/Services/Fs/FileSystemProxy/IStorage.cs:line 35
at InvokeStub_IStorage.Read(Object, Span`1)
at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object, BindingFlags, Binder, Object[], CultureInfo)
--- End of inner exception stack trace ---
at System.Reflection.MethodBaseInvoker.InvokeWithOneArg(Object, BindingFlags, Binder, Object[], CultureInfo)
at Ryujinx.HLE.HOS.Services.IpcService.CallCmifMethod(ServiceCtx context) in /home/runner/work/Ryujinx/Ryujinx/src/Ryujinx.HLE/HOS/Services/IpcService.cs:line 126
at Ryujinx.HLE.HOS.Services.ServerBase.Process(Int32 serverSessionHandle, UInt64 recvListAddr) in /home/runner/work/Ryujinx/Ryujinx/src/Ryujinx.HLE/HOS/Services/ServerBase.cs:line 372
at Ryujinx.HLE.HOS.Services.ServerBase.ServerLoop() in /home/runner/work/Ryujinx/Ryujinx/src/Ryujinx.HLE/HOS/Services/ServerBase.cs:line 254
at Ryujinx.HLE.HOS.Services.ServerBase.Main() in /home/runner/work/Ryujinx/Ryujinx/src/Ryujinx.HLE/HOS/Services/ServerBase.cs:line 172
at Ryujinx.HLE.HOS.Kernel.Threading.KThread.ThreadStart() in /home/runner/work/Ryujinx/Ryujinx/src/Ryujinx.HLE/HOS/Kernel/Threading/KThread.cs:line 1255
at System.Threading.Thread.StartCallback()
Getting a consistent crash on Steam Deck during the transformation cutscene of patisserie-1, just as the screen goes white:
00:09:54.904 |E| HLE.OsThread.2 Application : Unhandled exception caught: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> LibHac.Common.HorizonResultException: ResultFsNonRealDataVerificationFailed (2002-4604): Hash error!
Your game file is corrupted, you'll need to re-dump.
Everytime a level loads or when I exit the level (when the stage curtain is supposed to open), it's a 50/50 chance that it crashes. Luckily the game is saved. It's just a bit annoying I have to restart the app almost every level. Sometimes it happens right at the first level load, sometimes it crashes on the 2nd level I select.
UPDATE: Now I finally understand what this comment is about:
Please also switch to 30 FPS to play normally
Do not disable VSync (F1 hotkey) as well, especially before entering the loading screen. I noticed the loading is much longer if F1 was used even while playing in the level even though if I disable it before loading screen, it wouldn't crash the game. Basically, keep playing at 30FPS, don't disable VSync/F1 to speed things up.
UPDATE 2: unfortunately just got another crash when I had never disabled VSync.
Game Name
Princess Peach: Showtime!
Game Update Version
1.0.0
Emulator Build Version
1.1.1240
Graphics Backend
Vulkan
Hardware Specs
CPU: AMD Ryzen 9 7900X3D
GPU: AMD RX 6600 XT
GPU Driver version: Mesa 24.0.3
RAM: 64GB
Game State
Game is playable, from discord reports there seems to be some resolution scaling issue in docked mode it doesn't seem to scale in docked mode at all, i didn't see it at all
Screenshots
Log File
No response