Open BillFleming opened 5 years ago
The crash is the point in the game where it plays the .wmv
opening.
Just before the crash in the log:
65799.360:002f:0042:fixme:mfplat:MFStartup (131184, 0): stub
Tried this mfplat.dll
workaround but that didn't fix it :(
Something to try: does replacing the videos with 0-byte files work?
I tried the zero byte files, then also the mfplat workaround (know I did that correctly as I did it for RE2 before) but still getting a white screen. At the last mention in the attached log I am seeing several fixme entries.
165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7ff33e70000 L"MFReadWrite.dll",PROCESS_DETACH,0x1) - CALL 165507.829:0031:0032:fixme:ntdll:EtwEventUnregister (deadbeef) stub. 165507.829:0031:0032:fixme:ntdll:EtwEventUnregister (deadbeef) stub. 165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7ff33e70000,PROCESS_DETACH,0x1) - RETURN 1 165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7ff6b810000 L"MF.dll",PROCESS_DETACH,0x1) - CALL 165507.829:0031:0032:fixme:ntdll:EtwEventUnregister (deadbeef) stub. 165507.829:0031:0032:fixme:ntdll:EtwUnregisterTraceGuids deadbeef: stub 165507.829:0031:0032:fixme:ntdll:EtwEventUnregister (deadbeef) stub. 165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7ff6b810000,PROCESS_DETACH,0x1) - RETURN 1 165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7f9462ae0000 L"ksuser.dll",PROCESS_DETACH,0x1) - CALL 165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7f9462ae0000,PROCESS_DETACH,0x1) - RETURN 1 165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7ff385d0000 L"MFPlat.DLL",PROCESS_DETACH,0x1) - CALL 165507.829:0031:0032:fixme:ntdll:EtwEventUnregister (deadbeef) stub. 165507.829:0031:0032:fixme:ntdll:EtwEventUnregister (deadbeef) stub. 165507.829:0031:0032:trace:module:MODULE_InitDLL (0x7ff385d0000,PROCESS_DETACH,0x1) - RETURN 1
See my write-up here. The same staging builds and rename video trick will get past the video in this game also. https://github.com/ValveSoftware/Proton/issues/2721#issuecomment-546166483
Compatibility Report
Nelke & the Legendary Alchemists ~Ateliers of the New World~ / ネルケと伝説の錬金術士たち ~新たな大地のアトリエ~
System Information
I confirm:
Symptoms
White screen after some dialog/cutscene early in the game. The game runs fine for something like an hour before this part. In this state the game still responds to button presses as you can hear the audio of the next few dialogs. So the game continues to run but you just can't see what is happening.
I can confirm that this game does have the same save issue as other GUST games and that this shell32.dll patch fixes the issue. You don't need to apply this patch to reproduce the white screen issue. https://github.com/ValveSoftware/Proton/issues/2452#issuecomment-485140011
Reproduction
Using the attached save in drive_c/users/steamuser/My Documents/KoeiTecmo/Nelke and the Legendary Alchemists/SAVEDATA you can reproduce the issue. Just load the save game from the menu, then keep pressing A on your controller until it crashes. (using xbox 360 controller here) Without the save you would need to slog through a whole bunch of dialog. This is the closest save I can make to the crashing point. Note that later I might play through more of the game on windows, then see if I can get a save that is quicker to trigger the crash. This game is based on a turn system, so maybe it runs the same type of problem cutscene every turn (in-game week).
Note: The X button will auto skip the dialog. During the cutscene after the character in the red dress appears is where it goes to a white screen. This part of the game is still in the tutorial, so while you must click through various menus to get to the problem part, you can only select the menu option that advances the game.
Using the fake d3d9 dll however that game will actually crash at the same part, which might be a clue to whatever it is trying to do. https://github.com/exolyte/faked3d9/releases
I tested with esync turned off/on in both cases and it didn't make a difference.
CrashCasesteam-886820.log WhiteScreen_steam-886820.log
SAVE DATA01.pcsave.zip