On the Cxbx-Reloaded Version 635dbcb5 (Apr 8 2017) appears KeBugCheck error. ever I press 'Yes' this error appears agan and again

KrnlDebug.txt
This log shows there are many unpatched functions hitting the nv2a
Yeah this title only got this far in the past because we ignored calls to KeBugCheck. To me, this screams bad idea as it only gets called when the game (or xdk code) decide that things are so broken the code cannot safely continue. If a Windows application called this function, it would instantly trigger a blue screen of death.
On the PR #368 Recieved Breakpoint Exception has been fixed.
This game switches multiple. Xbe. KeBugCheck error dialog is displayed every time switching, but if I press Yes, play will continue.
Amazing how far we've gotten!
Blueshogun should be pretty happy with this, I believe Innocent Tears is one of the titles he's interested in.
We're getting there, slowly, but we're getting there!
@jarupxx Great! The error has disapperead now and i can reach almost in-game but it's stucked with white screen after several screens , results of my trying are below
Cxbx-Reloaded Version 1675b4d3b28a8acd208c17c8f9d88fede29c7ebe (Apr 14 2017)
Edit . It's in-game now with the latest build Cxbx-Reloaded Version 1675b4d3b28a8acd208c17c8f9d88fede29c7ebe (Apr 16 2017)
Long time loading between scenes, but in-game and too fast in the process of the battle



A visual novel dialogue structure within this tactical RPG? Well, what would you know?! It looks like we don't know much about many of those Japan-only Xbox games.
I have an idea for the team, to Luke, Patrick or anybody else. What say that you can build in a screenshot capture function in the emulator's interface? It's so that anyone could make a shot of the title screen of a game for instance. In fact, no game database that has a profile of this page that I've checked even has the title screen!
Shameless plug : screen capture can be ported back from Dxbx ;)
Very impressive. I'll have to update to the latest build later on and try it. This title frustrated be way back when.
Shogun.
However (after PR #370) for me this game keeps looping back to the long intro video all over again after pressing yes to the KeBugCheck error box. I am unable to enter the menu first, let alone the game world.
After those first couple of PRs (#365, #367) with video and pitching fixes, yes the long intro video is resized correctly to either a default or custom resolution of your own making (In both windowed and Hardware Video mode). But in both modes including the windowed mode fully bumped up to the whole screen (And even in normal window with a custom resolution) there are black bars at bottom & right sides as the video is still not centered.
Tested with above build again on Apr 17. I found a trick to get past the menu. That main menu is among a few screens that flash by fast but if you keep furiously pressing the 'A' button on the relevant key then you should be able to get into the dialogue scene (3rd scene in furrya's first post above). Just be patient as the screen will keep flashing to black then to some visible game shots. Also the KeBugCheck message will appear from time to appear - click on Yes.
Then the first character screen's dialogue was set to auto & it whisked by fast. I saw the character screen (See jaruppx's 1st shot). Was not yet able to get ingame due to an error message. But keep trying.
Collage created with online photocollage.com:

Was able to see lots more dialogue & some pretty girls! But crashes upon loading into the game sadly.
So many Japanese fonts. Someone really should set up a fan-translation project going for this game!

+1 for a fan translation. I own the game and play it on my debug Xbox on occasion but can't understand a word that's being said.
Shogun
@ObiKKa I have the same behaviour of emulation on Windows 7 , but when I tests it on Windows 10 I can reach in-game with V-sync enabled, although very long loading screens and battle scenes too fast
I wonder if games running too fast has to do with the fact that QueryPerformanceFrequency() is no longer returning the host PC values.
New issue. After PR #375 (Overlay conversion) & #376 (Integrated copy OOVPAs) I was never able to reach the character screen in I.T.. It often crashes after dialogue ends with a ginger-haired girl facing you. Once at the last round I saw a load screen as below so couldn't even see more dialogue and tute screens. I'm not sure what the problem is.
But the good news is that the intro video is now fully sized up to the emulator's whole window.

KrnlDebug_(2017-04-19_Crash-before-load-screen).txt
[0x1E20] EmuMain: Received Fatal Message:
- EmuD3DDeferredRenderState was not found!
Ah, good news too, that's a relief ;)
The default.xbe is as small as 60 kbyte and not include the D3D8 library.
We will be better to check the library before Fix up Render state and Texture States.
https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/master/src/CxbxKrnl/HLEIntercept.cpp#L133
Good spot!
I'll fix it tonight
Just to verify: Does the absence of the D3D8 library mean that this specific (60kb small) xbe doesn't render anything? Is it some sort of launcher?
@PatrickvL yes sir, that is correct. The default.xbe simply launches the appropriate .xbe as needed.
Also, I tried to get ingame today, but I can't because the dpad still doesn't work. So tbh, I don't know how you guys were able to get ingame.
Shogun
Just wanting to point out that after PR #406 (Index Buffer fixes) this game will crash instantly with an external error message.
Also, Buffy only shows an initial white screen (It kept getting worse with each major PR. But there should be a turnaround down the road.). Turok freezes after you load a save file (Might be the same when starting a brand new game) then crashes with an old error message (Lack of D3D:BlockOnTime implementation. It also says 'tell blueshogun'. LOL!).

Yeah, we're sorry that some changes cause regressions, but it's like growing pains: Once we're through these phases, we'll function in a more mature way.
Rest assured we're very much aware of all the breakage, and truly want to fix these as soon as possible, it's just that we don't have much time, and it's only the three of us, currently.
lol I ran into that same error message when running Turok today. Looks like some of my old error messages are still there!
Anyway, there's a breakpoint in that function. Uncomment it, and you'll find out what function is not getting caught. Someone must have screwed up one of the signatures for a crucial function in that XDK version.
Shogun.
Not necessarily. If you mean the breakpoint in GetHostResource, that's not all too appropriate anymore, as we're working towards removing the abuse of the Lock field. Instead, we're adding associative maps, which will also detect the need for an update of resource conversions.
This technique will allow us to detect palette changes, and changes to texture buffers, so tricks like the one you mentioned a while ago (for dos-like framebuffer emulation) will finally be supported!
Re: deferred render state stuff: it's a minor bug with the HLE cache, it will be fixed very soon, it's a quick fix, it just needs to check for the presence of the D3D8 library before attempting to locate certain structures.
Hmmm... I'm not sure how long this title has been pretty much playable since it is able to multi-loading the .xbe files. Even starting from default.xbe, then it does the rest on its own normally.
P.S. This is from the latest commit in the master branch which was tested on 921cff1.
Closed due to its replacement here : https://github.com/Cxbx-Reloaded/game-compatibility/issues/683
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Shameless plug : screen capture can be ported back from Dxbx ;)