As I think this issue always happened with this game in some way or another, I'm reporting it now:
The game randomly crashes with a memory access violation error when doing almost anything. In my case, I'm just alternating between two different maps on the same "level".
This is the save file so anyone can reproduce it: just walk to the left until the map changes, and then walk to the right until it changes again. Do this a couple of times and sooner or later you'll get the memory access error, it always happens:
Savedata.zip
This is the emulator log. Additionally, the emulator kills itself when you try stopping the emulation after getting the error:
Log from v0.0.5-7576 Alpha [2018-12-11]:
RPCS3.zip
Your Build is months old, you need to update it to the latest version as there is many fixes made in that time
Closing as invalid, it's not even a master build
I just downloaded the latest build in the "History" tab of AppVeyor. Sorry I guess.
I doesn't even matter anyway, as the issue always happened. Here's the exact same problem on 0.0.5-7576 Alpha [2018-12-11]:
RPCS3.log
Can confirm the bug happens in [BLJS10075] as well in build 7560.
The "MEM: Access violation" error happens in the following conditions afaik:
Notably, if spu llvm is used instead of asmjit, The error message will be The process has finished and the game will quit immediately when changing maps.
Was that always the case, or was there a build where it worked?
Was that always the case, or was there a build where it worked?
I certainly can't remember a version of the emulator where this issue was not present. It always crashed at some point.
I'm not sure if a bigger problem needs to be raised and attach all these games to it, but the MEM: Access Violation error is rampant in many games.. All versions of Diablo 3 including Ros xpac and the Ultimate Evil edition. C&C Red Alert 3 is another one. There was others, but cannot remember the titles off hand.
This is a pretty generic error and it can have multiple causes. So you can't just bundle that into one issue.
I also have this issue but get around the spots this happens most often in by setting the PPU to Interpreter instead of LLVM Recompiler. This has other side effects like sound stuttering so it's not ideal, but that may help narrow things down?
Yeah, tried all that, and yes, you can proceed a bit further on, but it just freezes up completely soon after, and the performance hit isn't worth it. It will be good to get these Access violations sorted.
Been playing around a bit with it - whenever myself or my follower attempt to hit a boss, boom! immediately F {PPU[0x1000005] Thread (ServerGameManagerWorkerThre) [0x008d9ffc]} MEM: Access violation writing location 0x0. I cannot proceed any further because of it.
So... any love for this thing? As of recent versions, it seems quite more stable at least to me, but still crashes after a little while with the same error...
Well, with PPU Interpreter fast and SPU LLVM I can play over an hour easily without problems. No sound glitches, constant max fps, the only thing is that from time to time some things load a bit longer than expected, but still it's less than 2 seconds.
i9-9900k @ 4.8GHz
GTX 1080
16 GB RAM
@vietnam13231
Yeah, well... there's absolutely no way my 4670K can maintain 60 FPS on Interpreter so I really hope this gets properly fixed sometime, even if it gets done as a side effect of fixing other game.
Welp, it was time for me to get into this game and the issue is still exactly the same as it was. Furthermore, Interpreter doesn't fix the issue either, it just delays the inevitable a little longer than LLVM. Is there anyone looking into this?
logs using latest master
RPCS3-scene_change.zip
RPCS3-synthesis.zip
both stopped at sys_mutex_unlock function according to logs, other mem. access violation crashes also said the same and either x,y,z,w has NaN value on it (which is maybe the cause of the crash, but idk what's that tbh)
Just for the record, this game has had the same random crashes since forever (2017). Slowing the game down indeed helps but only delays the inevitable. Its a well known issue and more or less affects every game with the same engine (such as Atelier Ayesha).
@al0xf AT3 is two years older than Ayesha and was developed before of Gust being adquired by KoeiTecmo, so I think the engine is probably different. Ayesha and AnS having the same engine, for example, is indeed very likely.
Atelier Rorona, Totori, Meruru, Ayesha and Ar Tonelico are on PhyreEngine. Atelier Escha & Logy, Shallie, and (in japan only) Sophie is on the "koei tecmo" engine which is used by many other KT games.
Rorona -> Ayesha all have crashes to some degree, though Ar Tonelico seems to be affected the most.
@al0xf You're indeed correct, if what the Wikipedia says is true. They looked quite different for me.
AnS is definitely running on some KT engine, but I think it has some MEM: Access Violation problems too in some cases.
It seems that some time ago the error message given by the emulator changed, but exactly the same thing keeps happening, of course. The "new" message reads something like:
F {PPU[0x1000000] Thread (main_thread) [0x00518c04]} VM: Access violation reading location 0x8122cafc (unmapped memory)
I don't know it at least gives some more information about the issue or it's just the same thing worded differently though.
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@vietnam13231
Yeah, well... there's absolutely no way my 4670K can maintain 60 FPS on Interpreter so I really hope this gets properly fixed sometime, even if it gets done as a side effect of fixing other game.