Hello,
Debug Builds of games like Need For Speed Most Wanted (2012) can be modified to boot on rpcs3, however they crash on as soon as they are booted. However I have no idea how to fix that. Tried to make the E3 build look like the file tree of Retail Need for Speed Most Wanted (2012) exactly and Hex edited some stuff, with no avail.
Here is a resume on what does it say in the Log:
S {PPU[0x1000000] Thread (main_thread)} PPU: LLVM: Loaded module v1-tane-5xMfRrcnyF35muvffonmf7-000000-westmere.obj
S {PPU[0x1000000] Thread (main_thread)} PPU: LLVM: Loaded module v1-tane-ag6ChuhSXpzembwh5Xr3TA-000000-westmere.obj
S {PPU[0x1000000] Thread (main_thread)} SPU: SPU Recompiler Runtime initialized...
U {PPU[0x1000000] Thread (main_thread) [0x00053d7c]} HLE TODO: Unimplemented syscall sys_ss_access_control_engine -> CELL_OK
S {PPU[0x1000000] Thread (main_thread) [0x000500c4]} PPU: LLVM: Loaded module v1-tane-47i92m7FhMAd310FJYM8oE-000000-westmere.obj
S {PPU[0x1000000] Thread (main_thread) [0x000500c4]} sys_prx: Loaded module: /dev_flash/sys/external/libgcm_sys.sprx
S {PPU[0x1000000] Thread (main_thread) [0x000500c4]} PPU: LLVM: Loaded module v1-tane-TP3c8YsdNggjaG5WRjcboe-000000-westmere.obj
S {PPU[0x1000000] Thread (main_thread) [0x000500c4]} PPU: LLVM: Loaded module v1-tane-LWAKW9c35vXJad6uHkwzhK-000000-westmere.obj
S {PPU[0x1000000] Thread (main_thread) [0x000500c4]} sys_prx: Loaded module: /dev_flash/sys/external/libsre.sprx
U {PPU[0x1000000] Thread (main_thread) [0x000102f0]} sysPrxForUser TODO: sys_prx_exitspawn_with_level()
S sys_process: Process finished -> /dev_bdvd/Alaska_PS3_Internal.self
Here is THE COMPLETE LOG:
RPCS3.log.gz
Specs & Config:
rpcs3-v0.0.6-7804-63a94216_win64 | Windows 7 64Bits
Intel(R) Core(TM) CPU i5 430M OC'd @β 2.80GHz | 4 Threads | 4 GiB RAM
GPU: OC'd GeForce G105M (342.01)
CPU Settings
PPU βDecoder: β β β β βRecompiler β(LLVM)
SPU βDecoder: β β βRecompiler β(LLVM)
SPU βLower βThread βPriority: β β β β β[ β]
SPU βLoop βDetection: β β β β β β β β β β β β[x]
Thread βScheduler: β β β β β β β β β β β β β β[ ]
SPU βThreads: β β β β β β β β β β β β β β β β β βAuto
SPU βBlock βSize: β β β β β β β β β β β β β β βSafe
Accurate βxfloat: β β β β β β β β β β β β β β β[ β]
Force βCPU βBlit: β β β β β β β β β β β β β β β β[ β]
Lib βLoader: β βAutomatically load required libraries
GPU Settings
Renderer: β β β β β β β β β β β β β β β β β β βOpenGL
Aspect βratio: β β β β β β β β β β β β β β βAuto
Resolution: β β β β β β β β β β β β β β β1280x720
Resolution βScale: β β β β β β β β β β β β100%
Resolution βScale βThreshold: β β β β β16
Write βColor βBuffers: β β β β β β β β β β β[ β]
Anisotropic βFilter: β β β β β β β β β β β β βAutomatic
Frame βLimit: β β β β β β β β β β β β β β β β β β βOff
Disable βAsync βShaders: β β β β β β β β β[ β]
Disable βVertex βCache: β β β β β β β β β β[ β]
Debug Settings
Enable Debug Mode [x]
Hope to hear from you soon,
You need to use Renderer Null because your GPU doesn't support any of the Render APIs used by RPCS3.
Closing as duplicate and invalid, you don't have the minimum requirements to run the emulator.
Pretty sure it does, OpenGL Extentions Viewer reveals that my GPU supports OpenGL 3.3, DirectX10.1 and Doesn't support Vulkan. I suggest a Re-Opening of this issue please.
RPCS3 requires at least OpenGL 4.3 or greater, as detailed in the quickstart guide.
I don't think the crash here is because of graphics at all. It never even gets to the point where the renderer is initialized. Likely the edited eboot introduces other issues and breaks compatibility, but if thats the case, its up to the modder to figure out what breaks as with all other eboot modifications.
Doesn't support OGL 4.3, issue was closed because it's also a duplicate of #5632
Please post a log with null render on 5632
Okay, thank you people :)
Yes @kd-11. The issue here is the lack of cellSearch support, though that's not because of mods. #4714.
CGSASSERT: CELL_SEARCH_CONTENTTYPE_MUSICLIST == leSearchContentType in Unity\..\..\..\GameSource\Sound\UserMusic.cpp line 1216
>
> Callstack:
> Game::Sound::UserMusicList::GetLibrarySearchResults
> EA::Thread::RunnableFunctionInternal
>
> EndCallstack
Most helpful comment
Yes @kd-11. The issue here is the lack of cellSearch support, though that's not because of mods. #4714.