Persona 5 cd key generator or keygen is very easy to use, just download the tool from the link below and run it on your PC or Mobile Phone. Select your platform which you have and click on the “Generate CD Key” button, after some time keygen will start connecting to a database where is the all keys sorted. Timestamps:0:00 downloading Mega 2:19 downloading the emulator 4:13 downloading the game 5:02 Emulator setup6:26 Adding the game to the Emulator6:44 Adding t.
Persona 5 [NPJB00769] |
09-15-2016, 04:49 PM (This post was last modified: 08-03-2017 08:45 PM by ssshadow.) |
Persona 5 [NPJB00769] Now works on master versions, download from rpcs3.net/download and ignore any and all links to strange hacked builds etc. Optimal settings for Persona 5 are as follows: PPU and SPU recompiler, Vulkan renderer. 1 or 2 or 3 preferred SPU threads depending on your CPU (try all three), SPU loop detection must be enabled, and fps limit should be off. If you see broken shadows, turn on invalidate cache every frame. Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL) |
Post: #2 |
RE: Persona 5 [NPJB00769] (09-15-2016 04:49 PM)ssshadow Wrote: Of course it doesn't work. So with the info that you gave me, I managed to get to a blank gray screen, but it shows up with an STD:RuntimeError (F {PPU[0x70000000] Thread (main_thread) [0x00b49400]} class std::runtime_error thrown: Stack overflow (size=0x8, align=0x4, SP=0x2034b8a0, stack=*0xd0000000) (in file C:rpcs3rpcs3EmuCellPPUThread.cpp:410) ) |
Post: #3 |
RE: Persona 5 [NPJB00769] Thats what he posted too, if you check his log. PC: i5-4690K | RX 480 | 16GB RAMLong story short, GAME DOESN'T WORK. |
01-08-2017, 05:27 PM (This post was last modified: 02-15-2017 11:16 PM by ssshadow.) |
RE: Persona 5 [NPJB00769] I got the game to 'work' with a small hack, basically just ignore an exception and continue. The game can hang at random at any time and as you can see in the video I was quick to get past the main menu (with proper looking 3D graphics!). Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)You can sadly not skip the video that plays after starting a new game, the fade out effect causes some RSX error. Therefore each try at going in game will take about 8 minutes. And the LLVM recompiler doesn't work. But it can go in game, even for just a few seconds as seen in the screenshot below. A faster computer would probably help. Use OpenGL. Vulkan looks worse than OpenGL and DX12 doesn't work at all, it will fail when reaching the main menu. Video A screenshot Going in game for a few seconds Settings OpenGL 1280x720 PPU Decoder: Interpreter (fast) SPU Decoder: Recompiler (ASMJIT) XAudio LLE (yes, it turns out you only need these) libfiber.prx Log Persona 5 log.zip (Size: 351.29 KB / Downloads: 66) Hacked build v4 with skippable new game video, no hanging, and a bit better performance. https://mega.nz/#!g80nmAzJ!Us13wDDgXy3Bk...quuqh6cAKU Changes made In EmuCellPPUThread.cpp change: if (context.gpr[1] < context.stack_addr) const u32 addr = static_cast<u32>(context.gpr[1]); (Someone please explain the rationale behind that if-condition, the contents of gpr1 is a much lower address than stack_addr but the game runs regardless... This error happens right when “CRI FS File Access 0” is created, so it's not something unimportant we are ignoring here. Edit: It actually also happens for like 10 other threads too...) |
01-09-2017, 03:08 PM (This post was last modified: 01-09-2017 03:38 PM by Dante38490.) |
RE: Persona 5 [NPJB00769] (01-08-2017 05:27 PM)ssshadow Wrote: Changes made Thx but me have set with this Quote: if (context.gpr[1] < context.stack_addr)for rpcs3 indicate in error in LOG , and rpcs3 indicate this error for boot, after boot have no error Quote:E {PPU[0x70000000] Thread (main_thread) [0x00b48a50]} PPU: Stack overflow (size=0x8, align=0x4, SP=0x2034c360, stack=*0xd0000000) PC spec: Windows 10 PRO X64 Insider 16.232 Amd Ryzen 1700X @3.8 ghz MSI Core Frozr L 16 go Corsair Vengeance LPX PC4-25600 (3200MHz) MSI GTX 1080 Gaming X 8G MSI X370 Gaming Pro Carbon 500 Go SSD Samsung 960 EVO M.2 |
Post: #6 |
RE: Persona 5 [NPJB00769] Interesting find. I wonder what the CPU disassembly around this instruction looks like; might explain the check failing. |
01-09-2017, 06:37 PM (This post was last modified: 01-09-2017 06:40 PM by ssshadow.) |
RE: Persona 5 [NPJB00769] (01-09-2017 06:17 PM)kd-11 Wrote: Interesting find. I wonder what the CPU disassembly around this instruction looks like; might explain the check failing. I don't know enough to understand why that check is there, there is probably some kind of assumption but it doesn't seem right. The check is run right after creating a new thread, and look how many times it 'fails', and yet the game runs... Maybe it is some kind of weird edge case or something, I might have a look later. Quote:E {PPU[0x70000000] Thread (main_thread) [0x012a3704]} sysPrxForUser: sys_ppu_thread_create(thread_id=*0x20021da8, entry=0x12b939c, arg=0x20021080, prio=1000, stacksize=0x8000, flags=0x1, threadname=“gfdSpursSpursHdlr1”) |
01-11-2017, 11:22 AM (This post was last modified: 01-11-2017 11:39 AM by kd-11.) |
RE: Persona 5 [NPJB00769] (01-09-2017 06:37 PM)ssshadow Wrote:(01-09-2017 06:17 PM)kd-11 Wrote: Interesting find. I wonder what the CPU disassembly around this instruction looks like; might explain the check failing. Looking at ppu_thread, it seems that check should be removed, or at most just throw a pessimistic warning. I dont think the PPU has a requirement that r1 cannot be set to another target location by the calling thread before performing a push. The faulting addresses also seem to indicate that subsequent threads are all writing to some sequential memory location using a push and that does not seem random to me. Our implementation assumes that the stack frame shall not be changed by the application, but clearly this still happens and I'm guessing the real hardware doesn't care as long as we dont fault on access. This check ought to be moved to the page fault handler IMO and a guard page inserted to properly detect stack overflow, but CPU guys are better suited for this kind of task than I am. Unfortunately I have too much on my plate at the moment, otherwise this could've been a fun challenge. By the way, an easier way to check for stack overflow without complicating design would be to check if r1 straddles the stack boundary instead of merely doing a check like this. Simplified: if (old_r1 >= stack_addr && new_r1 < stack_addr) then except; else do the push; This IMO is alot easier to implement than the full implementation idea I mentioned above. |
01-11-2017, 03:19 PM (This post was last modified: 01-24-2017 01:35 AM by ssshadow.) |
RE: Persona 5 [NPJB00769] This game had the same error and the same fix so it's pretty much confirmed: http://www.emunewz.net/forum/showthread....#pid239350 Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL) |
Post: #10 |
RE: Persona 5 [NPJB00769] https://mega.nz/#!Z8E3gD4D!93BmOg__sUHzo...IzEVdQBylY Asus N55SF, i7-2670QM (~2,8 ghz under typical load), GeForce GT 555M (only OpenGL)New hacked build that doesn't hang, and that can skip the new game video. Enjoy Persona 5 at 0,5 fps! |
« Next Oldest | Next Newest » |