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Disgaea 3: Absence of Detention [PCSE00022]

Open wfscans opened this issue 6 years ago • 15 comments

Game summary

  • Game name: Disgaea 3: Absence of Detention
  • Game serial: PCSE00022(US)

Vita3K summary

  • Version: v0.1
  • Build number: ?
  • Commit hash: https://github.com/vita3k/vita3k/commit/034c639a

Test environment summary

  • Tested by: waterflame
  • OS: Windows 7
  • CPU: Intel i7-2600
  • GPU: AMD Radeon HD 6700 Series
  • RAM: 8 GB

Issues

Shows pinkish screen for roughly 2.8 seconds then crashes.

Screenshots

image

Log

vita3k.log

Recommended labels

Crash

wfscans avatar May 07 '18 23:05 wfscans

Vita3K summary

  • Version: 0.01
  • Build number: 328
  • Commit hash: https://github.com/vita3k/vita3k/commit/6525c1c

Issues

The following lines in the old log are no longer present in the new log(and not because of the format change):

  • Line 36 is removed |W| [unimplemented]: >>> sceCtrlSetSamplingMode <<< Unimplemented import called.
  • Line 47>46 |W| [unimplemented]: >>> sceGxmGetRenderTargetMemSizes <<< Unimplemented import called. has become |W| [stubbed_impl]: Stubbed sceGxmGetRenderTargetMemSizes import called. (2MB host mem)
  • glsl output differences

When adding the outputted shaders to the shaders folder, all glsl lines disappear(see _withShader). Every so often there will be a shader compile error(_shaderError). It's only happened three times in the 30 or so times I've tried to get it to happen(the first time and then two more times trying to get it to do it again). In the end... still crashes after idling on the pinkish screen.

Logs

vita3k.log vita3k_withShader.log vita3k_shaderError.log

wfscans avatar May 12 '18 01:05 wfscans

Vita3K summary

  • Version: 0.01
  • Build number: 404 ~~not found~~
  • Commit hash: https://github.com/vita3k/vita3k/commit/d4cd595

Issues

  • It seems sceKernelCreateLwCond was implemented(I recall talk of it in #devchat) so one umpimp line down! (Line 15 of build 347's log)
  • All offsets seem to have changed again, but I assume that's to be expected
  • Same Version changed on GL as https://github.com/Vita3K/compatibility/issues/88#issuecomment-390396159 (Virus Named Tom)
  • Nothing has really changed, but might as well as I'll be logging the rest of the games at 404.

vita3k_404.log

wfscans avatar May 19 '18 11:05 wfscans

Vita3K summary

  • Version: v0.1
  • Build number: 523-04b60ab
  • Commit hash: https://github.com/vita3k/vita3k/commit/32e9a31

Issues

Progresses further, still crashes. Seems to crash at or around Unimplemented sceCtrlReadBufferPositive2 import called.

Log

Disgaea3-523.log

wfscans avatar Aug 04 '18 15:08 wfscans

Vita3K summary

  • Version: v0.1
  • Build number: 571-70599d3
  • Commit hash: https://github.com/Vita3K/Vita3K/commit/70599d3

Disgaea3.log

wfscans avatar Aug 18 '18 10:08 wfscans

Vita3K summary

  • Version: v0.1
  • Build number: 805
  • Commit hash: https://github.com/vita3k/vita3k/commit/4279f967

Issue

Runtime error during shader gen

Log

Disgaea3.log

wfscans avatar Mar 10 '19 11:03 wfscans

Vita3K summary

  • Version: v0.1
  • Build number: 984
  • Commit hash: fb0798e of pull/456 (I don't want to append every issue to the PR)

Disgaea 3 Absence of Detention - [PCSE00022].log

wfscans avatar May 08 '19 04:05 wfscans

Vita3K summary

  • Version: v0.1
  • Build number: 1315
  • Commit hash: https://github.com/vita3k/vita3k/commit/5b070aac

- Game starts up with opening splash screens and then plays opening video at constant 55-60 fps - Constant "No accelerated colorspace conversion found from yuv420p to rgb24"(During video playback) - sceNpTrophyCreateHandle last function called before crash on loading into main menu

Disgaea3.log

wfscans avatar Jan 01 '20 14:01 wfscans

I think this game is fully playable now.

App summary

  • App name: Disgaea 3: Absence of Detention
  • App serial: PCSE00022
  • App version: 1.02

Vita3K summary

  • Version: v0.1.5
  • Build number: 2663
  • Commit hash: https://github.com/vita3k/vita3k/commit/e8151664
  • CPU backend: Dynarmic

Test environment summary

  • Tested by: gymzatan
  • OS: Windows 11
  • CPU: AMD Ryzen 7 5800H
  • GPU: AMD Radeon(TM) Graphics
  • RAM: 16 GB

Issues

Game runs at full speed without any issue.

Screenshots

Snipaste_2022-06-12_15-15-34 Snipaste_2022-06-12_15-17-33

Log

vita3k.log

Recommended labels

  • Playable

gymzatan avatar Jun 12 '22 19:06 gymzatan

App summary

  • App name: Disgaea 3: Absence of Detention
  • App serial: PCSE00022
  • App version: 1.01

Vita3K summary

Test environment summary

  • Tested by: Fatih120
  • OS: Windows 10 IoT Enterprise LTSC
  • CPU: AMD Ryzen 5 4500U
  • RAM: 12 GB

Issues

The game runs perfectly for the most part, but I often get freezes in seemingly-odd spots (in the middle of battles, in cutscenes, etc) and cannot directly reproduce this error without just playing the game. Causes the window to go unresponsive very soon. I get "Couldn't find remote connection info..." in the console when it happens.

image

Fatih120 avatar Jul 12 '23 21:07 Fatih120

Should set this to ingame + like PCSB00098 they suffer from the same issue

grandixximo avatar Feb 19 '24 00:02 grandixximo

This game always freeze every 15 minute

Rhazro avatar Feb 26 '24 20:02 Rhazro

playable label should be changed till a solution is found.

grandixximo avatar Feb 26 '24 23:02 grandixximo

Should set this to ingame + like PCSB00098 they suffer from the same issue

True, I tested both, and they are likewise limited to 20-40min playtime before freezing up, so no item world is possible, which is pretty much all the late game content. This is with the newest recent Vita3k Android and PC versions.

RiiNagaja avatar Apr 02 '24 11:04 RiiNagaja

Vita3K summary

Version: v0.2.0 Build number: 3623 Commit hash: Vita3K/Vita3K@2711a71a CPU backend: Dynamic

Test environment summary

Tested by: RiiNagaja OS: Windows 10 CPU: Intel i7-6700HQ GPU: GTX 1070 RAM: 16 GB

Issue

More information on the issues that many reported. I tested PCSE00022 by just starting it, loading a save and then doing nothing, letting the character just stand there. In 3 tested instances the game crashed between 35-50 minutes as usual, even though nothing was done. I monitored my task manager this time throughout it all, and the same pattern repeated: The emulator usually starts out requiring something like ~720mb ram, but at about the 30 minute mark will randomly drop to between 170-350mb, then to something like 70mb, and finally to between 25 and 50mb. The 3 attached screenshots document this last step of suspiciously low ram usage that always happens about 5 minutes before the actual crash.

The first instance logs a lot of texture exporting, and every time it did, the ram usage was reduced right thereafter.(especially on the last logged, which was a drop from 170mb to unbelievable 35mb) Even though the second instance didn't repeat the texture export logging while still dropping in ram usage, I tried to turn off texture exporting for the third try to test things out. Unfortunately, the drop still happened, so another issue must stand behind it all.

It is nonetheless obvious that the game or emulator appears to try to shed some sort of resource, and in doing so however eventually gets so thin, that upon a fourth to fifth slimming nothing remains of itself, thus leading to the crashes we all experience.

Screenshots

The first two crashes: Screenshot 2024-07-20 131331 Screenshot 2024-07-20 152740

The last crash without texture exporting and texture cache, but still same problem: Screenshot 2024-07-20 162345

Log

Only of the last crash. Contains the same information as seen in screenshot already: vita3k.log

Recommended labels

While it appears to run fine at first due to high booting success and all around smooth first impressions, the crashes will always come. In the current state the game cannot be played for longer than 40 minutes at a time, and the crashes seem to become more frequent the further one progresses, eventually reaching 10-20 minutes before shutdown. Since this game is designed to be played for longer sessions with much of its content requiring one to beat 10 maps in succession without save opportunity (item world; indispensable for all lategame activity), it stands to reason that a wide range of content is in current state locked away from access. The label of "playable" should therefore be revoked and be shifted to a more accurate:

  • Ingame +

RiiNagaja avatar Jul 20 '24 15:07 RiiNagaja

I haven't had a chance to test this but there's a report on the Disgaea Reddit ( https://www.reddit.com/r/Disgaea/comments/1e0x4p6/comment/lcq1kwz/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button ) that the time based crashing can be worked around by turning off double buffering, so might be worth checking if that does work around the issue.

Edited - My initial report was wrong, I misread the initial thread, it was specifically about D3: AoD despite being in a thread about D4: APR, I've now edited to correct.

Kalanyr avatar Aug 12 '24 04:08 Kalanyr