07-14-2024, 04:40 PM
Emulator started to semi consistently freeze (black screen) when exiting the post battle screen.
Log dump:
[ 0.4532] PCSX2 v2.0.3
[ 0.4551] Savestate version: 0x9a4f0000
[ 0.4555]
[ 0.4556]
[ 0.4557] Host Machine Init:
[ 0.4559] Operating System = Microsoft Windows 10+
[ 0.4562] Physical RAM = 16250 MB
[ 0.4564] Processor = Intel Core i5-10400F
[ 0.4566] Core Count = 6 cores
[ 0.4567] Thread Count = 12 threads
[ 0.4568] Power Profile = 'Zrównoważony'
[ 0.4571] Power States (min/max)
[ 0.4573] AC = 5% / 100%
[ 0.4574] Battery = 5% / 100%
[ 0.4575]
[ 0.4575] x86 Features Detected:
[ 0.4576] AVX AVX2
[ 0.4577]
[ 0.4580] SDLInputSource: Using Controller DB from resources.
[ 0.4582] SDLInputSource: 820 controller mappings are loaded.
[ 0.4601] (SDLInputSource) Controller 0 inserted
[ 0.4602] (SDLInputSource) Opened game controller 0 (instance id 0, player id 0): XInput Controller
[ 0.4604] (SDLInputSource) Controller 0 has 6 axes and 11 buttons
[ 0.4605] (SDLInputSource) Rumble is supported on 'XInput Controller' via gamecontroller
[ 0.4617] Scanning D:\_v_\_ps2_ (recursively)
[ 0.8888] (GameList::GetIsoSerialAndCRC) CDVD open of 'D:\_v_\_ps2_\Armored Core - Last Raven (USA)\Armored Core - Last Raven [SLUS21338].iso' failed: Failed to determine file size.
[ 1.3612] Current version: v2.0.3
[ 1.3618] Latest version: v2.0.3
[ 1.3622] Last checked version:
[ 1.3626] No update needed.
[ 1.3638] (AutoUpdaterDialog) All HTTP requests done.
[ 6.4334] Loading BIOS...
[ 6.4616] BIOS Found: USA v01.60(19/03/2002) Console 20020319-181154
[ 6.4809] BIOS rom1 module not found, skipping...
[ 6.4813] BIOS rom2 module not found, skipping...
[ 6.4938] Opening CDVD...
[ 6.5034] isoFile open ok: D:\_v_\_ps2_\Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA)\Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA).iso
[ 6.5040] Image type = DVD
[ 6.5042] * CDVD Disk Open: DVD, Single layer or unknown:
[ 6.5067] * * Track 1: Data (Mode 1) (1555712 sectors)
[ 6.5425] [GameDB] Has not been initialized yet, initializing...
[ 6.6101] [GameDB] 12807 games on record (loaded in 67.68ms)
[ 6.6123] Disc changed to Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA).iso.
[ 6.6127] Name: Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army
[ 6.6129] Serial: SLUS-21431
[ 6.6131] Version: 1.00
[ 6.6133] CRC: BD9EAA7A
[ 6.6135] Applying settings...
[ 6.6533] Reopening memory cards...
[ 6.6902] McdSlot 0 [File]: _Shin Megami Tensei.ps2 [8 MB, Formatted]
[ 6.7157] McdSlot 1 [File]: Mcd002.ps2 [8 MB, Formatted]
[ 6.7239] HLE Host: Set 'host:' root path to: D:\_v_\_ps2_\Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA)
[ 6.7243]
[ 6.7260] EE/iR5900 Recompiler Reset
[ 6.9257] Opening GS...
[ 6.9318] Surface refresh rate: 59.954 hz
[ 7.0728] OGL: NVIDIA GPU detected.
[ 7.0748] GL_VENDOR: NVIDIA Corporation
[ 7.0750] GL_VERSION: 4.6.0 NVIDIA 536.23
[ 7.0751] GL_RENDERER: NVIDIA GeForce RTX 3060/PCIe/SSE2
[ 7.0753] GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
[ 7.0756] GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[ 7.0832] Using hardware for point expansion, vertex expanding for line expansion and vertex expanding for sprite expansion.
[ 7.1158] 1 program binary formats supported by driver
[ 7.1481] Read 263 entries from 'D:\_v_\_ps2_\_pcsx2_\pcsx2 folders\cache\gl_programs.idx'
[ 7.4977] OpenGL Graphics Driver Info:
[ 7.5003] OpenGL Context:
[ 7.5005] 4.6.0 NVIDIA 536.23
[ 7.5007] NVIDIA Corporation NVIDIA GeForce RTX 3060/PCIe/SSE2
[ 7.5008] GLSL: 4.60 NVIDIA
[ 7.5032] Opening SPU2...
[ 7.5033] Creating Cubeb audio stream, sample rate = 48000, expansion = Disabled, buffer = 50, latency = 20, stretching enabled, driver = , device =
[ 7.5445] Initializing Pad...
[ 7.5473] Initializing SIO2...
[ 7.5475] Initializing SIO0...
[ 7.5477] Opening DEV9...
[ 7.5500] Opening USB...
[ 7.5502] Opening FW...
[ 28.5332] VM subsystems initialized in 22004.15 ms
[ 28.5341] Processor count: 6 cores, 12 processors, 1 clusters
[ 28.5343] Ordered processor list: 0, 2, 4, 6, 8, 10
[ 28.5344] Processor order assignment: EE=0, VU=2, GS=4
[ 28.5346] EE thread is on processor 0 (0x1)
[ 28.5347] VU thread is on processor 2 (0x4)
[ 28.5348] GS thread is on processor 4 (0x10)
[ 28.6777] ELF Loading: cdrom0:\SLUS_214.31;1, Game CRC = BD9EAA7A, EntryPoint = 0x00100008
[ 29.7539] ELF cdrom0:\SLUS_214.31;1 with entry point at 0x00100008 is executing.
[ 29.7580] ELF changed, active CRC BD9EAA7A (cdrom0:\SLUS_214.31;1)
[ 29.7744] Found 1 game patches in SLUS-21431_BD9EAA7A.pnach.
[ 29.7918] Patch: Disabling any bundled 'patches.zip' patches due to unlabeled patch being loaded. (To avoid conflicts)
[ 29.7928] Found 1 cheats in D:\_v_\_ps2_\_pcsx2_\pcsx2 folders\cheats\SLUS-21431_BD9EAA7A.pnach.
[ 29.7947] Enabled patch: <unknown>
[ 29.7951] OSD [LoadPatches]: 27 cheat patches are active.
[ 29.7952] Applying core settings...
[ 29.7953] [GameDB] Enabled GS Hardware Fix: minimumBlendingLevel to [mode=3]
[ 29.7955] Updating CPU configuration...
[ 29.8970] EE/iR5900 Recompiler Reset
[ 30.9372] (UpdateVSyncRate) Mode Changed to NTSC.
[ 30.9395] (UpdateVSyncRate) Mode Changed to NTSC.
[ 31.1203] [Pad] DS2 Config Finished - P1/S1 - AL: Off - AB: Usable - VS: Disabled - VL: Disabled - RB: D (0x00000000)
[ 31.6372] [Pad] DS2 Config Finished - P1/S1 - AL: On - AB: Locked - VS: Disabled - VL: Disabled - RB: D (0x00000000)
[ 31.6719] Read Abort
[ 31.8212] Read Abort
[ 31.8376] [Pad] DS2 Config Finished - P1/S1 - AL: On - AB: Locked - VS: Normal - VL: Normal - RB: D (0x00000000)
[ 31.8720] Read Abort
[ 31.8888] Read Abort
[ 31.9054] Read Abort
[ 31.9542] [Pad] DS2 Config Finished - P1/S1 - AL: On - AB: Locked - VS: Normal - VL: Normal - RB: D (0x00000000)
[ 31.9564] Read Abort
[ 32.6222] Read Abort
[ 32.9734] Read Abort
[ 33.3067] Read Abort
[ 33.3729] Read Abort
[ 33.4766] Read Abort
[ 33.6232] Read Abort
[ 33.7894] (VMManager) Pausing...
Log dump:
[ 0.4532] PCSX2 v2.0.3
[ 0.4551] Savestate version: 0x9a4f0000
[ 0.4555]
[ 0.4556]
[ 0.4557] Host Machine Init:
[ 0.4559] Operating System = Microsoft Windows 10+
[ 0.4562] Physical RAM = 16250 MB
[ 0.4564] Processor = Intel Core i5-10400F
[ 0.4566] Core Count = 6 cores
[ 0.4567] Thread Count = 12 threads
[ 0.4568] Power Profile = 'Zrównoważony'
[ 0.4571] Power States (min/max)
[ 0.4573] AC = 5% / 100%
[ 0.4574] Battery = 5% / 100%
[ 0.4575]
[ 0.4575] x86 Features Detected:
[ 0.4576] AVX AVX2
[ 0.4577]
[ 0.4580] SDLInputSource: Using Controller DB from resources.
[ 0.4582] SDLInputSource: 820 controller mappings are loaded.
[ 0.4601] (SDLInputSource) Controller 0 inserted
[ 0.4602] (SDLInputSource) Opened game controller 0 (instance id 0, player id 0): XInput Controller
[ 0.4604] (SDLInputSource) Controller 0 has 6 axes and 11 buttons
[ 0.4605] (SDLInputSource) Rumble is supported on 'XInput Controller' via gamecontroller
[ 0.4617] Scanning D:\_v_\_ps2_ (recursively)
[ 0.8888] (GameList::GetIsoSerialAndCRC) CDVD open of 'D:\_v_\_ps2_\Armored Core - Last Raven (USA)\Armored Core - Last Raven [SLUS21338].iso' failed: Failed to determine file size.
[ 1.3612] Current version: v2.0.3
[ 1.3618] Latest version: v2.0.3
[ 1.3622] Last checked version:
[ 1.3626] No update needed.
[ 1.3638] (AutoUpdaterDialog) All HTTP requests done.
[ 6.4334] Loading BIOS...
[ 6.4616] BIOS Found: USA v01.60(19/03/2002) Console 20020319-181154
[ 6.4809] BIOS rom1 module not found, skipping...
[ 6.4813] BIOS rom2 module not found, skipping...
[ 6.4938] Opening CDVD...
[ 6.5034] isoFile open ok: D:\_v_\_ps2_\Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA)\Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA).iso
[ 6.5040] Image type = DVD
[ 6.5042] * CDVD Disk Open: DVD, Single layer or unknown:
[ 6.5067] * * Track 1: Data (Mode 1) (1555712 sectors)
[ 6.5425] [GameDB] Has not been initialized yet, initializing...
[ 6.6101] [GameDB] 12807 games on record (loaded in 67.68ms)
[ 6.6123] Disc changed to Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA).iso.
[ 6.6127] Name: Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army
[ 6.6129] Serial: SLUS-21431
[ 6.6131] Version: 1.00
[ 6.6133] CRC: BD9EAA7A
[ 6.6135] Applying settings...
[ 6.6533] Reopening memory cards...
[ 6.6902] McdSlot 0 [File]: _Shin Megami Tensei.ps2 [8 MB, Formatted]
[ 6.7157] McdSlot 1 [File]: Mcd002.ps2 [8 MB, Formatted]
[ 6.7239] HLE Host: Set 'host:' root path to: D:\_v_\_ps2_\Shin Megami Tensei - Devil Summoner - Raidou Kuzunoha vs. The Soulless Army (USA)
[ 6.7243]
[ 6.7260] EE/iR5900 Recompiler Reset
[ 6.9257] Opening GS...
[ 6.9318] Surface refresh rate: 59.954 hz
[ 7.0728] OGL: NVIDIA GPU detected.
[ 7.0748] GL_VENDOR: NVIDIA Corporation
[ 7.0750] GL_VERSION: 4.6.0 NVIDIA 536.23
[ 7.0751] GL_RENDERER: NVIDIA GeForce RTX 3060/PCIe/SSE2
[ 7.0753] GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
[ 7.0756] GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[ 7.0832] Using hardware for point expansion, vertex expanding for line expansion and vertex expanding for sprite expansion.
[ 7.1158] 1 program binary formats supported by driver
[ 7.1481] Read 263 entries from 'D:\_v_\_ps2_\_pcsx2_\pcsx2 folders\cache\gl_programs.idx'
[ 7.4977] OpenGL Graphics Driver Info:
[ 7.5003] OpenGL Context:
[ 7.5005] 4.6.0 NVIDIA 536.23
[ 7.5007] NVIDIA Corporation NVIDIA GeForce RTX 3060/PCIe/SSE2
[ 7.5008] GLSL: 4.60 NVIDIA
[ 7.5032] Opening SPU2...
[ 7.5033] Creating Cubeb audio stream, sample rate = 48000, expansion = Disabled, buffer = 50, latency = 20, stretching enabled, driver = , device =
[ 7.5445] Initializing Pad...
[ 7.5473] Initializing SIO2...
[ 7.5475] Initializing SIO0...
[ 7.5477] Opening DEV9...
[ 7.5500] Opening USB...
[ 7.5502] Opening FW...
[ 28.5332] VM subsystems initialized in 22004.15 ms
[ 28.5341] Processor count: 6 cores, 12 processors, 1 clusters
[ 28.5343] Ordered processor list: 0, 2, 4, 6, 8, 10
[ 28.5344] Processor order assignment: EE=0, VU=2, GS=4
[ 28.5346] EE thread is on processor 0 (0x1)
[ 28.5347] VU thread is on processor 2 (0x4)
[ 28.5348] GS thread is on processor 4 (0x10)
[ 28.6777] ELF Loading: cdrom0:\SLUS_214.31;1, Game CRC = BD9EAA7A, EntryPoint = 0x00100008
[ 29.7539] ELF cdrom0:\SLUS_214.31;1 with entry point at 0x00100008 is executing.
[ 29.7580] ELF changed, active CRC BD9EAA7A (cdrom0:\SLUS_214.31;1)
[ 29.7744] Found 1 game patches in SLUS-21431_BD9EAA7A.pnach.
[ 29.7918] Patch: Disabling any bundled 'patches.zip' patches due to unlabeled patch being loaded. (To avoid conflicts)
[ 29.7928] Found 1 cheats in D:\_v_\_ps2_\_pcsx2_\pcsx2 folders\cheats\SLUS-21431_BD9EAA7A.pnach.
[ 29.7947] Enabled patch: <unknown>
[ 29.7951] OSD [LoadPatches]: 27 cheat patches are active.
[ 29.7952] Applying core settings...
[ 29.7953] [GameDB] Enabled GS Hardware Fix: minimumBlendingLevel to [mode=3]
[ 29.7955] Updating CPU configuration...
[ 29.8970] EE/iR5900 Recompiler Reset
[ 30.9372] (UpdateVSyncRate) Mode Changed to NTSC.
[ 30.9395] (UpdateVSyncRate) Mode Changed to NTSC.
[ 31.1203] [Pad] DS2 Config Finished - P1/S1 - AL: Off - AB: Usable - VS: Disabled - VL: Disabled - RB: D (0x00000000)
[ 31.6372] [Pad] DS2 Config Finished - P1/S1 - AL: On - AB: Locked - VS: Disabled - VL: Disabled - RB: D (0x00000000)
[ 31.6719] Read Abort
[ 31.8212] Read Abort
[ 31.8376] [Pad] DS2 Config Finished - P1/S1 - AL: On - AB: Locked - VS: Normal - VL: Normal - RB: D (0x00000000)
[ 31.8720] Read Abort
[ 31.8888] Read Abort
[ 31.9054] Read Abort
[ 31.9542] [Pad] DS2 Config Finished - P1/S1 - AL: On - AB: Locked - VS: Normal - VL: Normal - RB: D (0x00000000)
[ 31.9564] Read Abort
[ 32.6222] Read Abort
[ 32.9734] Read Abort
[ 33.3067] Read Abort
[ 33.3729] Read Abort
[ 33.4766] Read Abort
[ 33.6232] Read Abort
[ 33.7894] (VMManager) Pausing...