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Cutscene won't end and noise glitch in Soul Reaver 2
#1
I've been playing Soul Reaver 2 and when you get to the light forge there's the scene where Raziel gains the light reaver. Then whe get a cutscene where he raises it and instead of hearing his dialogue about how he should now be able to enter the time stream there's just a noise glitch like a never ending squeak. The cutscne doesn't end either, it doesn't freeze, Raziel just keeps standing there with his sword raised but you can see that the animation is somehow still going on.

I'm using version 1.6.0 of PCSX2 with the default safe settings. I did try to screw around with the settings though and nothin seemed to change it. Tried to even play with the sound off and while the noise isn't there the cutscene still won't end.

Here are my specs:
AMD Ryzen 5 1400
16 GB RAM
GeForce GTX 1050 Ti
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#2
Please post the contents of the emulog.txt file after the problem occurs. The file can be found in "My Documents\PCSX2\logs" for the installer version or in "PCSX2\logs" for the portable/binary version.

Please make sure to enclose your emulog in code tags like so (remove the empty space on the closing code tag!):
[code]
Pasted emulog goes here
[ /code]
CPU : I7 2600K Oc'ed @ 4.2Ghz
Mobo : Intel P67 southbridge
GPU : NVIDIA Geforce GTX 750 Ti
RAM : 6 Go
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#3
Ok, here it goes:
Code:
Savestate version: 0x9a0e0000

Host Machine Init:
Operating System =  Microsoft Windows 10 Home (build 19041), 64-bit
Physical RAM    =  16335 MB
CPU name        =  AMD Ryzen 5 1400 Quad-Core Processor
Vendor/Model    =  AuthenticAMD (stepping 01)
CPU speed        =  3.199 ghz (8 logical threads)
x86PType        =  Standard OEM
x86Flags        =  178bfbff fed83203
x86EFlags        =  2fd3fbff

x86 Features Detected:
SSE2.. SSE3.. SSSE3.. SSE4.1.. SSE4.2.. AVX.. AVX2.. FMA
SSE4a

Reserving memory for recompilers...

Loading plugins from D:\Games\PCSX2\plugins...
Bound  GS: GSdx32-SSE4.dll [GSdx 20200506140834 (MSVC 19.25 SSE4.1/AVX) 1.2.0]
Bound  PAD: LilyPad.dll [LilyPad (20200506140834) 0.12.1]
Bound SPU2: Spu2-X.dll [SPU2-X 20200506140834 2.0.0]
(GameDB) 9858 games on record (loaded in 187ms)
Bound CDVD: cdvdGigaherz.dll [cdvdGigaherz 20200506140834 0.11.0]
Bound  USB: USBnull.dll [USBnull Driver 20200506140834 0.7.0]
Bound  FW: FWnull.dll [FWnull Driver 20200506140834 0.7.0]
Bound DEV9: DEV9null.dll [DEV9null Driver 20200506140834 0.5.0]
Plugins loaded successfully.

HLE Notice: ELF does not have a path.

Initializing plugins...
Init GS
Init PAD
Init SPU2
Init CDVD
Init USB
Init FW
Init DEV9
Plugins initialized successfully.

Patches: No CRC found, using 00000000 instead.
Opening plugins...
Opening GS
Opening PAD
Opening SPU2
Opening CDVD
isoFile open ok: D:\Games\PS2\Legacy of Kain - Soul Reaver 2 (USA).iso
Image type  = DVD
* CDVD Disk Open: DVD, Single layer or unknown:
* * Track 1: Data (Mode 1) (2274336 sectors)
Opening USB
Opening FW
Opening DEV9
3.x GL context successfully created
OpenGL information. GPU: GeForce GTX 1050 Ti/PCIe/SSE2. Vendor: NVIDIA Corporation. Driver: NVIDIA 457.51
INFO: GL_ARB_sparse_texture is NOT SUPPORTED
INFO: GL_ARB_sparse_texture2 is available
INFO: GL_ARB_gpu_shader5 is available
INFO: GL_ARB_shader_image_load_store is available
INFO: GL_ARB_compute_shader is available
INFO: GL_ARB_shader_storage_buffer_object is available
INFO: GL_ARB_texture_view is available
INFO: GL_ARB_vertex_attrib_binding is available
INFO: GL_ARB_clear_texture is available
INFO: GL_ARB_multi_bind is available
INFO: GL_ARB_direct_state_access is available
INFO: GL_ARB_texture_barrier is available
INFO: GL_ARB_get_texture_sub_image is available

Current Renderer: OpenGL (Hardware renderer)
Available VRAM/RAM:3840MB for textures
GSdx Lookup CRC:0
McdSlot 0 [File]: C:\Users\name\Documents\PCSX2\memcards\Mcd001.ps2
McdSlot 1 [File]: C:\Users\name\Documents\PCSX2\memcards\Mcd002.ps2
Plugins opened successfully.
EE/iR5900-32 Recompiler Reset
Bios Found: USA    v01.60(07/02/2002)  Console
BIOS rom1 module not found, skipping...
BIOS rom2 module not found, skipping...
BIOS erom module not found, skipping...
# Initialize memory (rev:3.63, ctm:196Mhz, cpuclk:147Mhz detected)
Frame buffer size set to  512x512 (1536x1536)

PlayStation 2 ======== Hard reset boot
ROMGEN=2002-0207, IOP info (CPUID=1f, CACH_CONFIG=0, 2MB, IOP mode)
<20020207-164243,ROMconf,PS20160AC20020207.bin:11552>
# Total accessable memory size: 32 MB (B:2:8:0) (363:2:7c30)
# TLB spad=0 kernel=1:12 default=13:30 extended=31:38
# Initialize Start.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize User Memory ...
# Initialize Scratch Pad ...
# Initialize Done.

EE DECI2 Manager version 0.06 Feb  7 2002 16:41:20
  CPUID=2e20, BoardID=0, ROMGEN=2002-0207, 32M

Patches: No CRC found, using 00000000 instead.
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_201.65;1
(SYSTEM.CNF) Software version = 1.01
(SYSTEM.CNF) Disc region type = NTSC
ELF (cdrom0:\SLUS_201.65;1) Game CRC = 0x1771BFE4, EntryPoint = 0x00100008
(SYSTEM.CNF) Detected PS2 Disc = cdrom0:\SLUS_201.65;1
(SYSTEM.CNF) Software version = 1.01
(SYSTEM.CNF) Disc region type = NTSC

IOP Realtime Kernel Ver.0.9.1
    Copyright 1999 (C) Sony Computer Entertainment Inc.
Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
loadelf: fname cdrom0:¥SLUS_201.65;1 secname all
loadelf version 3.30
Input ELF format filename = cdrom0:¥SLUS_201.65;1
0 00100000 002011b4 .................................
Loaded, cdrom0:¥SLUS_201.65;1
start address 0x100008
gp address 00000000
# Restart Without Memory Clear.
# Initialize GS ...
# Initialize INTC ...
# Initialize TIMER ...
# Initialize DMAC ...
# Initialize VU1 ...
# Initialize VIF1 ...
# Initialize GIF ...
# Initialize VU0 ...
# Initialize VIF0 ...
# Initialize IPU ...
# Initialize FPU ...
# Initialize Scratch Pad ...
# Restart Without Memory Clear Done.
Elf entry point @ 0x00100008 about to get recompiled. Load patches first.
GSdx Lookup CRC:1771BFE4
Get Reboot Request From EE
ROM directory not found

PlayStation 2 ======== Update rebooting..

PlayStation 2 ======== Update reboot complete
cdvdman Init

IOP Realtime Kernel Ver. 2.1
    Copyright 1999-2001 (C) Sony Computer Entertainment Inc.
Reboot service module.(99/11/10)
cdvd driver module version 0.1.1 (C)SCEI
Load File service.(99/11/05)
Multi Threaded Fileio module.(99/11/15)
iop heap service (99/11/03)
_gp        :  3091b0 (3183024)
_stack      :  1ff8000 (33521664)
_stack_size :    8000 (32768)
_end        :  1fddd80 (33414528)
_heap_size  : ffffffff (-1)
ENTRYPOINT  :  100008 (1048584)
_start      :  100008 (1048584)
_fbss      :  3011c0 (3150272)
loadmodule: fname cdrom0:¥MODULES¥SIO2MAN.IRX;1 args 0 arg
loadmodule: id 25, ret 0
loadmodule: fname cdrom0:¥MODULES¥PADMAN.IRX;1 args 0 arg
loadmodule: id 26, ret 0
loadmodule: fname cdrom0:¥MODULES¥LIBSD.IRX;1 args 0 arg
loadmodule: id 27, ret 0
loadmodule: fname cdrom0:¥MODULES¥SDRDRV.IRX;1 args 0 arg
SDR driver version 4.0.1 (C) SCEI
Exit rsd_main
loadmodule: id 28, ret 0
loadmodule: fname cdrom0:¥MODULES¥IOPSND.IRX;1 args 0 arg
SNDIOP init
init libsd
loadmodule: id 29, ret 0
loadmodule: fname cdrom0:¥MODULES¥ISNDSTRM.IRX;1 args 0 arg
Clearing 0x5000 SPU block!
WARNING: WaitEventFlag KE_CAN_NOT_WAIT
IOPSNDSTRM: Setting up RPC-queue
IOPSNDSTRM: Register function
loadmodule: id 30, ret 0
loadmodule: fname cdrom0:¥MODULES¥IMEMMAN.IRX;1 args 0 arg
set rpc queue
register function
goto wait loop
IMEMMAN init
set rpc queue
register function
allocate 6 meg for 2 meg simulation
goto wait loop
loadmodule: id 31, ret 0
loadmodule: fname cdrom0:¥MODULES¥CDLOADER.IRX;1 args 0 arg
IOP: RPC Initialize
IOP: set rpc queue
IOP: register function
IOP: goto wait loop
loadmodule: id 32, ret 0
loadmodule: fname cdrom0:¥MODULES¥MCMAN.IRX;1 args 0 arg
loadmodule: id 33, ret 2
loadmodule: fname cdrom0:¥MODULES¥MCSERV.IRX;1 args 0 arg
loadmodule: id 34, ret 2
(UpdateVSyncRate) Mode Changed to NTSC.
(UpdateVSyncRate) FPS Limit Changed : 59,93 fps
IOPMEM_Init
IMEMMAN binding finished!
loading PS2English¥locals.bin
args <strong 1 -mainmenu
****SND Sound driver initialisation****
Initialising libsdr...
SNDIOP binding finished!
****SND Sound driver initialisation done****
SNDSTRMIOP binding finished!
Playing movie 'eidos'
========================== decode MPEG2 ============= 0 ===========
IOP memory 0x00063700(size:24576) is allocated
IOP memory 0x00069700(size:2048) is allocated
creating buffer data 20773900 size 2
Frame buffer size set to  640x512 (1920x1536)
-------- audio information --------------------
[SShd]
[SSbd]
> Selected savestate slot 0
Loading savestate from slot 0...
filename: C:\Users\name\Documents\PCSX2\sstates\SLUS-20165 (1771BFE4).00.p2s
EE/iR5900-32 Recompiler Reset
Loading GS
Loading PAD
Loading SPU2
(FrameLimiter) ENABLED.
SNDSTRM: starting to play stream!
SNDSTRM: starting to play stream!
Closing plugins...
Closing DEV9
Closing FW
Closing USB
Closing CDVD
Closing SPU2
Closing PAD
Closing GS
Delete 0 Shaders, 56 Programs, 28 Pipelines
Plugins closed successfully.
Shutting down plugins...
Plugins shutdown successfully.
(GameDB) Unloading...
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#4
tried disabling mtvu speedhack ?
CPU : I7 2600K Oc'ed @ 4.2Ghz
Mobo : Intel P67 southbridge
GPU : NVIDIA Geforce GTX 750 Ti
RAM : 6 Go
Reply
#5
Try using latest dev build. That game has been recently fixed.
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#6
(02-27-2021, 01:30 AM)jesalvein Wrote: tried disabling mtvu speedhack ?
Yes, I saw that people had a problem with the game, though not really related to mine. But it didn't work.

(02-27-2021, 08:34 AM)prafull Wrote: Try using latest dev build. That game has been recently fixed.
I tried that out as well. Thing is I guess the saves from the 1.6 version aren't compatible with the new one. When I tried to move the save states it claimed that the "save is corrupted".
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#7
Savestates aren't cross version compatible
Memcards are
CPU : I7 2600K Oc'ed @ 4.2Ghz
Mobo : Intel P67 southbridge
GPU : NVIDIA Geforce GTX 750 Ti
RAM : 6 Go
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#8
Had to replay a longer fragment but you were right, it did work with the new build. Thanks a lot.
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#9
(02-27-2021, 08:34 AM)prafull Wrote: Try using latest dev build. That game has been recently fixed.

Just curious,on which rev was it fixed?
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#10
(02-27-2021, 02:15 PM)vsub Wrote: Just curious,on which rev was it fixed?

I think it was dev 817.
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