Sunday, 28 June 2020

Lost Odyssey not working on Xenia Canary

I didn't see anything in the sidebar about not talking about the Canary build of Xenia, so hopefully this is allowed; if not my apologies and please delete.

I am trying to emulate the Lost Odyssey on Xenia Canary since I hear that is the version it works on. I am using the digital version that I claimed back when Microsoft gave it away on the 360. When I navigate to the thumbdrive that I transfered the game to from my 360 and try to launch the game it will not start even though everything I see seems it should work with the canary build.

I do not believe it is the settings for my Xenia install because I have gotten Dark Souls and Gears of War to start just fine.

Attached is a screen capture of what happens when I try to start Lost Odyssey. I have also included the xenia-canary.config.toml at the end of this post so that you may check my settings to make sure there isn't anything special I need to set different for Lost Odyssey as compared to Dark Souls and Gears of War.

My system is running a Ryzen 5 2600 and an RX 580 8GB with 16GB of Ram.

Trying to start Lost Odyssey using Xenia Canary

Here is my config settings for xenia:

[APU] apu = "any" # Audio system. Use: [any, nop, sdl, xaudio2] libav_verbose = false # Verbose libav output (debug and above) mute = false # Mutes all audio output. [CPU] break_condition_gpr = -1 # GPR compared to break_condition_op = "eq" # comparison operator break_condition_truncate = true # truncate value to 32-bits break_condition_value = 0 # value compared against break_on_debugbreak = true # int3 on JITed __debugbreak requests. break_on_instruction = 0 # int3 before the given guest address is executed. break_on_start = false # Break into the debugger on startup. clock_no_scaling = false # Disable scaling code. Time management and locking is bypassed. Guest system time is directly pulled from host. clock_source_raw = false # Use the RDTSC instruction as the time source. Host CPU must support invariant TSC. cpu = "any" # CPU backend [any, x64]. debug_symbol_loader = false # Enable dbghelp debug logging and validation. debugprint_trap_log = false # Log debugprint traps to the active debugger disable_global_lock = false # Disables global lock usage in guest code. Does not affect host code. disassemble_functions = false # Disassemble functions during generation. emit_source_annotations = false # Add extra movs and nops to make disassembly easier to read. ignore_undefined_externs = true # Don't exit when an undefined extern is called. inline_mmio_access = true # Inline constant MMIO loads and stores. load_module_map = "" # Loads a .map for symbol names and to diff with the generated symbol database. store_all_context_values = false # Don't strip dead context stores to aid in debugging. trace_function_coverage = false # Generate tracing for function instruction coverage statistics. trace_function_data = false # Generate tracing for function result data. trace_function_data_path = "" # File to write trace data to. trace_function_references = false # Generate tracing for function address references. trace_functions = false # Generate tracing for function statistics. use_haswell_instructions = true # Uses the AVX2/FMA/etc instructions on Haswell processors when available. validate_hir = false # Perform validation checks on the HIR during compilation. [Content] license_mask = 1 # Set license mask for activated content. # 0 = No licenses enabled. # 1 = First license enabled. Generally the full version license in # Xbox Live Arcade titles. # -1 or 0xFFFFFFFF = All possible licenses enabled. Generally a # bad idea, could lead to undefined behavior. [D3D12] d3d12_16bit_rtv_full_range = true # Use full -32...32 range for RG16 and RGBA16 render targets (at the expense of blending correctness) without ROV. d3d12_adapter = -1 # Index of the DXGI adapter to use. -1 for any physical adapter, -2 for WARP software rendering. d3d12_break_on_error = false # Break on Direct3D 12 validation errors. d3d12_convert_quads_to_triangles = false # Convert quad lists to triangle lists on the CPU instead of using a geometry shader. Not recommended for playing, for debugging primarily (because PIX fails to display vertices when a geometry shader is used), and this way quads can't be discarded correctly when the game uses vertex kill functionality. d3d12_debug = false # Enable Direct3D 12 and DXGI debug layer. d3d12_dxbc_disasm = false # Disassemble DXBC shaders after generation. d3d12_edram_rov = false # Use rasterizer-ordered views for render target emulation where available. d3d12_half_pixel_offset = true # Enable half-pixel vertex offset (D3D9 PA_SU_VTX_CNTL PIX_CENTER). d3d12_pipeline_creation_threads = -1 # Number of threads used for graphics pipeline state object creation. -1 to calculate automatically (75% of logical CPU cores), a positive number to specify the number of threads explicitly (up to the number of logical CPU cores), 0 to disable multithreaded pipeline state object creation. d3d12_queue_priority = 1 # Graphics (direct) command queue scheduling priority, 0 - normal, 1 - high, 2 - global realtime (requires administrator privileges, may impact system responsibility) d3d12_random_clear_color = false # Randomize presentation back buffer clear color. d3d12_readback_memexport = false # Read data written by memory export in shaders on the CPU. This may be needed in some games (but many only access exported data on the GPU, and this flag isn't needed to handle such behavior), but causes mid-frame synchronization, so it has a huge performance impact. d3d12_readback_resolve = false # Read render-to-texture results on the CPU. This may be needed in some games, for instance, for screenshots in saved games, but causes mid-frame synchronization, so it has a huge performance impact. d3d12_resolution_scale = 1 # Scale of rendering width and height (currently only 1 and 2 are available). d3d12_resolution_scale_resolve_edge_clamp = true # When using resolution scale, apply the hack that duplicates the right/lower subpixel in the left and top sides of render target resolve areas to eliminate the gap caused by half-pixel offset (this is necessary for certain games like GTA IV to work). d3d12_ssaa_custom_sample_positions = false # Enable custom SSAA sample positions for the RTV/DSV rendering path where available instead of centers (experimental, not very high-quality). d3d12_submit_on_primary_buffer_end = true # Submit the command list when a PM4 primary buffer ends if it's possible to submit immediately to try to reduce frame latency. d3d12_tessellation_wireframe = false # Display tessellated surfaces as wireframe for debugging. d3d12_texture_cache_limit_hard = 768 # Maximum host texture memory usage (in megabytes) above which textures will be destroyed as soon as possible. If using 2x resolution scale, 1.25x of this is used. d3d12_texture_cache_limit_soft = 384 # Maximum host texture memory usage (in megabytes) above which old textures will be destroyed (lifetime configured with d3d12_texture_cache_limit_soft_lifetime). If using 2x resolution scale, 1.25x of this is used. d3d12_texture_cache_limit_soft_lifetime = 30 # Seconds a texture should be unused to be considered old enough to be deleted if texture memory usage exceeds d3d12_texture_cache_limit_soft. d3d12_tiled_shared_memory = true # Enable tiled resources for shared memory emulation. Disabling them greatly increases video memory usage - a 512 MB buffer is created - but allows graphics debuggers that don't support tiled resources to work. [GPU] dump_shaders = "" # For shader debugging, path to dump GPU shaders to as they are compiled. dxbc_source_map = false # Disassemble Xenos instructions as comments in the resulting DXBC for debugging. dxbc_switch = true # Use switch rather than if for flow control. Turning this off or on may improve stability, though this heavily depends on the driver - on AMD, it's recommended to have this set to true, as Halo 3 appears to crash when if is used for flow control (possibly the shader compiler tries to flatten them). On Intel HD Graphics, this is ignored because of a crash with the switch instruction. fullscreen = false # Toggles fullscreen gpu = "any" # Graphics system. Use: [any, d3d12, vulkan, vk, null] gpu_allow_invalid_fetch_constants = false # Allow texture and vertex fetch constants with invalid type - generally unsafe because the constant may contain completely invalid values, but may be used to bypass fetch constant type errors in certain games until the real reason why they're invalid is found. spv_disasm = false # Disassemble SPIR-V shaders after generation spv_validate = false # Validate SPIR-V shaders after generation store_shaders = true # Store shaders persistently and load them when loading games to avoid runtime spikes and freezes when playing the game not for the first time. texture_dump = false # Dump textures to DDS trace_gpu_prefix = "scratch/gpu/" # Prefix path for GPU trace files. trace_gpu_stream = false # Trace all GPU packets. vsync = false # Enable VSYNC. [General] debug = false # Allow debugging and retain debug information. discord = true # Enable Discord rich presence fps_titlebar = true # Show FPS in titlebar launch_module = "" # Executable to launch from the .iso or the package instead of default.xex or the module specified by the game. Leave blank to launch the default module. time_scalar = 1.000000 # Scalar used to speed or slow time (1x, 2x, 1/2x, etc). [HID] guide_button = false # Forward guide button presses to guest. hid = "any" # Input system. Use: [any, nop, sdl, winkey, xinput] [Kernel] cl = "" # Specify additional command-line provided to guest. ignore_thread_affinities = true # Ignores game-specified thread affinities. ignore_thread_priorities = true # Ignores game-specified thread priorities. kernel_cert_monitor = false # Enable cert monitor. kernel_debug_monitor = false # Enable debug monitor. kernel_display_gamma_power = 2.222222 # Display gamma to use with kernel_display_gamma_type 3. kernel_display_gamma_type = 1 # Display gamma type: 0 - linear, 1 - sRGB, 2 - TV (BT.709), 3 - power specified via kernel_display_gamma_power. kernel_pix = false # Enable PIX. log_high_frequency_kernel_calls = false # Log kernel calls with the kHighFrequency tag. win32_high_freq = true # Requests high performance from the NT kernel xconfig_initial_setup = false # Enable the dashboard initial setup/OOBE xex_apply_patches = true # Apply XEX patches. [Logging] flush_log = true # Flush log file after each log line batch. log_file = "" # Logs are written to the given file (specify stdout for command line) log_level = 2 # Maximum level to be logged. (0=error, 1=warning, 2=info, 3=debug) log_to_debugprint = false # Dump the log to DebugPrint. [Memory] protect_on_release = false # Protect released memory to prevent accesses. protect_zero = true # Protect the zero page from reads and writes. scribble_heap = false # Scribble 0xCD into all allocated heap memory. [SDL] mappings_file = "gamecontrollerdb.txt" # Filename of a database with custom game controller mappings. [Storage] content_root = "" # Root path for guest content storage (saves, etc.), or empty to use the content folder under the storage root. mount_cache = false # Enable cache mount mount_scratch = false # Enable scratch mount storage_root = "" # Root path for persistent internal data storage (config, etc.), or empty to use the path preferred for the OS, such as the documents folder, or the emulator executable directory if portable.txt is present in it. [UI] headless = false # Don't display any UI, using defaults for prompts as needed. imgui_debug = false # Show ImGui debugging tools. show_profiler = false # Show profiling UI by default. window_height = 720 # Window height window_width = 1280 # Window width [Vulkan] vk_device = -1 # Index of the Vulkan physical device to use. -1 to use any compatible. vk_random_clear_color = false # Randomize presentation framebuffer clear color. vk_validation = false # Enable Vulkan validation layers. vulkan_device_index = 0 # Index of the physical device to use. vulkan_dump_disasm = false # Dump shader disassembly. NVIDIA only supported. vulkan_native_msaa = false # Use native MSAA vulkan_primary_queue_only = false # Force the use of the primary queue, ignoring any additional that may be present. vulkan_random_clear_color = false # Randomizes framebuffer clear color. vulkan_renderdoc_capture_all = false # Capture everything with RenderDoc. vulkan_validation = false # Enable Vulkan validation layers. [Workaround] occlusion_query_skip = true # Workaround for Unreal Engine 3 titles to run, try disabling if other games have problems [XConfig] user_country = 103 # User country ID. # 1=AE 2=AL 3=AM 4=AR 5=AT 6=AU 7=AZ 8=BE 9=BG # 10=BH 11=BN 12=BO 13=BR 14=BY 15=BZ 16=CA 18=CH 19=CL # 20=CN 21=CO 22=CR 23=CZ 24=DE 25=DK 26=DO 27=DZ 28=EC # 29=EE 30=EG 31=ES 32=FI 33=FO 34=FR 35=GB 36=GE 37=GR # 38=GT 39=HK 40=HN 41=HR 42=HU 43=ID 44=IE 45=IL 46=IN # 47=IQ 48=IR 49=IS 50=IT 51=JM 52=JO 53=JP 54=KE 55=KG # 56=KR 57=KW 58=KZ 59=LB 60=LI 61=LT 62=LU 63=LV 64=LY # 65=MA 66=MC 67=MK 68=MN 69=MO 70=MV 71=MX 72=MY 73=NI # 74=NL 75=NO 76=NZ 77=OM 78=PA 79=PE 80=PH 81=PK 82=PL # 83=PR 84=PT 85=PY 86=QA 87=RO 88=RU 89=SA 90=SE 91=SG # 92=SI 93=SK 95=SV 96=SY 97=TH 98=TN 99=TR 100=TT 101=TW # 102=UA 103=US 104=UY 105=UZ 106=VE 107=VN 108=YE 109=ZA user_language = 1 # User language ID. # 1=en 2=ja 3=de 4=fr 5=es 6=it 7=ko 8=zh # 9=pt 11=pl 12=ru 13=sv 14=tr 15=nb 16=nl 17=zh 

I unfortunately have not figured out how to turn on the debug mode to see if there are any errors when the game is trying to launch, if someone could let me know how to do that I will also post any logs that I can.

Thank you reading and I look forward to hearing back with any help you might be able give!



Submitted by ElectroSouls | #Specialdealer Special Offer Online Shopping Store 2016

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