《塞尔达传说:王国之泪》是《塞尔达传说:荒野之息》的续集。林克冒险的场景已经扩大到包括海拉鲁广阔土地上的天空。运用各种手段从邪恶势力手中拯救海拉鲁王国。游戏拥有令人惊叹的画面,流畅的游戏体验和谜题待你探索。
喜欢塞尔达的玩家可在之后补票 学习版只是给特别想玩但苦于经费不足的玩家 又或者已经购买正版但仍想先体验的玩家 请大家和谐有爱 不要攻击正版玩家
《塞尔达传说:王国之泪》是《塞尔达传说:荒野之息》的续集。林克冒险的场景已经扩大到包括海拉鲁广阔土地上的天空。运用各种手段从邪恶势力手中拯救海拉鲁王国。游戏拥有令人惊叹的画面,流畅的游戏体验和谜题待你探索。
喜欢塞尔达的玩家可在之后补票 学习版只是给特别想玩但苦于经费不足的玩家 又或者已经购买正版但仍想先体验的玩家 请大家和谐有爱 不要攻击正版玩家
1 waitSemaphores, ReadOnlySpan
1 waitDstStageMask, ReadOnlySpan1 signalSemaphores) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 317 at Ryujinx.Graphics.Vulkan.CommandBufferPool.Return(CommandBufferScoped cbs) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\CommandBufferPool.cs:line 266 at Ryujinx.Graphics.Vulkan.PipelineFull.FlushCommandsImpl() in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.Vulkan\PipelineFull.cs:line 219 at Ryujinx.Graphics.GAL.Multithreading.Commands.SetRenderTargetsCommand.Run(SetRenderTargetsCommand& command, ThreadedRenderer threaded, IRenderer renderer) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.GAL\Multithreading\Commands\SetRenderTargetsCommand.cs:line 21 at Ryujinx.Graphics.GAL.Multithreading.CommandHelper.<>c.<InitLookup>b__5_1[T](Span
1 memory, ThreadedRenderer threaded, IRenderer renderer) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.GAL\Multithreading\CommandHelper.cs:line 41 at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RenderLoop() at Ryujinx.Graphics.GAL.Multithreading.ThreadedRenderer.RunLoop(Action gpuLoop) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.Graphics.GAL\Multithreading\ThreadedRenderer.cs:line 116 at Ryujinx.Ui.RendererWidgetBase.Render() in D:\a\Ryujinx\Ryujinx\src\Ryujinx\Ui\RendererWidgetBase.cs:line 4471 ) at System.IO.Strategies.OSFileStreamStrategy..ctor(String, FileMode, FileAccess, FileShare, FileOptions, Int64, Nullable
1) at System.IO.FileStream..ctor(String, FileMode, FileAccess, FileShare, Int32, Boolean) at System.IO.FileStream..ctor(String, FileMode, FileAccess) at Ryujinx.HLE.Loaders.Processes.ProcessLoader.LoadNsp(String path) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.HLE\Loaders\Processes\ProcessLoader.cs:line 71 at Ryujinx.HLE.Switch.LoadNsp(String nspFile) in D:\a\Ryujinx\Ryujinx\src\Ryujinx.HLE\Switch.cs:line 87 at Ryujinx.Ui.MainWindow.LoadApplication(String path, Boolean isFirmwareTitle) in D:\a\Ryujinx\Ryujinx\src\Ryujinx\Ui\MainWindow.cs:line 870 at Ryujinx.Ui.MainWindow.RunApplication(String path, Boolean startFullscreen) in D:\a\Ryujinx\Ryujinx\src\Ryujinx\Ui\MainWindow.cs:line 920 at Ryujinx.Ui.MainWindow.Load_Application_File(Object sender, EventArgs args) in D:\a\Ryujinx\Ryujinx\src\Ryujinx\Ui\MainWindow.cs:line 1347 at System.RuntimeMethodHandle.InvokeMethod(Object, Void**, Signature, Boolean) at System.Reflection.MethodInvoker.Invoke(Object, IntPtr*, BindingFlags) --- End of inner exception stack trace --- at System.Reflection.MethodInvoker.Invoke(Object, IntPtr*, BindingFlags) at System.Reflection.RuntimeMethodInfo.Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) at System.Delegate.DynamicInvokeImpl(Object[] args) at System.Delegate.DynamicInvoke(Object[] args) at GLib.Signal.ClosureInvokedCB(Object o, ClosureInvokedArgs args) at GLib.SignalClosure.Invoke(ClosureInvokedArgs args) at GLib.SignalClosure.MarshalCallback(IntPtr raw_closure, IntPtr return_val, UInt32 n_param_vals, IntPtr param_values, IntPtr invocation_hint, IntPtr marshal_data)