Oups, new problem, at episode 5, game freeze, no crash this time. During a video when the tank go back.
Quote:25:02:658 user_main D[INTC]: HLE\sceKernelInterrupt.cpp:115 1=sceKernelIsCpuIntrEnable()
25:02:659 user_main D[KERNEL]: HLE\sceKernelMutex.cpp:646 sceKernelUnlockMutex(300, 1)
25:02:659 user_main D[DISP]: HLE\sceDisplay.cpp:715 Leave VBlank 388806
25:02:660 snd_stream_d D[KERNEL]: HLE\sceKernelThread.cpp:3260 Context switch: user_main -> snd_stream_decode_thread_0 (285->1134, pc: 08c18cdc->08c74ebc, thread delay finished) +4741us
25:02:660 snd_stream_d D[ME]: HLE\sceAtrac.cpp:1134 sceAtracGetNextSample(0, 0bfcc970): 2048 samples left
25:02:660 snd_stream_d D[KERNEL]: HLE\sceKernelSemaphore.cpp:422 0=sceKernelWaitSema(1137, 1, 0)
25:02:660 snd_stream_d D[KERNEL]: HLE\sceKernelSemaphore.cpp:304 sceKernelSignalSema(1137, 1) (count: 0 -> 1)
25:02:660 snd_stream_d D[KERNEL]: HLE\sceKernelThread.cpp:2649 sceKernelDelayThread(10000 usec)
25:02:660 user_main D[KERNEL]: HLE\sceKernelThread.cpp:3260 Context switch: snd_stream_decode_thread_0 -> user_main (1134->285, pc: 08c74ebc->08c18cdc, thread delayed) +21us
25:02:661 idle0 D[KERNEL]: HLE\sceKernelThread.cpp:3260 Context switch: user_main -> idle0 (285->272, pc: 08c18b90->08000000, interrupt) +32us
25:02:661 idle0 D[CPU]: HLE\sceGe.cpp:185 Entering GE interrupt handler 08c169fc
25:02:661 idle0 D[G3D]: GPUCommon.cpp:690 Okay, starting DL execution at 0935b580 - stall = 00000000
25:10:658 idle0 E[COMMON]: EmuThread.cpp:71 Wait for EmuThread timed out.
25:10:658 idle0 E[*]: MsgHandler.cpp:54 Warning: Wait for EmuThread timed out.
I have used alt+f4 to quit game >> Wait for EmuThread timed out.