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Old August 18th, 2008   #1 (permalink)
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I made a list of the freeze bugs that have been found so far. This is for games that goes ingame and show that they are properly emulated, but then hangs at a dialog box or something else. Perhaps it can help us find the cause of it and fix the problem. I have taken the liberty to attach pictures that other have posted. I hope that's okay.

Baten Kaitos - Eternal Wings (PAL and NTSC)
- Status: Fixed in revision 609
- Bug type: DSP bug
- Diagnosis: When Xelha join the party (http://img118.imageshack.us/img118/7...8035127jn7.jpg) the message about it never goes away.

Fire Emblem (NTSC, PAL to?):
- Status: Unknown cause
- Diagnosis: Hangs on random places. For example the conversation screens can hang before any characters appear. Sometimes it's not fatally so one can press Start to skip the screen. Most fatally it hangs at the last chapter during a conversation screen at the base camp. I could not find the exact place it hangs on any video, but it may be somewhere here. It's in the series of conversations that begins with Bastian saying "Princess. It's time". If you press Start from there you get to a conversation screen with no characters on it and at that moment the game has hanged.

Mario Kart - Double Dash (NTSC and PAL)
- Status: Fixed in revision 3392
- Bug: DSP bug
- Diagnosis: Hangs after a finished level.

Paper Mario - The Thousand-Year Door (NTSC, PAL to?)
- Status: Unknown cause
- Bug type: No JIT bug, tried with all JIT disabled, CORE_DYNAREC, 64 bit, modified r242. No sound bug either? The music bug in Paper Mario seems to be a volume issue.
- Diagnosis: The bug appears at the location shown in the beginning of this movie (YouTube - Paper Mario: TTYD - prologue - Part 2 (walkthrough)). The door never opens and the speech bubble from Professor Frankly doesn't go away. There's a post about it here (Paper Mario: The Thousand-Year Door Freezes).

Pikmin 2 (NTSC and PAL)
- Status: Fixed in revision 3392
- Bug: DSP bug
- Diagnosis: The game freezes before loading the second level. It can be seen at 6:30 in this video. Because the fps meter stops I would guess it's not a sound problem. With the other sound problems the fps meter kept going. - Update: No it was a sound problem.

[Wii] Super Paper Mario (PAL, NTSC to?)
- Status: Unknown cause
- Diagnosis: The game freezes during the intro, at the location shown at 9:14 in this video.

Zelda - WW (NTSC and PAL)
- Status: Fixed by disabling startSoundVec() from the JAIBasic.cpp file
- Bug type: DSP bug
- Diagnosis: The game freezes when getting an item, before the message dialog can be closed

Zelda - WW (NTSC and PAL)
- Status: Fixed in revision 251
- Cause: Bug in fp_arith_s() case 18 in JIT Floating Point, no problem in Interpreter 1.03
- Diagnosis: Tower of the Gods, platforms don't move: The platforms at around 2:14 in this movie don't move. If you use the super hookshot to get up you will also find that the platforms upstairs are stuck to, for example the one he jumps on at 3:07.

Zelda - WW (NTSC, PAL to?) (unknown cause): After you take a picture with the Picto box the game freezes.

Zelda - TP (NTSC and PAL)
- Status: Fixed in revision 251
- Bug in fp_arith_s() case 18 in JIT Floating Point
- Diagnosis: Goron Mines, boss door: There's a pictures here (zelda tp) courtesy of Rockman. Here's a movie for those that don't recognise the location (YouTube - The Legend of Zelda Twilight Princess Walkthrough Episode 37).

How to get through Zelda WW - Tower of the Gods

What you need: Eyepoppers new version that can enable and restore patches while you play

The problems are (the patch I refer to is the item hang patch that disables StartSoundVec):
1: Game crashes (TLB write error) if the patch is enabled and you step on one of the pink glowing floor buttons
2: Game hangs if you get an item and the patch is not enabled

You have to navigate through that. You will notice that once you have gotten an item and you've forgotten to activate the patch so the game is locked up, it wont help if you activate the patch at that moment. It has to have been activate a while before. For example in the room where you get the Bow (8:25 here YouTube - The Legend of Zelda The Wind Waker walkthrough episode 22), it seems to be enough if you active the patch before you enter the room and have it activated during the brief mini-boss fight. I'm not sure if you can disable the patch right before you step on a floor button, but if you can one strategy could be to always have the patch enabled, except right before you step on a button. There's one tricky part (at 0:10 here YouTube - The Legend of Zelda The Wind Waker walkthrough episode 24) where you have to step on the buttons and short after it get the boss key. You may want to disable the patch, place the statues on the buttons, then disable the patch and wait a few second, then get the boss key. If all the crashing and hanging get tedious you can use the super hookshot (action replay cheat) to get the boss key, and get past other areas. Make sure to save after all items you get. If you get a "GFX ERROR" crash, please try again .
Attached Images
File Type: jpg zeldaww.JPG (58.3 KB, 83 views)
File Type: jpg zeldaww2.JPG (63.2 KB, 76 views)

Last edited by John Peterson; June 20th, 2009 at 12:29..
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Old August 18th, 2008   #2 (permalink)
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I don't think the devs are interested in game specific bugs like these but since I really want to see Eternal Darkness become playable, I will join you in this thread for this game.

Here is where Eternal Darkness freezes up just before going in-game. There is no need for a video here, the game gets to the title screen with the DX9 plugin and goes though a few logos and screens and then just before it goes in-game, it halts here. The game has sound and look great, but it just will not continue on.

http://static3.filefront.com/images/...eqwznbhoeq.jpg
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Old August 18th, 2008   #3 (permalink)
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In WW there is a freeze bug with the pictograph. but since you can play without it so far it isn't so much of a problem.
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Old August 18th, 2008   #4 (permalink)
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Quote:
Originally Posted by Hemi3 View Post
Here is where Eternal Darkness freezes up just before going in-game. There is no need for a video here, the game gets to the title screen with the DX9 plugin and goes though a few logos and screens and then just before it goes in-game, it halts here. The game has sound and look great, but it just will not continue on.
Thanks for the report. But I'll put it on a side list because it doesn't go ingame and show that the game can be fully emulated as I understand it. If a game works for a while and show that it's well emulated but then get stuck at one point or another I'll put it on the list.
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Old August 18th, 2008   #5 (permalink)
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In Sonic Adventure 2 Battle, the first level of Hero Story freezes on x64 version of Dolphin
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Old August 18th, 2008   #6 (permalink)
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heh I am glad to see that you are working on those annoying freeze bug, and if i understand, you actually fixed some in Zelda (that's really great).

too bad, due to my little Knowledge in coding i can't help

ok so i am reporting another frezze bug in Baten Kaitos, i don't know but maybe it's related to the other bug and could help to determinate where is the problem.

so in the shop in Baten when you choose to " rest your wings " a black screen appear and it stay like this, as always the emulator still working as you can see the fps changing.
http://img165.imageshack.us/img165/7...8231948pr6.jpg

also bump for your great work on sound and now those freeze problem
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Old August 18th, 2008   #7 (permalink)
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Originally Posted by Yourmum View Post
ok so i am reporting another frezze bug in Baten Kaitos, i don't know but maybe it's related to the other bug and could help to determinate where is the problem.

so in the shop in Baten when you choose to " rest your wings " a black screen appear and it stay like this, as always the emulator still working as you can see the fps changing.
http://img165.imageshack.us/img165/7...8231948pr6.jpg
Do you have a 64 bit system? Then you could try one of those files. Just unzip them to an existing dolphin directory. Perhaps you can try "DolphinWx (floating point disabled) (64 bit).zip". That works with both zelda bugs, but *only without dual core* if dual core is enabled zelda tp needs to have lXz disabled to. These files have no music but I have posted some files with music in my music thread. But all this is only for 64 bit so far. So it only works in XP 64 or Vista 64.

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also bump for your great work on sound and now those freeze problem
Thanks
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Old August 19th, 2008   #8 (permalink)
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man.... i got like 2 fps with this version for zelda tp.... and i get almost full speed with normal svn compilation even tho i cant enable dual core on it.
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Old August 19th, 2008   #9 (permalink)
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Do you have a 64 bit system? Then you could try one of those files. Just unzip them to an existing dolphin directory. Perhaps you can try "DolphinWx (floating point disabled) (64 bit).zip". That works with both zelda bugs, but *only without dual core* if dual core is enabled zelda tp needs to have lXz disabled to. These files have no music but I have posted some files with music in my music thread. But all this is only for 64 bit so far. So it only works in XP 64 or Vista 64.
na my proc suport x64 mode but i have XP32 otherwise i would already have tested it (i have been testing older build i heard sometimes some games are fixed or broken accedently)


Quote:
man.... i got like 2 fps with this version for zelda tp.... and i get almost full speed with normal svn compilation even tho i cant enable dual core on it.
1 Hour Ago 22:44
your are probably running it with the SVN242 or another new build, try using the john fix with an older build like 223 and it may work with much better speed.
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Old August 19th, 2008   #10 (permalink)
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na my proc suport x64 mode but i have XP32 otherwise i would already have tested it (i have been testing older build i heard sometimes some games are fixed or broken accedently)
I see. Unfortunately I can't understand why the changes don't have any effect in 32 bit mode. Perhaps somebody else will figure it out and make a 32 bit version. Or perhaps I'll figure it out.

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Originally Posted by hakunushi View Post
man.... i got like 2 fps with this version for zelda tp.... and i get almost full speed with normal svn compilation even tho i cant enable dual core on it.
Quote:
Originally Posted by hakunushi View Post
your are probably running it with the SVN242 or another new build, try using the john fix with an older build like 223 and it may work with much better speed.
Yes. It may be a problem with the very latest svn versions. It should not be that slow. They do disable efficiency functions so they will be slower, but it was only a few percent at most when I tested it. In the version that work best with zelda TP "DolphinWx (lXz and fp_arith_s disabled) (64bit).zip" I got a healthy speed improvement because it also works with dual core. (However the intro logos will be much slower when lXz is disabled, perhaps some kind of 2D thing.) But in the most demanding ingame places I got perhaps 50% more speed with it (with dual core on).

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Originally Posted by Yourmum View Post
na my proc suport x64 mode but i have XP32 otherwise i would already have tested it
Now I added some 32 bit versions. Perhaps you can try them and see if any of them fix the bugs. I have only tested them in zelda. But they may fix Baten and perhaps other games to.

Last edited by John Peterson; August 19th, 2008 at 04:29.. Reason: Automerged Doublepost
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Old August 19th, 2008   #11 (permalink)
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Originally Posted by jasong View Post
In WW there is a freeze bug with the pictograph. but since you can play without it so far it isn't so much of a problem.
I actually made a thread about this.

Weird panic error

It's been fixed. It no longer freezes. On the other hand, the pictographs turn out grey and you get a panic error message, but it no longer freezes.
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Old August 19th, 2008   #12 (permalink)
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Now I added some 32 bit versions. Perhaps you can try them and see if any of them fix the bugs. I have only tested them in zelda. But they may fix Baten and perhaps other games to.

ok for the shop bug "rest your wings"(just near the save point) i tested all of this versions :
DolphinWx (18 disabled) (32bit)
DolphinWx (lXz and fp_arith_s disabled) (32bit)
DolphinWx (load store and floating point disabled) (32bit)
DolphinWx (all JIT disabled) (slow, for testing) (32bit)
DolphinWx (fp_arith_s disabled) (32bit)

with dual core enabled and then disabled, but no result, the black screen dosen't disappear.

For the "Xelha join the party" bug i tested only 2 version(it take time to pass all the talking and the fight ):
DolphinWx (load store and floating point disabled) (32bit)
DolphinWx (all JIT disabled) (slow, for testing) (32bit)
dual core disabled (more stability or more chance to get the bug fix perhapes?)
anyway the bug is still there, i cant pass that message.

so if i tested all jit disabled versions there is no point to test the other, right?
otherwise just tell me and i will do it when i have some time
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Old August 19th, 2008   #13 (permalink)
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ok, but it still freezes for me.
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Old August 19th, 2008   #14 (permalink)
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tried DolphinWx (lXz and fp_arith_s disabled) (64bit) with zelda TP on SVN 223 with DirectX and OpenGL.
I only noticed thats its slower than newer builds.
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Old August 19th, 2008   #15 (permalink)
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Nice work John. It's obvious that the accuracy of the floating point emulation really matters... hmm.
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Old August 20th, 2008   #16 (permalink)
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ok for the shop bug "rest your wings"(just near the save point) i tested all of this versions :
DolphinWx (18 disabled) (32bit)
DolphinWx (lXz and fp_arith_s disabled) (32bit)
DolphinWx (load store and floating point disabled) (32bit)
DolphinWx (all JIT disabled) (slow, for testing) (32bit)
DolphinWx (fp_arith_s disabled) (32bit)

with dual core enabled and then disabled, but no result, the black screen dosen't disappear.

For the "Xelha join the party" bug i tested only 2 version(it take time to pass all the talking and the fight ):
DolphinWx (load store and floating point disabled) (32bit)
DolphinWx (all JIT disabled) (slow, for testing) (32bit)
dual core disabled (more stability or more chance to get the bug fix perhapes?)
anyway the bug is still there, i cant pass that message.

so if i tested all jit disabled versions there is no point to test the other, right?
otherwise just tell me and i will do it when i have some time
Thanks for testing this. Yes you're right, if the "all JIT disabled" version does not work the other versions will probably not work either. At first I would suggest that it may be the same problem as the get item bug in Zelda WW. But sound is emulated in Baten Kaitos so I'm a little more reluctant to guess that it's a sound-cpu communication problem. It could still be of course, music isn't emulated for example. Can you post a savegame right near the shopkeeper? Then I or somebody else may do some tests with that. If we get a bright idea . I could for example test with the 64 bit version and if it works there try to see why it doesn't work in 32 bit. I think that the user Flow999 may have gotten past these places in the 64 bit version. Perhaps you can ask him for a savegame.

(I also thought about testing with CORE_INTERPRETER if the bug is very near a savepoint. But I noticed that I hadn't gotten past the intro logos after five minutes with that setting. So even if it does work it's almost to slow to bugtest with. Perhaps if there was savestates it would be possible. We'll just have to hope that CORE_DYNAREC with the exception of the JIT functions works.)
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Old August 20th, 2008   #17 (permalink)
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ok, i made a savegame where all the necessary chat have been done, you can explore without having to talk to people :
RapidShare: Easy Filehosting
link2 if rapidshare is down : http://www.megaupload.com/?d=G5VKOM2X
now a little "tutorial" to go to the shop :

1- http://img107.imageshack.us/img107/5286/firstvw4.jpg
2- http://img107.imageshack.us/img107/9020/secondxy2.jpg

if you decide to go to the forest where the Xelha bug occur :

3- http://img60.imageshack.us/img60/8683/thirdpu3.jpg
4- http://img179.imageshack.us/img179/9313/forest1zi6.jpg
5- http://img142.imageshack.us/img142/2436/forest4sx7.jpg

just after step 5 there is a long fight (well it depend on your fps ) and some chatting with Xelha.

hope this could help...

you may be right this could work with x64 version, i also noticed that i didn't enable patching when i tested the game, i don't think it's necessary but maybe...(just to mention it)

Quote:
I think that the user Flow999 may have gotten past these places in the 64 bit version. Perhaps you can ask him for a savegame.
I am not really interested to skip content of the game (or maybe last solution?) and i am sure that when other character will join, the bug will occur again.

however I'd like to kwon how and in wich version he have done it (pretty sure in the old 1.03beta2 for X64) so if Flow999 is reading this, i'd apreciate if he explain...anyway i will search for his old post this might help.

Last edited by Yourmum; August 20th, 2008 at 09:34.. Reason: Added another link for the save
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Old August 20th, 2008   #18 (permalink)
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First of all thanks to John for finding the fixes.

I've taken his ideeas and compiled R147 and R242 with them (x64 only for now)
You can enable/disable the hacks at any time (the hacks will only be disabled once jit clears its code cache, though - eg: entering a new room/area)

Here's the patchfiles for those who want to compile x32.


R147 download


R242 download

And to the emu authors and John: Please, don't hit me
Attached Images
File Type: jpg shot0.JPG (42.7 KB, 29 views)
File Type: jpg shot1.JPG (32.5 KB, 22 views)
Attached Files
File Type: txt r147_patch.txt (18.8 KB, 11 views)
File Type: txt r242_patch.txt (18.0 KB, 22 views)
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Last edited by eyepopper776; August 20th, 2008 at 12:58..
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Old August 20th, 2008   #19 (permalink)
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First of all thanks to John for finding the fixes.
No problem . It didn't take long once I realised that it was one of the JIT functions. Baten Kaitos is a little tougher. It's not JIT (I haven't tested in CORE_INTERPRETER of course), it's not a sound-cpu communication problem? What is it?

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Originally Posted by eyepopper776 View Post

I've taken his ideeas and compiled R147 and R242 with them (x64 only for now)
You can enable/disable the hacks at any time (the hacks will only be disabled once jit clears its code cache, though - eg: entering a new room/area)

Here's the patchfiles for those who want to compile x32.
Very cool, I like that . If we make an option to disabled all JIT we could quickly see if a bug is in JIT or not. Without the tedious need to quit the program, start it and go back to the place that bugs. Or always run it in slow non-JIT mode. (It should also have a debug message that confirms that the JIT cache was cleared and JIT is really disabled. Of course, you would notice that from the slowness.)

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ok, i made a savegame where all the necessary chat have been done, you can explore without having to talk to people :

you may be right this could work with x64 version, i also noticed that i didn't enable patching when i tested the game, i don't think it's necessary but maybe...(just to mention it)
You're right. Patching and AR codes only has an effect if there is a patch file in the Patch directory. And I guess there is none at the moment.

I can confirm that the 64 bit version also bugs at the shopkeeper (dark screen when you select "Rest your wings"), the same thing for the 64 bit 1.03 from last year. I haven't gone to meet Xelha, I was trying to find an Action Replay code to make it faster to pass the boss and get there (I understand that there's at least one fight before you meet Xelha?). But I couldn't find any PAL codes. I found NTSC codes on four or five sites, but no PAL codes. (I also found codes for Baten Kaitos Origins but that's apparently a sequel that was out in 2006). And I only have the PAL version. If I find some PAL codes I could test the Xelha bug to. I also think that Flow999 had played to NTSC version so perhaps only the PAL version bugs, are you using PAL?

Last edited by John Peterson; August 20th, 2008 at 14:29..
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Old August 20th, 2008   #20 (permalink)
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eyepopper776 , i really want to help you to find bug but i need X32 version because i haven't 64bit version. On Wind Waker Pal , there is a lot of problem with this game , crash and other . If we can find a way to solve them , before a good sound plugin , i would be great i think.

John Peterson , i would like to say thanks for your hard work , i hope ector and dolphin team will find some resolved problem with your work ^^
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