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#1 (permalink) |
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Registered User
Join Date: Mar 2004
Posts: 10
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I have had this problem for years, and I usually just give up and play the game on a real PSX, but this time I feel like finally going out of me way to ask for help on here.
The problem is, EPSXE randomly crashes, showing the standard Windows XP "This problem has encountered an error and needs to close. Sorry for any inconvienence." or whatever it says. And it truely does seem to be a totally random event. The only thing thats similar in every crash, is that it always crashes at the EXACT moment an explosion in the game happens, or a gunshot, or a car crash, or anything that creates a loud sudden noise or maybe some kind of quick flashy effect. Extremely weird... I have copied doesn the long error message it gives in the detailed screen from the Windows XP crash box. Sorry if this is so big that it created formatting issues for the page: <?xml version="1.0" encoding="UTF-16"?> <DATABASE> <EXE NAME="ePSXe.exe" FILTER="GRABMI_FILTER_PRIVACY"> <MATCHING_FILE NAME="burutter.dll" SIZE="28672" CHECKSUM="0x56149516" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="02/08/2001 14:17:38" UPTO_LINK_DATE="02/08/2001 14:17:38" /> <MATCHING_FILE NAME="dexter.exe" SIZE="158208" CHECKSUM="0x7812220E" BIN_FILE_VERSION="1.0.0.1" BIN_PRODUCT_VERSION="1.0.0.1" PRODUCT_VERSION="1,0,0,1" FILE_DESCRIPTION="Dexter" COMPANY_NAME="" PRODUCT_NAME="Dexter" FILE_VERSION="1,0,0,1" ORIGINAL_FILENAME="dexter.exe" INTERNAL_NAME="dexter" LEGAL_COPYRIGHT="Copyright (C) 2002 Neill Corlett" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.0.1" UPTO_BIN_PRODUCT_VERSION="1.0.0.1" LINK_DATE="08/09/2003 10:04:20" UPTO_LINK_DATE="08/09/2003 10:04:20" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="ePSXe.exe" SIZE="171008" CHECKSUM="0xEF815E15" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="08/04/2003 21:36:06" UPTO_LINK_DATE="08/04/2003 21:36:06" /> <MATCHING_FILE NAME="moo save state tool v1.6.exe" SIZE="278528" CHECKSUM="0x64ECD34B" BIN_FILE_VERSION="1.6.0.0" BIN_PRODUCT_VERSION="1.6.0.0" PRODUCT_VERSION="1.06" COMPANY_NAME="Unknown Organization" PRODUCT_NAME="Moo's Save State Tool" FILE_VERSION="1.06" ORIGINAL_FILENAME="version 1.6.exe" INTERNAL_NAME="version 1.6" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x45BFD" LINKER_VERSION="0x10006" UPTO_BIN_FILE_VERSION="1.6.0.0" UPTO_BIN_PRODUCT_VERSION="1.6.0.0" LINK_DATE="03/11/1999 04:21:36" UPTO_LINK_DATE="03/11/1999 04:21:36" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="plugins\cdrmooby2.dll" SIZE="684032" CHECKSUM="0xA5BAAE94" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="04/22/2003 08:23:02" UPTO_LINK_DATE="04/22/2003 08:23:02" /> <MATCHING_FILE NAME="plugins\cdrSaPu.dll" SIZE="34816" CHECKSUM="0xE0CFDA02" BIN_FILE_VERSION="0.1.0.0" BIN_PRODUCT_VERSION="0.1.0.0" PRODUCT_VERSION="0, 1, 0, 0" FILE_DESCRIPTION="SaPu's CD-ROM Plugin" COMPANY_NAME="SaPu" PRODUCT_NAME="SaPu's CD-ROM Plugin" FILE_VERSION="0, 1, 0, 0" ORIGINAL_FILENAME="cdrSaPu.dll" INTERNAL_NAME="cdrSaPu" LEGAL_COPYRIGHT="Copyright © 2002 by SaPu" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x1" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="0.1.0.0" UPTO_BIN_PRODUCT_VERSION="0.1.0.0" LINK_DATE="03/20/2002 00:05:36" UPTO_LINK_DATE="03/20/2002 00:05:36" VER_LANGUAGE="Italian (Italy) [0x410]" /> <MATCHING_FILE NAME="plugins\gpuPeopsSoft.dll" SIZE="479232" CHECKSUM="0x6D28C197" BIN_FILE_VERSION="1.15.0.0" BIN_PRODUCT_VERSION="1.15.0.0" PRODUCT_VERSION="1, 15, 0, 0" FILE_DESCRIPTION="P.E.Op.S. gpu soft plugin" COMPANY_NAME="" PRODUCT_NAME="gpuPeopsSoft" FILE_VERSION="1, 15, 0, 0" ORIGINAL_FILENAME="gpuPeopsSoft.DLL" INTERNAL_NAME="P.E.Op.S. soft gpu" LEGAL_COPYRIGHT="GPL" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.15.0.0" UPTO_BIN_PRODUCT_VERSION="1.15.0.0" LINK_DATE="08/01/2003 17:08:27" UPTO_LINK_DATE="08/01/2003 17:08:27" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="plugins\gpuPeteD3D.dll" SIZE="385024" CHECKSUM="0x304E1B0E" BIN_FILE_VERSION="1.75.0.0" BIN_PRODUCT_VERSION="1.75.0.0" PRODUCT_VERSION="1, 75, 0, 0" FILE_DESCRIPTION="gpu d3d dx7 plugin" COMPANY_NAME="" PRODUCT_NAME="gpuPeteD3D" FILE_VERSION="1, 75, 0, 0" ORIGINAL_FILENAME="gpuPeteD3D.DLL" INTERNAL_NAME="d3d gpu" LEGAL_COPYRIGHT="(C) 1999-2003" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.75.0.0" UPTO_BIN_PRODUCT_VERSION="1.75.0.0" LINK_DATE="11/10/2003 16:29:48" UPTO_LINK_DATE="11/10/2003 16:29:48" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="plugins\gpuPeteOpenGL.dll" SIZE="397312" CHECKSUM="0xF54A0AA5" BIN_FILE_VERSION="1.75.0.0" BIN_PRODUCT_VERSION="1.75.0.0" PRODUCT_VERSION="1, 75, 0, 0" FILE_DESCRIPTION="gpuPeteOpenGL. DLL" COMPANY_NAME="" PRODUCT_NAME="gpuPeteOpenGL Dynamic Link Library" FILE_VERSION="1, 75, 0, 0" ORIGINAL_FILENAME="gpuPeteOpenGL.DLL" INTERNAL_NAME="Pete PSX OpenGL GPU" LEGAL_COPYRIGHT="Copyright (C) 1999-2003" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.75.0.0" UPTO_BIN_PRODUCT_VERSION="1.75.0.0" LINK_DATE="11/10/2003 16:29:12" UPTO_LINK_DATE="11/10/2003 16:29:12" VER_LANGUAGE="English (United States) [0x409]" /> <MATCHING_FILE NAME="plugins\spuAndy.dll" SIZE="106496" CHECKSUM="0x6380C11D" BIN_FILE_VERSION="0.1.6.0" BIN_PRODUCT_VERSION="0.1.6.0" PRODUCT_VERSION="0, 1, 6, 0" FILE_DESCRIPTION="Andy's SPU Audio Driver" COMPANY_NAME="" PRODUCT_NAME="" FILE_VERSION="0, 1, 6, 0" ORIGINAL_FILENAME="spuAndy.dll" INTERNAL_NAME="" LEGAL_COPYRIGHT="Copyright (C) 2001 Andy All Rights Reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="0.1.6.0" UPTO_BIN_PRODUCT_VERSION="0.1.6.0" LINK_DATE="10/20/2001 19:08:04" UPTO_LINK_DATE="10/20/2001 19:08:04" VER_LANGUAGE="Japanese [0x411]" /> <MATCHING_FILE NAME="plugins\spuEternal.dll" SIZE="102400" CHECKSUM="0x7EA66BE2" BIN_FILE_VERSION="1.4.0.0" BIN_PRODUCT_VERSION="1.4.0.0" PRODUCT_VERSION="1, 4, 0, 0" FILE_DESCRIPTION="" COMPANY_NAME="" PRODUCT_NAME="" FILE_VERSION="1, 4, 0, 0" ORIGINAL_FILENAME="spuEternal.dll" INTERNAL_NAME="" LEGAL_COPYRIGHT="Copyright (C) 2001-2003 PSX SPU Plugin Development Project" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.4.0.0" UPTO_BIN_PRODUCT_VERSION="1.4.0.0" LINK_DATE="05/29/2003 16:44:07" UPTO_LINK_DATE="05/29/2003 16:44:07" VER_LANGUAGE="Japanese [0x411]" /> <MATCHING_FILE NAME="plugins\spuPeopsDSound.dll" SIZE="77824" CHECKSUM="0x8462CB0" BIN_FILE_VERSION="1.0.7.0" BIN_PRODUCT_VERSION="1.0.7.0" PRODUCT_VERSION="1, 0, 7, 0" FILE_DESCRIPTION="spuPeopsSound" COMPANY_NAME="" PRODUCT_NAME="spuPeopsSound" FILE_VERSION="1, 0, 7, 0" ORIGINAL_FILENAME="spuPeopsSound.DLL" INTERNAL_NAME="spuPeopsSound" LEGAL_COPYRIGHT="GPL 2002" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x4" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.0.7.0" UPTO_BIN_PRODUCT_VERSION="1.0.7.0" LINK_DATE="06/09/2003 04:38:28" UPTO_LINK_DATE="06/09/2003 04:38:28" VER_LANGUAGE="English (United States) [0x409]" /> </EXE> <EXE NAME="GA0001FF.dll" FILTER="GRABMI_FILTER_THISFILEONLY"> <MATCHING_FILE NAME="GA0001FF.dll" SIZE="61440" CHECKSUM="0xD77B91DD" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" LINK_DATE="05/19/2003 09:05:57" UPTO_LINK_DATE="05/19/2003 09:05:57" /> </EXE> <EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY"> <MATCHING_FILE NAME="kernel32.dll" SIZE="930304" CHECKSUM="0xCBCCF8A9" BIN_FILE_VERSION="5.1.2600.1106" BIN_PRODUCT_VERSION="5.1.2600.1106" PRODUCT_VERSION="5.1.2600.1106" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.1106 (xpsp1.020828-1920)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xE7ED3" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.1106" UPTO_BIN_PRODUCT_VERSION="5.1.2600.1106" LINK_DATE="08/29/2002 10:40:40" UPTO_LINK_DATE="08/29/2002 10:40:40" VER_LANGUAGE="English (United States) [0x409]" /> </EXE> </DATABASE> Does ANY of that give any clues to the real problem? The crashes seem to happen on nearly all of my games, and almost always within the first minutes of play. They happen on both Operating Systems I have installed on here (One generic XP install with all standard services on for compatibility, and one stripped down XP install with the bare minimum services so that it's stays in tip top shape and speed for games and video editing.) Here's all the info I can think of that I can give: 1.2ghz 60gig 7200 rpm geforce 2 mx 64MB (However it also happened on my geforce 4 ti4200 64MB) Windows XP I use both EPSXE 1.52 and 1.60 Newest Pete's Open GL1 Newest Eternal's SPU Oh and I have also tried steering clear of save states, but it doesn't prevent the crashes. Please help me ![]() **Edit: Ok apparently I cant post the error code on here. Sorry. |
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#5 (permalink) |
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Registered User
Join Date: Mar 2004
Posts: 10
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Yes I've tried making an iso.
No, I don't know how I can show you the error, if the forum isn't displaying it. You can see it though if you "View Page Source" in your internet browser, and look about 40% down the html code, and you'll see it. It makes a mention of that damn kernel32.dll which seems to be pure concentrated evil, in byte form. |
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#6 (permalink) | |
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Rosen Ritter
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Brazil
Posts: 3,394
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Here's the error code. For your information, to be able to post it you must replace the < and > characters, like this:
Replace < with &lt; Replace > with &gt; BTW, I had never seen a XML error log like this one. What did you use to generate it? []s Badaro Quote:
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My old signature became obsolete and I lack imagination to make a new one. |
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#10 (permalink) |
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Resident Movie Critic
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Belfast, Northern Ireland
Posts: 9,480
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hmmmm. Loud bangs on a dual shock game would normally be accompanied via force feedback.... I'd check your pad drivers/directX.
BTW what was the rumble settings prior to this?
__________________
Superior marketing of an inferior product will always win over inferior marketing of a superior product. |
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#11 (permalink) |
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Registered User
Join Date: Mar 2004
Posts: 10
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Um, now that I think about it, I don't recall force feedback ever working in epsxe to begin with, no matter what settings I gave them. I can live without that.
Btw I'm using a ps1 analog controller on the pc with the final most compatible psx-pc adaptor they came out with. I forget the model, and I'm not home right now so I cant find it. But it has force feedback for regular pc games that support that. Who cares about that stuff anyway. Also I had a question, even when I have the controller's analog light on, and set epsxe to use digital/analog controller (not just digital), why do I still hafta hit F5 once during each gaming session, in order for the analog sticks to work? |
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#12 (permalink) |
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Beta Administrator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2001
Location: Nantes, France
Posts: 6,147
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First, because everyone doesn't have a PSX to USB adapter, second, because I don't think the emu can know if the pad itself is set to analog or digital. So, the authors chose the right thing to do, "emulate" the pad's status, when you press F5, it's exactly the same thing as when you press the analog/digital button on your PS/PS2 pad when you're using it on the real system.
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