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Joined: Jan 2006
Posts: 3,691
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Very Senior Member
Joined: Jan 2006
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r14446 fixes both. I know you will hate me, but I still get the Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: KERN_INVALID_ADDRESS at address: 0x00000001d663ac08
0x0000000100ab3408 in N64TexturePipeT::Cycle () crash in mario kart with the latest code... anyway I can easily live with it, for the time being
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Joined: Mar 2001
Posts: 17,215 Likes: 234
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Very Senior Member
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Posts: 17,215 Likes: 234 |
eta: any time anything is touched anywhere near the n64, you must do a make clean or else all games will crash.
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Joined: May 2009
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eta: any time anything is touched anywhere near the n64, you must do a make clean or else all games will crash. In this case, no you don't, because the relative size of the n64_rdp and n64_periphs classes did not change. Strange, but true. crash in mario kart with the latest code... Gibb0r more information. The crash I fixed was a crash during the opening demo of the game. Where is yours?
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
eta: any time anything is touched anywhere near the n64, you must do a make clean or else all games will crash. done that, even if apparently not needed Gibb0r more information. The crash I fixed was a crash during the opening demo of the game. Where is yours? mine is before even reaching the intro. just type OK and after a bunch of (black) frames, kaboom! I'm going to compile a SYMBOLS build tonight, but I hoped it was not a local issue, that's why I only reported that the old "N64TexturePipeT::Cycle ()" crash was still there... EDIT: here the error from a symbol build Program received signal EXC_BAD_ACCESS, Could not access memory.
Reason: KERN_INVALID_ADDRESS at address: 0x00000001d77dac08
0x0000000100ca4f4c in N64TexturePipeT::MaskCoupled
(this=0x122d101d8, S=0x7fff5fbe849c, S1=0x7fff5fbe8494, T=0x7fff5fbe8498, T1=0x7fff5fbe8490, num=0, object=@0x129088000) at
src/mame/video/rdptpipe.c:57
57 INT32 maskbits_s = m_maskbits_table[tile[num].mask_s];
and the full backtrace (gdb) bt full 3
#0 0x0000000100ca4f4c in N64TexturePipeT::MaskCoupled
(this=0x122d101d8, S=0x7fff5fbe849c, S1=0x7fff5fbe8494, T=0x7fff5fbe8498, T1=0x7fff5fbe8490, num=0, object=@0x129088000)
at src/mame/video/rdptpipe.c:57
maskbits_s = 1
tile = (const N64Tile *) 0x1290880e0
#1 0x0000000100ca77da in N64TexturePipeT::Cycle
(this=0x122d101d8, TEX=0x1350fa818, prev=0x1350fa818, SSS=32767, SST=32767, tilenum=0, cycle=0, userdata=0x1350fa000, object=@0x129088000)
at src/mame/video/rdptpipe.c:287
sst1 = 0
sss2 = 1318
maxt = 0
upper = false
sst2 = 1
invsf = 0
center = 0
sfrac = 8
sss1 = 1317
invtf = 0
maxs = 0
tfrac = 0
tile = (const N64Tile *) 0x1290880e0
bilerp = 1
convert = 0
t0 = {
{
c = 0,
i = {
a = 0 '\0',
b = 0 '\0',
g = 0 '\0',
r = 0 '\0'
}
}
}
t1 = {
{
c = 0,
i = {
a = 0 '\0',
b = 0 '\0',
g = 0 '\0',
r = 0 '\0'
}
}
}
t2 = {
{
c = 0,
i = {
a = 0 '\0',
b = 0 '\0',
g = 0 '\0',
r = 0 '\0'
}
}
}
t3 = {
{
c = 0,
i = {
a = 0 '\0',
b = 0 '\0',
g = 0 '\0',
r = 0 '\0'
}
}
}
#2 0x0000000100cab5d4 in n64_rdp::SpanDraw1Cycle
(this=0x122d10000, scanline=0, extent=@0x1324fa018, object=@0x129088000, threadid=0)
at src/mame/video/rdpspn16.c:224
curpixel = 539164783
zbcur = 0
zhbcur = 0
sr = 0
sss = 32767
sg = 0
sa = 0
ss = 0
sst = 32767
sb = 0
st = 0
sw = 0
sz = 0
valid_x = true
j = 0
clipx1 = 0
clipx2 = 320
m_rdp = (n64_rdp *) 0x122d10000
tilenum = 0
flip = true
r = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
g = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
b = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
a = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
z = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
s = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
t = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
w = {
{
w = 0,
h = {
l = 0,
h = 0
}
}
}
zb = 1342184963
zhb = 1342184963
offx = 0 '\0'
offy = 0 '\0'
tile1 = 0
userdata = (rdp_span_aux *) 0x1350fa000
partialreject = false
bsel0 = false
drinc = 0
dginc = 0
dbinc = 0
dainc = 0
dzinc = 0
dsinc = 0
dtinc = 0
dwinc = 0
dzpix = 1
xinc = 1
fb_index = 0
cdith = 0
adith = 0
xstart = 319
xend = 0
xend_scissored = 0
x = 0
length = 319
fir = 0
fig = 0
fib = 1342177484
(More stack frames follow...)
Current language: auto; currently c++
Last edited by etabeta78; 02/14/12 04:00 PM.
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Joined: Jan 2006
Posts: 3,691
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Very Senior Member
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Posts: 3,691 |
I think that, more than anything else, he hates accurate n64 emulation because he's the author of a lot of 'improved' texture packs for n64 games that's the main point, I think
and apparently he had years ago a bad discussion with someone on a MAME-related board where he got ridiculed about accuracy. this by far predates his work on vba-m. I was in touch with him at vba-m time, and I spent some time writing comments on his blog about accuracy, trying to make clear the flaws on his critics. but he already hated MAME/MESS even if no gba driver existed officially at time
EDIT: and concerning hate for byuu, he got banned several times from BSNES boards because he can't interact in a civil way with someone else
Last edited by etabeta78; 02/14/12 08:55 PM.
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Joined: May 2009
Posts: 2,214 Likes: 382
Very Senior Member
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OP
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Joined: May 2009
Posts: 2,214 Likes: 382 |
Now, enough with this off-topic fluff, more cool stuff from J_D plz *munches popcorn* Okay, here's one: I have games much more reliably detecting the fact that an EEPROM device is hooked up on the PIF, and I've also got Memory Paks formatting properly so you can save things, but only while MESS is on. I'm in the process of making MESS just write out a .srm and .epr file for all of the games that you run, even ones that have neither. This is where you softlist guys come in - I need someone to conjure me up a softlist that has flags for: - Whether the game has SRAM on the cart or not - Whether the game has no EEPROM, 4kbits EEPROM, or 16kbits EEPROM - Whether the game has an RTC chip on the cart or not - Whether the game is CIC-6101, CIC-6102, CIC-6103, CIC-6105, or CIC-6106 on the cart - Whether the game supports the Transfer Pak or not - Whether the game supports the Rumble Pak or not - Whether the game supports the Microphone or not Thanks, and if you could have it done by this evening, that'd be greeeeeeeat. Yeeeeeeah.
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Joined: May 2009
Posts: 82
Member
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Member
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Posts: 82 |
Sorry to interrupt some great work here, just to say that I, too, experience problems with "mario kart 64 (usa)" aka mariokrtu Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x00000001cd9c0c08
VM Regions Near 0x1cd9c0c08: CG backing stores 00000001c8fbf000-00000001c8fed000 [ 184K] rw-/rw- SM=SHM --> MALLOC_TINY 00007ff5fac00000-00007ff5fad00000 [ 1024K] rw-/rwx SM=COW
Application Specific Information: objc[36520]: garbage collection is OFF
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 mess64 0x000000010850a511 N64TexturePipeT::MaskCoupled(int*, int*, int*, int*, int, rdp_poly_state const&) + 133 1 mess64 0x000000010850d614 N64TexturePipeT::Cycle(Color*, Color*, int, int, unsigned int, unsigned int, rdp_span_aux*, rdp_poly_state const&) + 878 2 mess64 0x0000000108512613 n64_rdp::SpanDraw1Cycle(int, poly_manager<unsigned int, rdp_poly_state, 8, 32000>::extent_t const&, rdp_poly_state const&, int) + 2447 3 mess64 0x0000000108507699 delegate_base<void, int, poly_manager<unsigned int, rdp_poly_state, 8, 32000>::extent_t const&, rdp_poly_state const&, int, _noparam>::operator()(int, poly_manager<unsigned int, rdp_poly_state, 8, 32000>::extent_t const&, rdp_poly_state const&, int) const + 81 4 mess64 0x0000000108507875 poly_manager<unsigned int, rdp_poly_state, 8, I'ts a clean build, with symbols, 64bit, on mac (lion). I know my build is evil since it's build with OPTIMIZE=3, but I've tested a non-optimized build beside this one with no more luck. If needed, just give me pointers on what you want me to test/report.
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Posts: 2,214 Likes: 382
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Posts: 2,214 Likes: 382 |
More N64 goodness: More N64 games should detect SRAM, EEPROM and Flash RAM correctly. I can't point directly to any games that didn't boot before that now boot, but at the least I can say that you can save your settings and game progress to a mempak in Rampage: World Tour and successfully reload it.
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Joined: Aug 2004
Posts: 1,458 Likes: 9
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Posts: 1,458 Likes: 9 |
I hope you don't mind if I get back on topic... Tried this on 32-bit, with my meagre collection.. * mario64 - Splash screen, it says "Mario!", then black screen * castlevania - intro works fine but just before going ingame it crashed mess * Battle for Naboo - first few seconds are good, followed by white screen, then a few corrupted hexagons, followed by black screen. But the music keeps playing. * 40 winks - "This game is not designed for use on this system" * Frogger 2 - works but no sound * Power Rangers - "This game pack is not compatible with this system" * WWF No Mercy - this started ok - it's the first time it has ever worked - but just before going ingame, it crashed mess. ** However there is a new problem - whenever a new cart is loaded through the menu, mess exits with the message 'Out of memory!'. When restarted, then it starts to do something. Overall, it does seem somewhat faster, and i found a demo which not only runs, but easily reaches 100% speed.
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Joined: May 2009
Posts: 2,214 Likes: 382
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Tried this on 32-bit, with my meagre collection.. * mario64 - Splash screen, it says "Mario!", then black screen * castlevania - intro works fine but just before going ingame it crashed mess * Battle for Naboo - first few seconds are good, followed by white screen, then a few corrupted hexagons, followed by black screen. But the music keeps playing. * 40 winks - "This game is not designed for use on this system" * Frogger 2 - works but no sound * Power Rangers - "This game pack is not compatible with this system" * WWF No Mercy - this started ok - it's the first time it has ever worked - but just before going ingame, it crashed mess. ** However there is a new problem - whenever a new cart is loaded through the menu, mess exits with the message 'Out of memory!'. When restarted, then it starts to do something. Overall, it does seem somewhat faster, and i found a demo which not only runs, but easily reaches 100% speed. What I find interesting most of all is that some of the games you listed appear to run and then crash in exactly the way that they do on 64-bit (i.e., Castlevania), and some of them don't. Unsure of what to say regarding Out Of Memory, I'm wondering if maybe auto_alloc'd memory only gets automatically freed when MESS exits, so it's trying to allocate another batch of span data without unloading the old. I guess don't load carts from the internal menu (for now)?
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