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Mortal Kombat Trilogy (USA) works perfectly. Beat the game a couple of times in a row and didn't notice any graphic or audio glitches.

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Originally Posted by R. Belmont
Without knowing *what* is running out of memory I can't say. But he's almost certainly using a MESSUI build so bets are generally off anyway.

I was using the command-line build. When I get home I will search for an 'out of memory' fatalerror, and find what could cause it.

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Hey RB, when you get up, would you mind using your magic post-deleting powers to nuke the mudlord dogpiling earlier in the thread? Spent the better part of the past 3 hours talking to him on IRC, and... he's actually pretty cool, and reminds me of me to an impressive degree.

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The 'out of memory' comes from machine.c (failure to allocate memory).

The problem can be replicated simply by doing a hard reset, it is not necessary to load another cart.

The failing command is on line 3757 of src/mame/video/n64.c, in the video_start function.

state->m_rdp->AuxBuf[1] = auto_alloc_array_clear(machine, UINT8, EXTENT_AUX_COUNT);

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What happened to all auto_allocs being freed beteween instances, RB? smile

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JD: a few of the crashes I experience seems to point to the first call of a function using

Code
rdp_span_aux *userdata = (rdp_span_aux*)extent.userdata;

as a parameter, e.g. m_rdp->TexPipe.CalculateClampDiffs(tile1, userdata, object); (but the function depends on the game), or more precisely to the first time the called function tries to access userdata items (like userata.ColorInputs or userdata->m_clamp_s_diff)

could there be any uninitialized piece of the "extent_t extent" parameter?

it might be a coincidence, of course, but maybe you could try to check, just to be sure...

a testcase for the above error is 64 Oozumo

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JD: Note that the failure is on alloc; it doesn't say what hasn't been freed to cause the OOM.

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Originally Posted by R. Belmont
JD: Note that the failure is on alloc; it doesn't say what hasn't been freed to cause the OOM.

Maybe, but given the size of that allocation (around 100-200 megs, probably), I wouldn't be surprised if borderline systems threw a fit if the aux span buffers haven't been freed when it goes to allocate the new ones. There isn't much else in the N64 driver that requires *that* much memory.

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r14487 reduces the memory overhead of the RDP system, fixes missing text in Mario 64, takes a crack at a slightly different interrupt scheme that (interestingly) gets Clay Fighter 63 1/3 to boot without needing an insane interleave, and throws in a 64DD skeleton driver to boot. Enjoy!

[Linked Image from i.imgur.com]

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Thanks to kammedo's helpful document on the register structure and command set, we have:

r14489: "Please Insert Disk"

[Linked Image from i.imgur.com]

plz to gibbor l33t h04rded MO dumps

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