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Post by chipzoller on Jun 21, 2007 14:41:53 GMT -5
I'd be glad to generate the memory dumps if the author thinks it would help, or do anything else that might be useful.
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Post by psicomaniaco on Jun 22, 2007 8:45:49 GMT -5
I'll test my copy now. Then I'll updade this post.
EDIT: Confirmed. In fact, the last crash made my whole PC crash, I had to reboot it.
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Post by Ultima on Jun 22, 2007 9:09:51 GMT -5
Indeed, using chipzoller's save state, I can confirm the crash, with or without event rescheduling when reading directly from disc. I haven't tested it with Daemon Tools because (1) I haven't bothered uninstalling DT 4.09 or updating my SPTD driver, and (2) I don't feel like creating an image
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Post by chipzoller on Jul 4, 2007 23:52:57 GMT -5
Is this bug something I should submit in a report, or have you already communicated it to psx author, Ultima?
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Post by Ultima on Jul 6, 2007 8:42:29 GMT -5
It's not a bug report; it's a game compatibility problem, and this thread is enough (you don't need to create another report).
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Post by chipzoller on Sept 8, 2007 10:28:26 GMT -5
v1.13 seems to fix the problem with Megaman 8. No more crashes after beating bosses.
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Post by patrickp on Sept 8, 2007 17:00:27 GMT -5
Looking back through this thread, chipzoller, you don't seem to have given the game ID for the version of this game that you're using. Mind providing this?
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Post by chipzoller on Sept 8, 2007 22:32:42 GMT -5
SLUS_004.53
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Post by patrickp on Sept 9, 2007 6:15:55 GMT -5
Thanks, chipzoller.
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solis
Junior Member
Posts: 94
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Post by solis on Oct 11, 2007 12:48:19 GMT -5
Hello Everyone,
Here is the back trace of pSXv.1.13 it states memory corruption right after defeating a one of the six selection bosses.
*** glibc detected *** ./pSX: malloc(): memory corruption: 0x089bd0f8 *** ======= Backtrace: ========= /lib/tls/i686/cmov/libc.so.6[0xb73d9ef3] /lib/tls/i686/cmov/libc.so.6(__libc_malloc+0x7e)[0xb73db60e] /usr/lib/libstdc++.so.6(_Znwj+0x27)[0xb75b3207] /usr/lib/libstdc++.so.6(_Znaj+0x1d)[0xb75b333d] ./pSX(_ZN8spu_core16get_sample_cacheEj+0x2ab)[0x80edc8b] ======= Memory map: ======== 08048000-0822f000 r-xp 00000000 03:41 539693 //PSX/pSX/pSX 0822f000-08257000 rwxp 001e7000 03:41 539693 //PSX/pSX/pSX 08257000-08cee000 rwxp 08257000 00:00 0 [heap] ab19e000-ab19f000 ---p ab19e000 00:00 0 ab19f000-ab9a0000 rwxp ab19f000 00:00 0 ab9a0000-ab9a1000 ---p ab9a0000 00:00 0 ab9a1000-ac1a3000 rwxp ab9a1000 00:00 0 ac1a3000-ac1a4000 ---p ac1a3000 00:00 0 ac1a4000-acad8000 rwxp ac1a4000 00:00 0 acad8000-acb38000 rwxs 00000000 00:08 101482500 /SYSV00000000 (deleted) acb38000-acd5a000 r-xp 00000000 03:41 552959 /usr/share/icons/hicolor/icon-theme.cache acd5a000-ad401000 r-xp 00000000 03:41 552958 /usr/share/icons/gnome/icon-theme.cache ad600000-ad621000 rwxp ad600000 00:00 0 ad621000-ad700000 ---p ad621000 00:00 0 ad72e000-ad72f000 rwxp ad72e000 00:00 0 ad72f000-ad732000 r-xp 00000000 03:41 325223 /usr/lib/gtk-2.0/2.10.0/loaders/libpixbufloader-bmp.so ad732000-ad733000 rwxp 00002000 03:41 325223 /usr/lib/gtk-2.0/2.10.0/loaders/libpixbufloader-bmp.so ad733000-ad8e0000 rwxp ad733000 00:00 0 ad8e0000-ad8f0000 rwxs 00000000 00:0d 14184 /dev/snd/pcmC0D0p ad8f0000-adf74000 rwxp ad8f0000 00:00 0 adf75000-ae176000 rwxp adf75000 00:00 0 ae176000-ae177000 rwxs 81000000 00:0d 14184 /dev/snd/pcmC0D0p ae177000-ae178000 r-xs 80000000 00:0d 14184 /dev/snd/pcmC0D0p ae279000-ae56a000 rwxp ae279000 00:00 0 ae56a000-ae5e7000 r-xp 00000000 03:41 474691 /usr/share/fonts/truetype/ttf-dejavu/DejaVuSans.ttf ae5e7000-ae5e9000 r-xp 00000000 03:41 310081 /usr/lib/pango/1.6.0/modules/pango-basic-fc.so ae5e9000-ae5ea000 rwxp 00001000 03:41 310081 /usr/lib/pango/1.6.0/modules/pango-basic-fc.so ae5ea000-ae5f0000 r-xs 00000000 03:41 781587 /var/cache/fontconfig/945677eb7aeaf62f1d50efc3fb3ec7d8-x86.cache-2 ae5f0000-ae5f1000 r-xs 00000000 03:41 783670 /var/cache/fontconfig/fd9505950c048a77dc4b710eb6a628ed-x86.cache-2 ae5f1000-ae5f4000 r-xs 00000000 03:41 783669 /var/cache/fontconfig/ddc79d3ea06a7c6ffa86ede85f3bb5df-x86.cache-2 ae5f4000-ae5f5000 r-xs 00000000 03:41 783667 /var/cache/fontconfig/e7071f4a29fa870f4323321c154eba04-x86.cache-2 ae5f5000-ae5f6000 r-xs 00000000 03:41 783462 /var/cache/fontconfig/a2ab74764b07279e7c36ddb1d302cf26-x86.cache-2 ae5f6000-ae5fa000 r-xs 00000000 03:41 781584 /var/cache/fontconfig/921a30a17f0be15c70ac14043cb7a739-x86.cache-2 ae5fa000-ae5fb000 r-xs 00000000 03:41 783459 /var/cache/fontconfig/4c73fe0c47614734b17d736dbde7580a-x86.cache-2 ae5fb000-ae5fd000 r-xs 00000000 03:41 783458 /var/cache/fontconfig/646addb8444faa74ee138aa00ab0b6a0-x86.cache-2 ae5fd000-ae5ff000 r-xs 00000000 03:41 783457 /var/cache/fontconfig/20bd79ad97094406f7d1b9654bfbd926-x86.cache-2 ae5ff000-ae600000 r-xs 00000000 03:41 783455 /var/cache/fontconfig/75a2cd575a62c63e802c11411fb87c37-x86.cache-2 ae600000-ae602000 r-xs 00000000 03:41 783454 /var/cache/fontconfig/9c0624108b9a2ae8552f664125be8356-x86.cache-2 ae602000-ae608000 r-xs 00000000 03:41 783453 /var/cache/fontconfig/6d41288fd70b0be22e8c3a91e032eec0-x86.cache-2 ae608000-ae60a000 r-xs 00000000 03:41 783381 /var/cache/fontconfig/de156ccd2eddbdc19d37a45b8b2aac9c-x86.cache-2 ae60a000-ae60c000 r-xs 00000000 03:41 783380 /var/cache/fontconfig/da1bd5ca8443ffe22927a23ce431d198-x86.cache-2 ae60c000-ae614000 r-xs 00000000 03:41 783379 /var/cache/fontconfig/e3de0de479f42330eadf588a55fb5bf4-x86.cache-2 ae614000-ae61a000 r-xs 00000000 03:41 783357 /var/cache/fontconfig/0f34bcd4b6ee430af32735b75db7f02b-x86.cache-2 ae61a000-ae61b000 r-xs 00000000 03:41 783354 /var/cache/fAborted (core dumped)
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Post by chipzoller on Oct 15, 2007 10:21:08 GMT -5
It seems I was mistaken. Starting from a new game and loading from a CD image (not mounted in a virtual drive) I'm getting the same crash. I'm not sure how I didn't get it when I tried it last, but in any case I wouldn't consider this "case closed".
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Post by honooken on Nov 3, 2007 1:47:44 GMT -5
I seem to have found a work around for Mega Man 8's Robot Master fights freezing problem. It consists of state saving when one is about to defeat the Robot Master, closing the emulator and reloading it via the front end. The settings in question are the following switches (they should be turned on to successfully avoid the crash):
- R3000 CPU mode (interpreter) - R5900 CPU mode (interpreter)
Now these settings will make emulation accurate but terribly slow and that is normal, once one successfully bypasses the crashing point, simply save the game to the memory card and undo the changes above. I know its an annoying thing to do, but it seems to be a functional work around, maybe the only one until the emu author refers to the bug and fixes it.
pSX version 1.13 pSX BIOS used: SCPH 1001.bin Game image version: SLUS_004.53
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Post by hawkeyesmihawk on Nov 13, 2007 19:27:27 GMT -5
After defeating Frost Man, the game ironically 'freezes' up. If I'm playing in fullscreen, then the emulator completely shuts down when I try to exit out of fullscreen mode. If I'm playing windowed mode, then I get the option to make a crash dump. I have the save state right before the Frost Man fight and crash dumps on my HDD.
I used two different images and the actual CD. I made one using CloneCD with multiple rips from a LIKE NEW / MINT copy of the game. I also downloaded one from the PSX Complete NTSC-U Project (we both use the same method to dump titles). All three caused the game to freeze at the same point.
All of the other boss battles did not create a crash (unlike what others have stated). It might be a crash that is a result of beating 3 robot masters and then beating the 4th to unlock masters 5 through 8 (I have not confirmed this). I have not been able to duplicate the crash with any other boss.
MM8:AC Black Label (not greatest hits) SLUS-00453 pSX v1.13 SCPH1001
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Post by smegforbrain on Nov 15, 2007 22:30:19 GMT -5
hawkeyes, did you try mounting an image to a virtual drive like Daemon Tools?
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Post by hawkeyesmihawk on Nov 18, 2007 10:34:57 GMT -5
When I did not use the actual CD, I loaded the image through pSX itself and through a virtual drive. All methods produced the same results. I tried replaying the level, but the game still crashes. I have only tried to get this game working on the latest version.
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