Dolphin bug tracker: Issueshttps://bugs.dolphin-emu.org/https://bugs.dolphin-emu.org/favicon.ico?12011-06-17T19:45:40ZDolphin bug tracker
Redmine Emulator - Emulator Issues #4608 (Fixed): ACL queue tends to be overfilled (over 10 packets) in s...https://bugs.dolphin-emu.org/issues/46082011-06-17T19:45:40ZDimitriPilot3DimitriPilot3@gmail.com
<p>I started investigating this issue (the first one) after finding this forum post: <a href="http://forums.dolphin-emulator.com/showthread.php?tid=16198&amp;pid=153328#pid153328" class="external">http://forums.dolphin-emulator.com/showthread.php?tid=16198&pid=153328#pid153328</a><br>
Has this issue eventually been fixed in a later commit? I doubt so, judging by the apparent behaviour of example II (which is harder to reproduce after r7394 because micro-de-connections became more fatal; try it with 3 Wiimotes, while making sure to properly reconnect bugged-out Wiimotes by changing the Input Source between "Emulated" and "None")...</p>
<p>What steps will reproduce the problem?</p>
<a name="Example-I"></a>
<h2 >Example I<a href="#Example-I" class="wiki-anchor">¶</a></h2>
<ol>
<li>Start up Dolphin (preferably r7272 or r7393, or any revision between these two - any later revision will make this issue harder to reproduce due to another issue);</li>
<li>Set up all four Wiimotes (emulated or real - shouldn't make a difference), and enable them;</li>
<li>Run a Wii game (such as SSBB (id RSBP for me) or NSMB Wii (id SMNP for me));</li>
<li>Do some controller input...</li>
</ol>
<a name="Example-II"></a>
<h2 >Example II<a href="#Example-II" class="wiki-anchor">¶</a></h2>
<ol>
<li>is the same step as in example I;</li>
<li>Set up (and enable) all four Wiimotes so they all have a Nunchuk attachment;</li>
<li>Run Super Smash Bros. Brawl (RSBP);</li>
<li>Go to a character select screen that shows four players (Group->Brawl);</li>
<li>Disconnect all four Wiimotes (ALT+F5, ALT+F6, ALT+F7 and ALT+F8);</li>
<li>After that, quickly reconnect all Wiimotes by holding ALT and pressing F5 then F6 then F7 then F8.</li>
<li>Observe the way in which the Wiimotes are being recognized and then "upgraded" to Nunchuk + Wiimote combos...</li>
</ol>
<p>What is the expected output? What do you see instead?<br>
##Example I<br>
I expect output from all 4 Wiimotes to occur (somewhat) immediately after polling my gamepad. Instead, the delay between controller input and Wiimote output appears to increase.<br>
And no, I am not talking about the lag created by Wiimote Speaker output; I am talking about a delay that seems independent from that, as the issue can occur at the beginning of emulation if all 4 Wiimotes are enabled.</p>
<p>##Example II<br>
I expect the same behaviour as in r7271: fast recognition of Wiimote connections by the game, then a delay, then fast "upgrades" to Nunchuk/Wiimote combos, without any micro-disconnections (no temporary connection losses).<br>
Since r7272, however, things have slowed down in a way that sometimes causes micro-disconnections, and sometimes causes a few "downgrades" followed with "upgrades". This also causes the symptoms of example I (delayed input/output) to be noticeable.</p>
<p>Dolphin version with the problem? Other Dolphin version without the<br>
problem?<br>
Both these problems are reproducible using Mamario's x86 builds of r7272 and r7393. These don't seem to occur when using Mamario's x86 build of r7271.</p>
<p>32-bit or 64-bit and any other build parameters?<br>
To narrow down the culprit to a limited set of changes, I "updated" my repository to r7272, reverted changes to some files from r7272, and then recompiled Dolphin.<br>
I brought back the "Wiimote Speaker" option that manipulated "IsBusyStrm_" in three different ways, only to see the two different issues (the Wiimote Speaker lag and the input/output delay).<br>
When I reverted r7272's changes to WII_IPC_HLE_Device_usb (.h and .cpp) in my local repository, both these problems seem to have disappeared, at the cost of no Wiimote Speaker input.</p>
<p>OS version and versions of tools/libraries used?<br>
Windows 7 Ultimate x86</p>
<p>Please provide any additional information below.<br>
Well...<br>
I am not sure where exactly (in WII_IPC_HLE_Device_usb) the problem may be (no ACL buffer overflow AFAIK), but I'd think that if the "culprit" is not going to be fixed (for 3.0?), <em>this</em> might be another piece of code that "Disable Wiimote Speaker" option should be toggling. Just a guess. Anyway, feel free to comment.</p>
Emulator - Emulator Issues #4602 (Fixed): r7425 leaves the renderer window open (in a weird way) ...https://bugs.dolphin-emu.org/issues/46022011-06-16T17:30:19ZDimitriPilot3DimitriPilot3@gmail.com
<p>What steps will reproduce the problem?</p>
<ol>
<li>If the Sys\GC directory already contains the dumped DSP files, make at least one of them unavailable to Dolphin (for example by renaming or moving dsp_rom.bin);</li>
<li>Run Dolphin;</li>
<li>Press the DSP button under the toolbar, and choose one of the two "DSP LLE" engines instead of HLE;
(4. In this example, I made sure that "Render to Main Window" is unticked in the GFX config window. When ticked, the game list won't appear again unless I go to File->Refresh List (but then it still doesn't accept input from the user); and the "Play" button will be greyed out. Attempting to re-run a game through File->Open seems to fix everything except for the "Emu Thread already running" error.)</li>
<li>Attempt to run any game. Ignore the DSP initialization errors; just pay attention to the renderer window.</li>
</ol>
<p>What is the expected output? What do you see instead?<br>
I expect the renderer window to be properly closed after failure. Instead, it isn't - its contents turn into grey.<br>
On top of that, attempting to run any game causes Dolphin to spawn a second renderer window, to show "Emu Thread already running" then "Couldn't init the core." (even though the EmuThread has exited already as it was hidden from VS2010), and to destroy the second renderer window.</p>
<p>Dolphin version with the problem? Other Dolphin version without the<br>
problem?<br>
I can reproduce this using my own x86 build of r7598 (compiled and debugged using VS2010), and using Mamario's x86 builds of r7599, r7547, r7435, r7428, r7425.<br>
On the other hand, this issue doesn't occur using Mamario's builds of r7328, r7421 and r7424. This issue is apparently caused by Billiard's r7425.</p>
<p>OS version and versions of tools/libraries used?<br>
Windows 7 Ultimate x86</p>
<p>Please provide any additional information below.<br>
r7425 has moved "error-prone" calls (DSPEmulator::Initialize and VideoBackend::Initialize) from Core::Init() to Core::EmuThread(). Something is either wrong or forgotten when one of the calls errors out.</p>
<p>Also:<br>
{<br>
CFrame::DoFullscreen(false);<br>
// Destroy the renderer frame when not rendering to main<br>
if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)<br>
CFrame::m_RenderFrame->Destroy();<br>
CFrame::m_RenderParent = NULL;</p>
<pre><code>// Optionally
CFrame::UpdateGUI();
</code></pre>
<p>}<br>
Should the above (found in lines 1091 and 929 in file FrameTools.cpp) be made/merged into a new function?</p>
Emulator - Emulator Issues #3665 (Fixed): Loading a save state that doesn't exist leaves the emul...https://bugs.dolphin-emu.org/issues/36652010-12-07T17:43:41ZDimitriPilot3DimitriPilot3@gmail.com
<p>What steps will reproduce the problem?</p>
<ol>
<li>Open any game in Dolphin</li>
<li>Try loading a savestate (F1..F12) which doesn't exist (there could be other error cases)</li>
</ol>
<p>What is the expected output? What do you see instead?<br>
I expect Dolphin to print a "State not found" error and to resume emulation normally.<br>
Instead, Dolphin's emulation is paused and remains in that state until I press the "Pause" button.<br>
The "State not found" error may have already vanished depending on the time you press the "Pause" button.</p>
<p>Dolphin version with the problem? Other Dolphin version without the<br>
problem?<br>
r5998 (Mamario) and r5999 (EmuCR) don't have this problem, whereas r6000 (Mamario) and r6499 (my latest compiled build) do have this problem.</p>
<p>32-bit or 64-bit and any other build parameters?<br>
32-bit. I used the pre-compiled builds from Mamario and EmuCR to narrow down the culprit revision.</p>
<p>OS version and versions of tools/libraries used?<br>
Windows 7 Ultimate x86</p>
<p>Please provide any additional information below.<br>
The 'return;' instructions in LoadStateCallback() seem to be the problem here, as the "PowerPC::Start();" function wouldn't be called afterwards.</p>
Emulator - Emulator Issues #3443 (Fixed): Harry Potter and the Half-Blood Prince (RH6P) is unable...https://bugs.dolphin-emu.org/issues/34432010-11-02T21:52:20ZDimitriPilot3DimitriPilot3@gmail.com
<p>What steps will reproduce the problem?</p>
<ol>
<li>Let the game reach the first menu, press A</li>
<li>Select "New adventure"</li>
<li>Select one of the save slots (they're all empty, even after importing the save files from my Wii)</li>
</ol>
<p>What is the expected output? What do you see instead?<br>
The game should be able to load/save the game without errors. Instead, when attempting to create a slot, it says an error occured while saving to the Wii System Memory, and auto-saving is disabled.<br>
Notice that even after importing a save file from a real Wii, the game shows three blank save files.</p>
<p>Dolphin version with the problem? Other Dolphin version without the<br>
problem?<br>
Tested some revisions from the latest (R6321) up to R3085, without success. I'm pretty sure this issue always existed...</p>
<p>32-bit or 64-bit and any other build parameters?<br>
32-bit</p>
<p>OS version and versions of tools/libraries used?<br>
Windows 7</p>
<p>Please provide any additional information below.<br>
I might post more info whenever I get the chance...</p>
Emulator - Emulator Issues #1610 (Fixed): Mario & Sonic at the Olympic Winter Games (PAL) - hang ...https://bugs.dolphin-emu.org/issues/16102009-11-02T13:13:34ZDimitriPilot3DimitriPilot3@gmail.com
<p>What steps will reproduce the problem?</p>
<ol>
<li>Launch the game (Dolphin or DolphinIL) in recompiler mode (interpretor
mode works fine)</li>
<li>After reaching the main menu, go to "Party Games", "Shopping", start any
event or begin a Festival session</li>
<li>Wait for the loading screen to come up, and PANIC messages will appear.</li>
</ol>
<p>What is the expected output? What do you see instead?<br>
The game should load fine instead of crashing. Examples of crashes:</p>
<ul>
<li>Going to "Party Games" crashes Dolphin and DolphinIL with an invalid read
at 0x7C650220</li>
<li>Going to "Shopping" crashes Dolphin and DolphinIL with an invalid read at
0x7FFFFFFC</li>
<li>The Alpine Skiing->Downhill event crashes Dolphin with "CompiledBlock -
shouldn't be there!" followed with an invalid read from 7fc3f37c, and
crashes DolphinIL after two "HLE system tried to call an undefined function
267284" messages</li>
<li>...</li>
</ul>
<p>What version of the product are you using? On what operating system?<br>
The crash occurs in R4493,R4470,R4460, and some revisions up to R4357. The<br>
game doesn't hang in previous revisions such as R4356.</p>
<p><em>Running the Windows x86 build on Vista Ultimate</em></p>
<p>Please provide any additional information below.<br>
The revision that causes the issue in recompiler mode is R4357.</p>