Emulator Issues #1139
closedPlatforms frozen in Z:WW
0%
Description
What steps will reproduce the problem?
- Load the game
- Jump to the water, swim forward, wait for tide to go up, go in the tunnel,
open the door. - Look at the platforms in the background, they freeze a little bit after
they start moving
Only part of the game where i've seen this happen, makes it impossible to
progress.
Jump cheat hangs the emu.
Updated by Autoran1 over 15 years ago
Thanks for MC, now i can test and say the number of revision which broke it
Updated by federelli over 15 years ago
It's np, also there's an unemulated sound format there in that very same room, when the
eye hosts it's laser beam 0x00c i believe, i'd have to recheck.
Updated by fsahmkow27 over 15 years ago
you guys forgot to add that this ERROR only happens on 32 bits builds. It doesn't
happen on x64.
So it should be checked out from that point of view.
Updated by Autoran1 over 15 years ago
Nice, now when you told us, we'll knew it, thanks
Updated by federelli over 15 years ago
I didn't say that this issue was related to dps, i was adding that as an xtra.
Updated by Autoran1 over 15 years ago
I already found that issue caused by r3432
Updated by Autoran1 over 15 years ago
to be very complete
it caused by changes in fdivsx instruction
in Core\Core\PowerPC\Interpreter\Interpreter_FloatingPoint.cpp
Updated by federelli over 15 years ago
Amazing! And so fast!! :D Waiting for a fix then! :D
Updated by sl1nk3.s over 15 years ago
does it work with "EnableFPRF = True" under [core] in the gameini ?
Updated by sl1nk3.s over 15 years ago
Issue 1118 has been merged into this issue.
Updated by mickrussom about 13 years ago
This issue came back after Dolphin 3.0 release on 32bit. Downgraded to 3.0-release and it worked.
Updated by skidau over 12 years ago
The platforms are moving correctly in 3.0-600 32bit and 64bit versions.