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Emulator Issues #1139

closed

Platforms frozen in Z:WW

Added by federelli almost 15 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

What steps will reproduce the problem?

  1. Load the game
  2. Jump to the water, swim forward, wait for tide to go up, go in the tunnel,
    open the door.
  3. 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.


Related issues 1 (0 open1 closed)

Has duplicate Emulator - Emulator Issues #1118: Platforms won't move in Wind Waker Tower of the Gods.Duplicate

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Actions #1

Updated by Autoran1 almost 15 years ago

Thanks for MC, now i can test and say the number of revision which broke it

Actions #2

Updated by federelli almost 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.

Actions #3

Updated by federelli almost 15 years ago

typo: hosts --> shoots

Actions #4

Updated by Autoran1 almost 15 years ago

Nope it seems this issue not about DSP

Actions #5

Updated by fsahmkow27 almost 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.

Actions #6

Updated by Autoran1 almost 15 years ago

Nice, now when you told us, we'll knew it, thanks

Actions #7

Updated by Autoran1 almost 15 years ago

Well, this issue related to r3432

Actions #8

Updated by federelli almost 15 years ago

I didn't say that this issue was related to dps, i was adding that as an xtra.

Actions #9

Updated by Autoran1 almost 15 years ago

I already found that issue caused by r3432

Actions #10

Updated by Autoran1 almost 15 years ago

to be very complete
it caused by changes in fdivsx instruction
in Core\Core\PowerPC\Interpreter\Interpreter_FloatingPoint.cpp

Actions #11

Updated by federelli almost 15 years ago

Amazing! And so fast!! :D Waiting for a fix then! :D

Actions #12

Updated by sl1nk3.s almost 15 years ago

does it work with "EnableFPRF = True" under [core] in the gameini ?

Actions #13

Updated by Autoran1 almost 15 years ago

I tried it, doesn't work unfortunately

Actions #14

Updated by hrydgard almost 15 years ago

Strange problem, I'll have a look later.

Actions #16

Updated by sl1nk3.s over 14 years ago

Issue 1118 has been merged into this issue.

Actions #17

Updated by sl1nk3.s over 14 years ago

  • Status changed from New to Fixed

should be fixed in r3973

Actions #18

Updated by federelli over 14 years ago

Fixed indeed :D.

Actions #19

Updated by mickrussom over 12 years ago

This issue came back after Dolphin 3.0 release on 32bit. Downgraded to 3.0-release and it worked.

Actions #20

Updated by skidau almost 12 years ago

The platforms are moving correctly in 3.0-600 32bit and 64bit versions.

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