Project

General

Profile

Actions

Emulator Issues #161

closed

Zelda TP Hang up if dual core is enabled

Added by TomKrause87 over 16 years ago.

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

0%

Operating system:
N/A
Issue type:
Other
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. Zelda TP (PAL)
  2. enable Dual core
    3.

What is the expected output? What do you see instead?
The game hang up after the "dolby Pro logic II" logo

What version of the product are you using? On what operating system?
svn R 352/ Windows XP 32Bit, 2GB Ram, AMD Athlon 64 X2 Dual 4800+

Please provide any additional information below.
I have test it with both directX/openGL. in some older versions the game
doesn't hang up if dual core is enabled.

Actions #1

Updated by XTra.KrazzY over 16 years ago

  • Issue type changed from Bug to Other
  • Priority changed from Normal to Low
Actions #2

Updated by federelli about 16 years ago

It no longer crashes after the logo, however the game is still buggy, and is prone to
crash the emu.

Random blackness in intro, and inside Link's house, and no sound/music as usual.

Actions #3

Updated by federelli about 16 years ago

Revision i tested with is 667

Actions #4

Updated by jpeterson57 about 16 years ago

  • Status changed from New to Work started
  • Priority changed from Low to Normal

The issue seems to be the "Fast and daring" solution in LoadStore lXz(). If you
change to the "Safe and boring" version it works.

Actions #5

Updated by hrydgard about 16 years ago

Interesting. But the fast and daring solution is, as far as i can remember, only
active in 64-bit mode. Are you both running 64-bit builds?

Actions #6

Updated by jpeterson57 about 16 years ago

Yes. I think the 32 bit version use to work with dual core, but then there's the
black textures problem of course.

Actions #7

Updated by memberTwo.mb2 about 16 years ago

I don't think so. Has said, my 32b use the "Safe and boring" and the original bug is
still there.
For me:
DC on: Interpreter->ok, JIT->KO
DC off: Interpreter->ok, JIT->ok
(ok means the game don't hang)
Not sure but that "safe" hang (CPUThread burns && VideoThread idles) reminds me some
kind of deadlock with the video fifo and commandProcessor. Very weird.

Actions #8

Updated by Anonymous about 16 years ago

dupe of issue 225, should probably close this

Actions #9

Updated by memberTwo.mb2 about 16 years ago

  • Status changed from Work started to Duplicate

exactly.

Actions #10

Updated by omegadox almost 16 years ago

  • Status changed from Duplicate to Fixed
Actions

Also available in: Atom PDF