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Emulator Issues #206

Saving/Loading savestate crashes Dolphin

Added by federelli over 11 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. Save your game using a savestate (if the game didn't crash proceed to step2)
2. Load your savestate
3.

What is the expected output? What do you see instead?
Saving should save, and loading should load. When saving, sometimes the
emulator crashes, hangs, or shuts down. Same thing with loading.

What version of the product are you using? On what operating system?
r704 32bits, Windows XP SP3

Please provide any additional information below.
You can reproduce this at all times if you save Super Smash Brothers Melee
(US) during combat, and if you were lucky enough for it not to crash, don't
worry, because loading will hang/crash/close it for sure.


Related issues

Has duplicate Emulator - Emulator Issues #463: Shadow the Hedgehog crashes on save stateDuplicate

Has duplicate Emulator - Emulator Issues #680: Load State errorDuplicate

Has duplicate Emulator - Emulator Issues #807: Unknown pointer address prefix DC, 0xDC9F0CC5Duplicate

Has duplicate Emulator - Emulator Issues #1012: Savestate/ Loadstate issueDuplicate

Has duplicate Emulator - Emulator Issues #1937: savestates ruin somewhere between r4726 and r4781 Duplicate

Has duplicate Emulator - Emulator Issues #2100: Creating or Loading Save States randomly produces runtime errorDuplicate

History

#1 Updated by federelli over 11 years ago

One of the errors that appears is unknown Opcode(0x5a)

#2 Updated by federelli over 11 years ago

and 0x60

#3 Updated by federelli over 11 years ago

illegal command 34

#4 Updated by daco65 over 11 years ago

  • Status changed from New to Accepted

overal the save statre has trouvble with the gpu.
gpu out of sync for who wants to know the info.

#5 Updated by nakeee over 11 years ago

Does this happen on single core mode also?
or only dual core one?

#6 Updated by federelli over 11 years ago

Both modes, and just as often.

#7 Updated by memberTwo.mb2 over 11 years ago

confirmed, it happens in SC mode too since the new datareader. I have to fix the
DoState for videoplugin in fifo.cpp... Not sure how to do it yet.

#8 Updated by memberTwo.mb2 over 11 years ago

thanks to nakee, r779 should fix this for SC mode.

#9 Updated by federelli over 11 years ago

Don't know how useful it is, but common errors are 0x7a, 0xd, 0x2, followed by
corresponding illegal commands, when you try to load a state in Zelda WW in r779 in
DC mode.

#10 Updated by memberTwo.mb2 over 11 years ago

First of all, you do great job federelli... +1 for you ;)
Well... I don't think it's very usefull but I don't get where did you found those
"common errors". In the fifo desync popup (GX illegal command) or before in debug?
BTW, DC need serious fixes to enable correctly savestates and more. But for now, let
say that in DC there is one small part of the state that isn't sync with the other
part. That's obviously the problem :p.

#11 Updated by federelli over 11 years ago

Yeah i understand what you mean, thanks for the compliment :), but reporting issues
is nowhere near fixing them.

What i mean with common errors is the kind of error i get when the emulator crashes
upon saving/loading a state. For example:

GFX: Unknown Opcode (0x62)
...

Followed by:

Illegal Command 62
CPBase: 0x00419f60
CPEnd: 0x004b9f40
CPHiWatermark: 0x0009c000
CPLoWatermark: 0x00050000
CPReadWriteDistance: 0x0002e000
CPWritePointer: 0x004b3ca0
CPReadPointer: 0x00485cc0
CPBreakpoint: 0x00000000
bFF_GPReadEnable: true
bFF_BPEnable: false
bFF_GPLinkEnable: true
bFF_Breakpoint: false
bPauseRead: false

I can only begin to imagine the amounts of things that need to be saved in order to
save a state, while keeping the emulator synced and writing 15+ MB files to the HD,
and even after that, restoring said state, mantaining sync once again.

#12 Updated by memberTwo.mb2 over 11 years ago

... but unreported issues are nearly hard to fix :)
So yes those "common errors" mean nothing... :p

#13 Updated by federelli over 11 years ago

Well i had to try didn't i :P.

#14 Updated by memberTwo.mb2 over 11 years ago

savestates don't work for me in MP1 (intro movie + menus) DC on and DC off. I wonder
if it use to work in SC before my datareader change... r729 (TOCHECK).
Guys? Reports if you have any savestate issue in SC mode please (infos: rev + games +
where). Thanks.

#15 Updated by XTra.KrazzY about 11 years ago

  • Status changed from Accepted to Work started

#16 Updated by XTra.KrazzY about 11 years ago

  • Status changed from Work started to Fixed

AFAIK, I made savestates work even when saving on DC and loading on SC, and vice
versa. When loading a state crashes the emulator for a reason, it might be because
now the GPU resets the BP memory (which is good) after loading a state and 'dirties'
some wrong address which should be added (as with 0x40,0x65 and so on)

Until someone says otherwise, this issue is fixed.

#17 Updated by federelli about 11 years ago

Aight, we'll test when i'm able.

#18 Updated by federelli about 11 years ago

Savestates remain broken, being completely unreliable in most games. Metroid Prime
being one of the worst cases.

#19 Updated by XTra.KrazzY about 11 years ago

  • Status changed from Fixed to Work started

#20 Updated by XTra.KrazzY about 11 years ago

issue 463 has been merged into this issue.

#21 Updated by kmmng1 about 11 years ago

I don't think that issue 206 is the same issue as 463.
issue 206 was reported at Sep 26, 2008. My issue appeared only when I updated a week
ago to most recent revision. When I used older revisions there was no problem. So
there is new bug.

#22 Updated by flatflat about 11 years ago

crashes for me too in everygame i tryed. sound starts for a sec of the saved area but
no graphics + emu hangs / crashes. (for example wii sport hangs 100% for me)

#23 Updated by XTra.KrazzY about 11 years ago

Try single core mode and not dual core mode. Also, I'll be very glad (and might fix
the problem) if you track the exact revision.

#24 Updated by kmmng1 about 11 years ago

Single core mode also causes crashes.
It's too difficult for me to track the exact revision, I cannot download and compile
every revision possible, but it should be between 1577 and 1634, because 1577 worked
for me, and 1634 and more higher revisions I tried, all caused the same crash.

#25 Updated by federelli about 11 years ago

This in an excellent testing feature, and it's a major downside that it is not
working in either mode DC/SC.

Any updates?

#26 Updated by kmmng1 about 11 years ago

I have tracked the exact revision that causes the problem. It is r1594.
Revisions before it work good for me in Shadow the Hedgehog. R1594 and any revision
after causes the crashes. Please try to fix that.

#27 Updated by XTra.KrazzY about 11 years ago

First of all, thanks.

Now I just have to reproduce the crash.

#28 Updated by tinctorius about 11 years ago

I have a crashing savestate for MP1. Crashes every time I load it, no matter wether
Metroid is already running for a while or has just freshly started (loading during
Nintendo logo).

#29 Updated by XTra.KrazzY about 11 years ago

The problem is not always in the loading. Try saving again and loading.

We've changed some savestate infrastructure recently.

#30 Updated by kmmng1 about 11 years ago

My problem - issue 463 is in the saving, not in the loading. The emulator crashes
when I save the game or soon after that, without loading.

But now I see that the latest revisions seem to fix that.

#31 Updated by XTra.KrazzY about 11 years ago

Sorry for merging this but as you can see, it was necessary. Too many duplicate
issues exist and this is the collaborative one for saving/loading savestates.

#32 Updated by federelli almost 11 years ago

Still unstable as always in r2048

#33 Updated by XTra.KrazzY almost 11 years ago

I wonder why it always works for me... :)

#34 Updated by marcus almost 11 years ago

Broken for me as of r2217, but it worked on r2210...

#35 Updated by federelli almost 11 years ago

r2195 tried saving Zelda (both), Metroid 1/2, RE0/1, MGS: TS.

If they don't crash while saving, they crash/hang while loading, sometimes it works
sometimes it doesn't. Seems to work better when there's no 3D (like during logos and
intros).

No error messages.

#36 Updated by marcus almost 11 years ago

It works on new savestates. If I make a savestate and load it now, it works, but if
I try to load a savestate I made a while ago (probably at about r2050), it freezes.
Any luck yourself?

#37 Updated by federelli almost 11 years ago

Simple test, save during zelda wind waker intro, crash either when saving or loading.

#38 Updated by marcus almost 11 years ago

I don't have WW, but it works in Paper mario:TTYD, Super Mario Sunshine, and Super
Mario Galaxy.

#39 Updated by federelli almost 11 years ago

Just tried Sunshine, same deal, sometimes it loads sometimes it hangs, seems to work
much better than WW tho.

#40 Updated by sl1nk3.s almost 11 years ago

hmm... it works great in WW for me, i'm using DC
there's still some problems though, Metroid Prime doesn't work fine with savestates,
it saves (also takes more time than saving in WW) but when you load the savestate, it
crashes. And for some reasons, it's fine in SC mode..

#41 Updated by marcus almost 11 years ago

yeah, it crashed on make savestate once for me, and then couldn't load the savestate
afterwards, throwing: error decompressing (-4). I guess that means that it made the
savestate, but froze while compressing it. oh well.

#42 Updated by marcus almost 11 years ago

I can load my old savestates now! (r2223)

#43 Updated by XTra.KrazzY almost 11 years ago

You shouldn't be able to load old savestates as we are constantly changing the format
of the saves. Savestates are not meant to be revision-invariant.

Since everyone seem pretty much happy, can we close this one?

#44 Updated by marcus almost 11 years ago

no, savestates still make sms unstable. I played it for 2 hours and it crashed at
least 5 times (during make or load savestate or directly afterwards), and never if I
didn't use them (excellent job, guys _) so I would say it's fixed yet.

#45 Updated by federelli almost 11 years ago

Metal Gear Solid Twin snakes, saving or loading makes Invalid Opcode error pop up,
infinitely.

When i mean save/load i always mean same revision savestates and loads. Never try
with diff revissions.

#46 Updated by marcus almost 11 years ago

yes. always same rev. you say infinitely...have you tried holding down the enter
key? It did that at one point during paper mario, but holding enter down for about 5
secs and going through seemingly endless opcode errors made the game continue like
nothing had happened.

#47 Updated by federelli almost 11 years ago

Infinitely means infinitely, i'm a programmer, know what i mean :P.

It enters a loop with opcodes ending in 31 33 30 31 30 and so on, like it used to do
once in other games.

#48 Updated by marcus almost 11 years ago

ok...I thought it was indefinitely until I figured out the enter key trick, I was
trying to help (I'm a programmer, too :))

#49 Updated by XTra.KrazzY almost 11 years ago

issue 680 has been merged into this issue.

#50 Updated by federelli almost 11 years ago

Some more input.

Loading is borked, just as bad as saving.

If a game saved properly, loading the savestate once will work, but on the next load
of that very same savestate, Dolphin crashes.

#51 Updated by marcus almost 11 years ago

Should I be merging this into DC unstable?

#52 Updated by XTra.KrazzY almost 11 years ago

issue 807 has been merged into this issue.

#53 Updated by XTra.KrazzY over 10 years ago

issue 1012 has been merged into this issue.

#54 Updated by federelli over 10 years ago

Is anyone ever gonna take a look into this? It's so frustrating lol!

#55 Updated by XTra.KrazzY over 10 years ago

Well it's complicated

#56 Updated by tinctorius over 10 years ago

(That's what she said)

#57 Updated by gabrielmorano over 10 years ago

here is a picture of the messages
"Internal LZO error" so far has only appeared on few games (like shadow the hedgehog)
the other 2 issues happens on every single game, Specially "metroid prime's"
issue is presented no mather the version x32 or x64 and no matter the config you use
(dual core on/off iddle skip on/off ... etc)

#58 Updated by gabrielmorano over 10 years ago

Issue still happens on version 3404 x64 x32

#59 Updated by federelli over 10 years ago

Saving is somewhat better now, but still unstable, it crashes the emulator but much
less often.

It's nice to get a warning when you are trying to load a savestate from another game.

Saving on videos still doesn't work.

Loading is as usual, sometimes it loads the save, sometimes it crashes the emu.

#60 Updated by gabrielmorano over 10 years ago

much less?? Oo
metroid prime's games are impossible to save with this method (well you can use the
savestate sometimes without getting a crash, but loading will surelly crash it)
what i noticed is that the emulator saves a lil bit better when the cammera is
focused on one point (like for example in Morph ball mode or in 2d games)

#61 Updated by sl1nk3.s over 10 years ago

nothing has changed on the stability side unfortunately, savestates are much more
convenient and faster now, but still somewhat unreliable :(

#62 Updated by XTra.KrazzY over 10 years ago

it's graphics-dependent I guess. Also SA2:B saves and loads perfectly and always.

#63 Updated by marcus over 10 years ago

  • Status changed from Work started to Fixed

Fixed in r3658!

#64 Updated by federelli over 10 years ago

I'd ++ the release if i had access, superb job

#65 Updated by XTra.KrazzY over 10 years ago

Thank you, thank you :D

#66 Updated by federelli over 10 years ago

WTH, no, TY!!

#67 Updated by federelli over 10 years ago

I mean, you must know, as a tester/coder how important a feature this is to be able to
share savestates between users!!

#68 Updated by XTra.KrazzY over 10 years ago

Sure. As long as it works, have fun :P

Also, check the pictograph quest now that we have the sun glare (Peek Z)!

Tell me the result in the "unable to finish pictograph" issue :)

#69 Updated by federelli over 10 years ago

Errr Metroid Prime still hangs will saving, as soon as i press shift+f1 the game closes
itself, no clear cache and no saving state message get to appear, the emu just shuts-
down.

#70 Updated by federelli over 10 years ago

No files were generated either.

Maybe it's the emulation freezing that's not working and not the saving itself, since
no files were generated and no visible output.

#71 Updated by marcus over 10 years ago

Yeah, metroid tends to randomly crash (or so I've heard). I think that it's
unrelated/gameissue.

#72 Updated by federelli over 10 years ago

Doesn't crash when switching views for a bunch of revs now, but it's a guaranteed crash
if you try to save.

#73 Updated by XTra.KrazzY over 10 years ago

Well I don't have MP so I can't test it :(

#74 Updated by XTra.KrazzY over 10 years ago

  • Status changed from Fixed to Work started

#75 Updated by federelli over 10 years ago

You got me for testing whatever you need, but i doubt it'll help much besides what i'm
able to report.

#76 Updated by gabrielmorano over 10 years ago

Metroid prime does not ramdomly crash (i played the whole game without problems but
the savestate problem.

Issue still happens in version r3661 x86 x64
and i tested it with a bunch of games (such as megaman network transmition, shadow
the hedgeog, metroid prime, castlevania judment, and a few more "still testing" games)

now it does not crash as ofthen while savingstates, bu loading states will hang the
emulation most of the times...

#77 Updated by gabrielmorano over 10 years ago

if you want to talk add me to the messenger, i will like to go into the team for
testing more seriously (as been in touch make things faster) ;)

#78 Updated by ChaosCode over 10 years ago

pretty sure savestates arn't crashing anymore.

#79 Updated by gabrielmorano over 10 years ago

I said that Saving by savestate does not crash things anymore (well it does
sometimes, but a very much less ratio)
but Loading still crash the emu EVERY time

#80 Updated by XTra.KrazzY over 10 years ago

Loading won't crash anymore, you have the chance to load again and again and again
and again, it will work in one of the times....

I'll try to figure it out later on

#81 Updated by gabrielmorano over 10 years ago

believe me it's not working....
for example while i was testing metal gear solid control issue. the times i used
savestate and loaded the emulator did 2 things
or either it gets stuck (music playing) and black screen or previous screen (freezed)
or directly the load works but then afther you move the emulator closes...
so still not working (i set metal gear as an option cuz i was playing the whole game,
but it also happens in a few more game i tested such as megaman network transmition,
metroid prime 3 etc...)

#82 Updated by federelli over 10 years ago

Found out something really important i believe.

Chances of the emulator crashing when it needs to create the savestate file are around
90% in stables games such as Z:WW. In the same game, savestating to an already creted
file will never ever hang the emu, hell, not even keeping shift+f# makes it hang/crash
(although memory consumption starts going up fast).

Sump up: Savestating will almost always crash if it needs to create a file from zero.

#83 Updated by XTra.KrazzY over 10 years ago

well my savestates are created just fine thank you.

It's just that loading sometimes issues a "Failed to decompress (-8)" error that I
need to solve.

#84 Updated by gabrielmorano over 10 years ago

Savestating does not represent any problem to me either (not a problem creating or
saving over an already created one), the problem is ONLY when "LOADING"... and i have
detailed the problem on the previous post

#85 Updated by federelli over 10 years ago

Meh, it almost always crashes here when i'm saving for the first time, and then that
one time it doesn't hang, the next times i save it never ever hangs again.

#86 Updated by Speeddymon over 10 years ago

Saving works fine here in DC mode, haven't tried SC mode yet (on Pikmin GC NTSC-US).
Loading worked up to r4365, but loading a saved state causes black screen and sound
loop freeze with both SC and DC mode, in r4366 and after r4375 or r4379 it causes the
emulator to fully crash, at least in DC mode.

Ref: http://forums.dolphin-emu.com/thread-4696.html

#87 Updated by sl1nk3.s over 10 years ago

Using Save States between revisions is not -always- going to work unfortunately,
actually it depends on the change, but its not to be trusted, also there should be a
nice windows telling you that your savestate is not compatible, but it seems like
nobody cares to update the save state revision :P

#88 Updated by Speeddymon over 10 years ago

Ok, I'll make a fresh savestate in r4366 and report back.

#89 Updated by Speeddymon over 10 years ago

Yup, r4366 does load it's own savestate. Go figure! lol

Anyways, I guess I should file a separate issue for memory card saves not always
working... :-/

#90 Updated by romanodj over 10 years ago

I get the error when I try to load a save on a newer revision...

what´s inside exceptioninfo.txt =

Unhandled Exception
Code: 0xC0000005
Call stack info:
ntdll!0x7C91AC4A : RtlpWaitForCriticalSection
ntdll!0x7C901046 : RtlEnterCriticalSection
0x0824448B : ?

#91 Updated by tinctorius over 10 years ago

Sounds like RtlEnterCriticalSection (called from wx's critical section macros)
received an invalid CS handle, but I think there's too little information to tell
where it went wrong.

#92 Updated by romanodj over 10 years ago

game Zelda wind waker
save state created with rev 4434 (loads fine)

r4425 = loads fine
r4435 = loads fine

r4447,r4450,r4460,r4466 = no way loading LoL = when I select the file and click
"open", the emulator just "disappear" (closes with no error messages)

xp sp3 32bits

and if it helps, here comes my ini files from /user/config

thanx

#93 Updated by lpfaint99 over 10 years ago

romanodj: read comment 87

#94 Updated by romanodj over 10 years ago

ok, using save states between revisions is not always going to work.. sadly

i´ll start over the game using r4466 and check for here on what happens

thanx

#95 Updated by gabrielmorano over 10 years ago

I haven't experienced a crash nor saving or loading states on the last revisions
since r3972 BUT most of the times when i try to Load a savestate this end up going
wrong and instead of taking you to the exact point you saved it does nothing (just
the music plays as if you where in the place you saved, but the screen is freezed and
no command is inputed either "example if you where against an enemy you will notice
the action is not going on cuz there is no sound of struggle etc..." just the
background music and the screen freezed)

tested it on a lot of games (and doing it more than once to see if it's fixed by
stresskey... but no)

another problem is with wii games that uses wiimote (I do not have a wiimote so i
don't know it this happens with a real wiimote, I tested it on wiimote pluggin
keyboard emulation)
Once you load a savestate most of the times you will get a "disconnect" from the
wiimote and there is no way for you to Re-connect it.... so even if you have a
savestate you can't continue due to loading the state makes imposible for you to
move... ergo you can't continue the game. tested this on "Dead Rising" and "Metroid
Prime 3"

last revisions I Tried where: r3972 x64 x32 and r4460 x64 x32

#96 Updated by ryan.hunt.44 over 10 years ago

Loading a state in SuperMarioGalaxy also stops wiimote from working.
Rev 4460 same for Save and Load.

#97 Updated by XTra.KrazzY over 10 years ago

Well I haven't got a savestate crash for a while now. I do get the black screens
though and end up restarting dolphin and reloading. This is probably due to a deadlock.

ryan.hunt.44: This is not the savestate issue, but the wiimote desync issue, which we
should also solve for savestates to work properly on the Wii.

#98 Updated by ryan.hunt.44 over 10 years ago

Thx

#99 Updated by gstkein about 10 years ago

I do have many savestate crashes on Zelda Twilight Princess for gamecube using r4588

#100 Updated by wespipes69 about 10 years ago

Still get them loading and saving from time to time - occuring for me in the 47xx
series.

#101 Updated by fgfemperor about 10 years ago

issue 1937 has been merged into this issue.

#102 Updated by gabrielmorano about 10 years ago

time to time saving crashes the Emulator (so you need to save in different states in
order to keep last save safe)

it does it random
reported up to r4826

#103 Updated by federelli about 10 years ago

Yes indeed, saving/loading is still not safe :/.

#104 Updated by justin.sweglar about 10 years ago

I'm not sure how save states currently works. But would it be possible to pause the
game, save the pause status then resume the game? Or possibly add a pause and resume
into the current save state to make sure the save is correctly synced?

#105 Updated by federelli about 10 years ago

Pausing the game is also unstable, usually results in crashes.

#106 Updated by justin.sweglar about 10 years ago

Really? I've never had an issue with pause only stop. Maybe OGL only issue with
pause? Cuz DX9 I have yet to crash pausing.

#107 Updated by gabrielmorano about 10 years ago

It happens with D3D too, mostly in wii games (not so much in Gamecube ones but it
does happen)

Pausing or not makes the emulator crash anyway (it's not a desync thing)

#108 Updated by Anonymous almost 10 years ago

issue 2250 has been merged into this issue.

#109 Updated by Anonymous almost 10 years ago

issue 2100 has been merged into this issue.

#110 Updated by skidau over 9 years ago

  • Status changed from Work started to Fixed

I added some code to pause the emulator as well as retain the JIT compiled code in r6000.

#111 Updated by gabrielmorano over 9 years ago

it's NOT that ofthen, but it does still happen... you need to save in different slots in order to be "safe" from corrupting the savestate and not been abble to use it, as when it saves as the emulator crashes the safe file becames sort of "invalid"
so the issue remains (just now is more stable)

last revision i tested was r6025 x64 and x32
(i don't know if this is relevant, but it seems to happen more ofthen with WAD games)

#112 Updated by skidau over 9 years ago

Do the games that crash (while saving) need MMU enabled? Or are they normal games? erm... just name the game and the part where it seems to crash. Are you using the DX9 plugin or the OGL plugin? DX9 seems to be more stable for savestates.

#113 Updated by gabrielmorano over 9 years ago

I used booth pluggins to test this and it does not change the rate of crashing it simply does no matter wich one you use and as frequently.

they do not need mmu (but you can use it if you want, it wont change)

for where it crashed is not an specific place, it happens around most games (specially if you stress the savestate) try on megaman 9 & 10, Castlevania The Adventure Rebirth, Contra Rebirth, Metroid Prime 3, Dead Rising.

like i said it does not happen in an specific place, but start saving over andover and most surelly by the 3rd or 4th time you save it will happen (if not i will try to make a video)

#114 Updated by jessestamm27 over 9 years ago

This is still an issue... I'm using Dolphin 2 r6205 SSSE3 x32, Dual Core enabled, D3D9 plugin, Dolphin Wiimote New Incomplete plugin, playing on Megaman 9.wad and Megaman 10.wad. I've experienced this problem with both KEYBOARD and USB Controller configurations for the Wiimote plugin.

In my case:

A 'crash' still leaves the video and audio playing but the input/controls are disabled, even after refreshing the input source in the wiimote settings

Saving a new save state will NOT ALWAYS crash the game

Loading a 'valid' save state will NOT USUALLY crash the game

Loading an 'invalid' save state will ALWAYS crash the game

I've had some great save states that I save with no issues only to find that when loaded, they are unable to be played (controls/input do not respond). This is repeatable.

#115 Updated by skidau over 9 years ago

The wiimote not reconnecting after a savestate is loaded is issue 2484.

This issue refers to the crashing that occurred on save or load.

#116 Updated by gabrielmorano over 9 years ago

Remember that wiimote disconnection IS NOT the only issue here, creshing happens (not always, but LOTS of times by stress)

#117 Updated by federelli over 9 years ago

The Metroid games are particularly thread unsafe for some reason, Metroid Prime 3 over all.
Sometimes you save and it saves fine but then it crashes 3-5 seconds after loading.
Sometimes it saves and you load and you get a black screen with sound.
Sometimes it saves and you load and you get nothing.
Sometimes it saves and you load and you get a crash.
Sometimes it doesn't even save and you get a crash.

#118 Updated by DevinBasham almost 8 years ago

Unknown Opcode 0x18 with Brawl, happens in single and dual core mode, seems to usually work out of combat. Never works in combat, or when game is paused. Using 3.0-397

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