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Emulator Issues #233

Games that use multiple executables don't load (Sonic Gems Collection, Zelda Collection, demo discs, etc)

Added by knuckles500 almost 12 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 up any game that would normally use .dol files to load multiple
games (2-1s, collections, etc)
2. Load up a game on a collection
3. Crash - If audio is present the game stutters. FPS still normal?

What is the expected output? What do you see instead?
You expect the game to load that you've chosen to appear, but it never
loads.

What version of the product are you using? On what operating system?
Dolphin x64 REV830. Windows XP Pro X64.

Please provide any additional information below.
If you don't understand what I'm talking about, here's an example. For a
game like Sonic Gems Collection, any game besides any emulated game (which
don't use .dol files) do not load. Sonic Gems Collection uses a
seperate .dol file for each game on the root (?) of the disc. For example,
if you wanted to load Sonic CD, the game loads from soniccd.dol. This
somehow doesn't work as Dolphin fails to actually load up the .dol.
Another example would be the Zelda Collections. To my knowledge, each game
has it's own .tgc file. Inside these .tgc files are the .dols the
collection uses to load each game.

I don't own those multi-demo discs though, but I'm guessing it's the same
deal.

Hope this helps.

PS: I know I made an error report that states this error with Sonic Gems
Collection, but I made this report instead because it appears to be a
problem with all games similar to Sonic Gems Collection. Hopefully once
this feature is emulated, it will span across all games that have this
problem


Related issues

Has duplicate Emulator - Emulator Issues #2554: sonic gems collections crash dolphin in r5343Duplicate

Has duplicate Emulator - Emulator Issues #2577: Metroid Prime 2 Echoes Bonus Disc (U) (P2ME01)-Unhandled case in write handlerDuplicate

Has duplicate Emulator - Emulator Issues #2775: Zelda - Windwakers CollectionDuplicate

Has duplicate Emulator - Emulator Issues #2845: The Legend of Zelda: OCARINA OF TIME (GC) - Dolphin crash at game selectionDuplicate

Has duplicate Emulator - Emulator Issues #3000: [ Feature Request ] add support for soft resetDuplicate

History

#1 Updated by hrydgard almost 12 years ago

  • Status changed from New to Accepted
  • Priority changed from Normal to Low

#2 Updated by Sonicadvance1 almost 12 years ago

i was looking at Zelda Collector's edition, and the games are actually running in it.
If you turn on Wireframe in the GL plugin, you see everything being emulated
perfectly. This is probably similar to what is wrong with Animal Crossing. Another
strange thing is that it doesn't receive any controller input.

#3 Updated by zenmanorg almost 12 years ago

Oh wow...you are right. I can see Animal Crossing in wireframe mode. I had no
idea. I can actually get in game and play in wireframe. No text is being displayed
which makes it kinda hard to play, but still...interesting...

#5 Updated by fires.gc almost 12 years ago

  • Status changed from Accepted to Accepted

#6 Updated by XTra.KrazzY over 11 years ago

What's your suggestion to try and fix it? What might be the cause?

Is there an "exec" instruction in PowerPC? Maybe it forks into the executable?

#7 Updated by XTra.KrazzY over 11 years ago

  • Priority changed from Low to Normal

#9 Updated by XTra.KrazzY over 11 years ago

Can anyone write a homebrew which has a DOL which loads another DOL file?

#10 Updated by knuckles500 over 11 years ago

I know this is sorta not related to the report, but going back to that Animal
Crossing problem - it's fixed. And it's a perfect game to play too! Fully working
sound, minimum graphic problems, nice speed, etc.

#11 Updated by XTra.KrazzY over 11 years ago

Still nothing in the multiboot area...

#12 Updated by lpfaint99 over 11 years ago

a homebrew based disc that you could test with is a gcos multigame disc,
use the multigame creator 3.2.4 and combine a couple games,
change dvdinterface to break for 0xD9000000, and 0xD9001000, rather than assert
use xfb, and start the game. you can see the gcos screen and choose which game you
want to start, after starting the game the screen turns green, and after a little bit
goes back to the gcos choose a game screen.

could be unrelated, but may be useful

#13 Updated by knuckles500 over 11 years ago

This could also be unrelated, but for the time being it might be a nice idea to think
about.

I was wondering if maybe you could add TGC support/detection in Dolphin? You can
convert TGC>GCM and GCM>TGC easily using a very commonly used command line tool. But
you know, if it's really as simple as using a command line tool, then adding support
for TGC files to load naturally in Dolphin from either the game browser or the load
windows. Maybe adding support for this will get some collections/demo discs to work
properly?

But then again, the more I think about it, it isn't going to help much with this
issue. Sure it'll save time and patience converting a simple demo, but having it run
in Dolphin without conversion (plus being able to browse and compress it into a gcz
as well) would be okay for the time being...I guess...

But hey, now that we have some new logging tools to use, maybe it'll be easier on us
than originally thought when I first made this issue.

#14 Updated by XTra.KrazzY over 11 years ago

Not sure if it's so necessary.

#15 Updated by XTra.KrazzY over 11 years ago

Also, the log manager doesn't help one bit with the multiboot :(

#16 Updated by knuckles500 about 11 years ago

Still nope, same type of problem still occurs.

I still think it'd help some, as demos have more than one game/cutscenes gone/etc.
You can easily extract the .TGC or whatever and convert it to GCM, but still, not
everything uses .TGC (ala Sonic Gems Collection).

The problem just lies with how the collection/demo disc loads every game.

#17 Updated by federelli about 11 years ago

Videos don't load as well.

#18 Updated by MofoMan2000 almost 11 years ago

Might want to look into the Pokémon Colosseum Bonus Disk as well. It's the same type
of deal. I'm not sure whether it uses .DOL files or anything but I'll check when I
get home today.

#19 Updated by XTra.KrazzY almost 11 years ago

godisgovernment has done some work on emulating soft resets, therefore I crown him
king of issue 233.

Multibooting (almost) works in interpreter mode now!

#20 Updated by XTra.KrazzY almost 11 years ago

  • Status changed from Accepted to Work started

#21 Updated by MofoMan2000 almost 11 years ago

Pokémon Colosseum Bonus Disk looks a bit more complex. It's got a thpPlayer.dol which
no doubt plays the movies (the two thp files) and it also has a tgc file, which is no
doubt the program to download Jirachi to a GBA cart. If we get this working and the
Zelda Wind Waker collector's edition working then it's probably done.

#22 Updated by Anonymous almost 11 years ago

dolphin doesn't care about the files, really. The main dol on that disc probably
decompresses the .tgc file somewhere (likely 0x8130000?), jumps to it, and done.

Specifics are a little more, but yeah...emulators should not care about high level
stuff*

*unless you're HLE'ing, then you ask for PAIN :D

#23 Updated by MofoMan2000 almost 11 years ago

On that Legend of Zelda disk I can actually watch that "Legend of Zelda the Wind
Waker Special Movie" in interpreter mode (albeit at 3FPS) but in JIT or JITIL I get
the following panic errors:

ERROR: Trying to compile at 0. LR=00000000
[OK]
iCacheJIT: Reading Opcode from ffffffc. Please report. (which is why I decided to
report this just now)
[OK]
Read from invalid memory region (0x4f464614)

This could be TLB blah blah blah...
[OK}
(emulator closes)

I don't know if you have this particular disk (PZLE01) so I figured I'd try to be as
helpful as possible and report it.

#24 Updated by XTra.KrazzY almost 11 years ago

hmm.. maybe this is our way to start solving the jit issue.

#25 Updated by Anonymous almost 11 years ago

I wouldn't look too much into it just yet, it's likely that the lack of hardware being
reset is the culprit. (I think the only reason it works as much as it does is because
the newly loaded dol inits most things manually anyways...yay for the sdk being sane)
Inarguably the jit does show different results than the interpreter in these cases, I'm
just saying that it could be hard to debug without first getting reset down properly :)

#26 Updated by XTra.KrazzY almost 11 years ago

So let's finish reset! What's left?

#27 Updated by masterkillua123 almost 11 years ago

That's right...we can play fine Zelda CE (Not all the games), I can play Zelda wind
waker in CE with interpreter (very slow). So, the problem is JIT.

#28 Updated by masterkillua123 almost 11 years ago

omg!!We can use savestates and work fine!!! (Use savestate in wind waker CE. Now
stop the game and use JIT Recompiler!!!

#29 Updated by XTra.KrazzY almost 11 years ago

This is a rather...odd effect

#30 Updated by Xplus93 almost 11 years ago

I don't really see this as a major problem, because the complaint was about
collections of games which can be ran perfectly in other emulators.

#31 Updated by MofoMan2000 almost 11 years ago

Um, I don't know if ANYTHING runs perfectly in another emulator. Especially not at a
speed higher than a snail crawling through molasses.

#32 Updated by Flare7571728 over 10 years ago

no, this is by far the best emulator.

#33 Updated by AHeinerm over 10 years ago

Zelda: CE uses TGC containers as well.

#34 Updated by XTra.KrazzY over 10 years ago

huh? it's in the title!

#35 Updated by AHeinerm over 10 years ago

huh? It didn't mention they used TGC containers.

#36 Updated by XTra.KrazzY over 10 years ago

Does it matter? For all we know, TGC unpacking is fine, but the emulation after the
soft reset is broken with JIT

#37 Updated by masterkillua123 over 10 years ago

ok now zelda ce oot and mm 64 was fixed (only for NTSC with a patch...).
Playable : Zelda OoT and MM 64 games NTSC ONLY
Perfect : Zelda Wind Waker NTSC and PAL
PS : Use interpreter (very slow), choise the game and when the game is loaded, make
a savestate of the game and now use Recommended (JIT) :P

#38 Updated by Anonymous over 10 years ago

patches don't count as fixes at all :|

#39 Updated by MofoMan2000 over 10 years ago

They do if they fix things.

#40 Updated by Anonymous over 10 years ago

no

#41 Updated by MofoMan2000 over 10 years ago

Well if things that fix things aren't considered fixes, then what are? Certainly not
things that BREAK things...

#42 Updated by Anonymous over 10 years ago

patches modify the game code instead of fixing dolphin to operate more like real
hardware - i.e. not fixing dolphin, just hacking away some troublesome code.

#43 Updated by XTra.KrazzY over 10 years ago

Where is this patch? What does it do??
If we can reverse the patch we might find out what's wrong with dolphin..

#44 Updated by CuentaSpam23 over 10 years ago

With that patch you mean the memory patches that are loaded with the game ( an AR code )?

#45 Updated by Anonymous over 10 years ago

the result is much like an AR code, however the ones we are talking about are just
"plain" memory patches:
http://code.google.com/p/dolphin-cheats-database/source/detail?r=233

To people interested in hacking about:
remember to rescan for symbols after the new gamedata has loaded, as well as apply
HLE patches. Else, dolphin's debugger will still think the loader code is being used,
instead of the launched game.

#46 Updated by anh1234 over 10 years ago

would metroid prime trilogy be affected by the same issue?

#47 Updated by marcel.werner3 over 10 years ago

yep, it is

#48 Updated by knuckles500 over 10 years ago

Yay, time to report back after a couple of months.

If it helps any, Sonic Gems Collection reports a nice series of errors. Let's see if
this helps the matter any.

Note: This is for the US version, G2XE8P. Also note that the DirectX plugin was used,
with Dual Core mode enabled, JIT Recompiler, HLE the IPL, Idle Skipping on, Unlimited
Jit Cache on, Lock Threads to Cores on, DSP on thread on, and Optimize Quantizers on.

This is what happens when loading Sonic CD:

First pop up says:
Warning
BackPatch : Currently only supporting reads.
Attempted to write to 020b8d2c

Second pop up says:
Warning
Backpatch write - not through EAX

Third pop up says:
Warning
Redundant MOV @ 000000009150008

Fourth pop up says:
Warning
Redundant MOV @ 000000009150020

Fifth pop up says:
Warning
Redundant MOV @ 000000009150022

Sixth pop up says:
Warning
Write to invalid memory region (0xba108104)
---message here---

This is what happens when you try to load Sonic R:

Hang, no error messages. Sound loops in place.

This is what happens when you try to load Sonic the Fighters:

First pop up:
Warning
Backpatch - no support for operand size 1
Error encountered accessing emulated address 02ffe836.
Culprit instruction:
movzx esi, byte ptr ds:[rbx+rcx]
at 0000000013375291

If you need anything else tested let me know here.

Thanks! Let's see if we can iron this thing soon. :P

#49 Updated by edubsedu over 10 years ago

The only game that works as a Interpreter, saving at State, is Zelda WW!
Any progress?

#50 Updated by edubsedu over 10 years ago

nothing???

#51 Updated by Anonymous over 10 years ago

issue 2577 has been merged into this issue.

#52 Updated by Anonymous over 10 years ago

issue 2554 has been merged into this issue.

#54 Updated by Anonymous about 10 years ago

issue 2775 has been merged into this issue.

#55 Updated by marcel.werner3 about 10 years ago

has any dev had a look into this, yet? Doesn't sound like it could be so tough...?

#56 Updated by marcel.werner3 about 10 years ago

has any dev had a look into this, yet? Doesn't sound like it could be so tough...?

#57 Updated by lpfaint99 about 10 years ago

issue 2845 has been merged into this issue.

#58 Updated by XTra.KrazzY about 10 years ago

marcel: Too many times. JIT makes it hard on the memory. Interpreter mode works fine with multibooting.

#59 Updated by davidwilly81 about 10 years ago

I have a multi game disk created for my.Is a GC dvd,contains five games,no work.
http://subefotos.com/ver/?234e2460d1c42dcca4b59d1dc2a71f2do.jpg

#60 Updated by kalhovdo about 10 years ago

The issue affects Metroid Prime: Trilogy as well. There is a workaround where you manually replace the first .dol to launch (the one which launches the other ones) with the one you want to launch yourself - so it launches directly first.

See here for instructions:
http://forums.dolphin-emu.com/thread-3792-post-58342.html#pid58342

Probably works for similar games as well.

#61 Updated by BhaaL about 10 years ago

issue 3000 has been merged into this issue.

#62 Updated by skidau about 10 years ago

Does Interpreter still work fine with multiboot? I tried a multiboot GCOS disc with the Interpreter and it behaves just like lpfaint99 describes back in March 14th, 2009. Which multiboot discs work?

#63 Updated by skidau almost 10 years ago

  • Status changed from Work started to Fixed

This issue was closed by revision r6088.

#64 Updated by marcel.werner3 almost 10 years ago

I think this issue should be re-opened since it's not fixed for a lot of games...

BTW, someone showed it's possible to take apart the Metroid Trilogy iso and use just one .dol so you could start any of the three games...however, only the LLE audio plugin worked there...so my question is, if the Metroid Trilogy would be fixed, would it also be possible to use the HLE plugin or will it still need the LLE plugin?

#65 Updated by skidau almost 10 years ago

Metroid Prime Trilogy has the Wii IOCTL_ES_LAUNCH problem described in issue 661.

issue 233 is for the GameCube collection games (the ones that worked in Interpreter but not in JIT mode).

godisgovernment has the fix needed to get the remaining GC games working.

#66 Updated by marcel.werner3 almost 10 years ago

Ah, alright. Sorry for mixing things up and thanks for explaining :)

#67 Updated by MofoMan2000 over 9 years ago

Much as I hate to beat a long-dead horse…

I can't seem to get the Pokémon Colosseum Bonus Disk (PC6E01) executables to work, even in interpreter mode. It's the only mutiboot ISO I have that's having issues though, The Legend of Zelda: Collector's Edition (PZLE01) and ZELDA OCARINA MULTI PACK (D43E01) both work, but these are the only three I can test.

#68 Updated by skidau over 9 years ago

Would you please describe what happens in a bit more detail? Does it black screen? Is it silent? Does any part of the disc work?

#69 Updated by MofoMan2000 over 9 years ago

Never mind, guess I'm just a dumbass.
It seems to be working, and some other issue is stopping the videos from playing. The Jirachi transfer option is fully usable short of actually performing the transfer (I believe VBA runs too slow and the game times out the connection).

#70 Updated by MayImilae over 8 years ago

....Why is this marked as fixed? Metroid Prime Trilogy and others are still broken on game load. Was r6088 reverted?

#71 Updated by pauldacheez over 8 years ago

Let me just copy-paste skid's comment #67:

"Metroid Prime Trilogy has the Wii IOCTL_ES_LAUNCH problem described in issue 661.
issue 233 is for the GameCube collection games (the ones that worked in Interpreter but not in JIT mode).
godisgovernment has the fix needed to get the remaining GC games working."

This issue doesn't apply to Metroid Prime Trilogy or other Wii games. If any GameCube games don't work, file new issues.

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