Emulator Issues #2484
closedSavestates do not work
0%
Description
What steps will reproduce the problem?
1.Press f1,f2 to reload a savestate in new supermario bros
2.
3.
What is the expected output? What do you see instead?
Dolphin crashes OR the sound is anormal AND dolphin says that the wiimote1
is disconnected and you have to click on yes to reconnect (he wiimote
vibrate a long time)
What version of the product are you using? On what operating system?
r5248 x64(almost very stable in the game and fast in world2 neither r5100+...)
My pc is core i7 860 2.8ghz, 6go ram, gt220(it seems it cause many problems
with it), windows7 64bits
Updated by mery.fred over 14 years ago
What kind of help do you need? I don't know about programming dolphin, i can only
report bugs! sorry...
Updated by mery.fred over 14 years ago
it seems that the cpu load (100%) makes the wiimote disconnection. The wiimote
plugins seems to need a lot of cpu time. Because, my crash was due to this : i've
change the number of cpu in msconfig : with 2 "processors" it crashes when i've put
8 (core i7) the game run full speed and the processor don't get up to 100% of use and
no disconnections!
Updated by luisr142004 over 14 years ago
same question here :P, this still valid? :P
Updated by Wagnard28 over 14 years ago
I got a new prob. not sure witch rev cause it (r6000 ? )
When I load a state of New mario bro, it work except that the control doesnt work anymore.
Using emulated wiimote.
Updated by Anonymous about 14 years ago
Issue 3169 has been merged into this issue.
Updated by skidau about 14 years ago
Issue 3247 has been merged into this issue.
Updated by andyscull2 about 14 years ago
The same happens on Rune Factory Frontier.
r6234 (as I remember, may be wrong), using emulated wiimote.
The sound is broken after all state loads (Tried both plugins and devices).
Wiimote control is broken in ~75% loads. Randomly depends on saved states (saved with a few seconds interval and loaded each many times) - after loading some of them I always get unresponsive keys, after loading others I get ~50% chance that it will work and ~25% chance that it will stop responding after few seconds or on screen change.
Updated by nitro322 about 14 years ago
I just encountered the same problem described in comment 5 as well, but with a different game. No sound issues like some of the other posts mention, but I do suffer a complete loss of control from the emulated wiimote controller.
I can restart the game and it'll work fine, but as soon as I load that save state the controller becomes unresponsive. Very odd...
Updated by s8ldier about 14 years ago
I have discovered a turn around for this problem.
In Mario Galaxy 2, when I load a save, if I start to run and shake wiimote frenetically.... after some second, when I stop, I can play the game normally.
Updated by nitro322 about 14 years ago
Ha. I like the workaround. Don't think it's going to help those of us with emulated controllers too much, though. :-)
Updated by skidau about 14 years ago
Issue 3403 has been merged into this issue.
Updated by kolano about 14 years ago
3403 was merged into this, but it doesn't involve a disconnect/reconnect, but that the control gets stuck on a particular input.
Updated by skidau about 14 years ago
Issue 3403 probably has the same root cause, kolano.
Updated by Billiard26 almost 14 years ago
Issue 3546 has been merged into this issue.
Updated by wespipes69 almost 14 years ago
Not sure if it's the same issue but savestates don't work in DKC Returns (for me at least). Upon loading a state, I receive an error message that there is a communication problem between the wii and the wiimote and I'm stuck. And NO, reconnecting the wiimote using alt+f5 does nothing. Weird, but true. Can anyone confirm?
Updated by wespipes69 almost 14 years ago
Here's a pic. Again, connecting and reconnecting the wiimote using alt+5 does not work. Once I get this, there's nothing I can do. Using emulated wiimote on 6467.
Updated by skidau almost 14 years ago
Issue 3600 has been merged into this issue.
Updated by gavnchew almost 14 years ago
Wespipes having the same issue as you .sound doesn't start properly,tthen goes into communication error
Updated by skidau almost 14 years ago
Issue 3167 has been merged into this issue.
Updated by skidau almost 14 years ago
Issue 3361 has been merged into this issue.
Updated by giuseppe.russo87 almost 14 years ago
I have the problem with Super Mario Galaxy, when load a state saved the wiimote not work. is there a way to recover the save and continue playing? tnx!!
Updated by skidau almost 14 years ago
Issue 3663 has been merged into this issue.
Updated by Anonymous almost 14 years ago
- Status changed from Questionable to New
Updated by markdperry68 almost 14 years ago
This issue is definitely still present, as I see it in both Resident Evil Remake and RE4 as well.
Updated by Anonymous almost 14 years ago
mperry: marking this issue was an accident, please ignore it.
Updated by markdperry68 almost 14 years ago
Ok cool, this is something that I just learned to live with, but I DREAM that one day this will be fixed. I really got used to ePSXe and its nearly perfect load/save state functionality.
Updated by MofoMan2000 almost 14 years ago
Agreed, I grew quite attached to perfect savestates in PJ64. Here's hoping that stability and usability issues are fixed soon. Hopefully it doesn't involve rewriting the entire savestate code.
Updated by miquelmartos almost 14 years ago
skidau, please, reopen issue 3663. I think that this is not a duplicate issue.
I wrote a new comment.
http://code.google.com/p/dolphin-emu/issues/detail?id=3663#c4
Updated by skidau almost 14 years ago
Issue 3858 has been merged into this issue.
Updated by skidau almost 14 years ago
Issue 3784 has been merged into this issue.
Updated by gabrielmorano almost 14 years ago
Wiimote disconection is not the only issue....
it's almost imposible to load a savestate without dolphin crashing/closing or getting a freezed image (with audio playing)
Updated by skidau almost 14 years ago
Issue 3941 has been merged into this issue.
Updated by Evilandi666 almost 14 years ago
I tried it with r6867 today and DKCR and it seems to be solved.
Updated by harryackerman almost 14 years ago
I see X3 didnt think of that XD i thought it was some sort of program code
Updated by gabrielmorano almost 14 years ago
Issue remains the same for r6907
tried to do the load in fatal frame 4 and every time (around 7 tries) i got a freeze on dolphin
Updated by gabrielmorano almost 14 years ago
Issue remains in r6946
everytime i try to Load a savestate the emulator will freeze
Updated by skidau almost 14 years ago
Issue 4037 has been merged into this issue.
Updated by skidau over 13 years ago
Issue 4110 has been merged into this issue.
Updated by skidau over 13 years ago
Issue 4066 has been merged into this issue.
Updated by DimitriPilot3 over 13 years ago
Issue 4233 has been merged into this issue.
Updated by skidau over 13 years ago
Issue 4245 has been merged into this issue.
Updated by skidau over 13 years ago
Issue 4249 has been merged into this issue.
Updated by wespipes69 over 13 years ago
Loading a state in F-Zero causes a crash or a game reset.
Updated by wespipes69 over 13 years ago
Not sure if we need a game list here, but none the less, I can't perform states in SMG1 without either a freeze or a wiimote communications error which I can't recover from.
Updated by gabrielmorano over 13 years ago
There is absolutely no need for a games list.. savestates doesn't work at all with any game you try
it's pointless to do a list when the problem is not with games but with the emulator itself
Updated by binarysplit over 13 years ago
Actually it does work with some games. I have successfully used save states in Soul Calibur 2(GC, Dolphin rev 7283 x64, JIT IL) and Sonic Colors(Wii, Dolphin rev 6446 x64, JIT). However, they are far from stable.
Using Soul Calibur 2 as an example, as it's more stable, I've made these observations:
-
Each time you load a save state, there is a ~20% chance that sound will glitch and all music/sound effect will repeat through the first ~500ms over and over until they're supposed to stop playing. I can only assume that Dolphin stops calling the game's "This buffer has run out of data, refill it with the next chunk of data" handlers.
-
If the sound glitches, restarting the game and then reloading the save state will generally result in fixing the sound(though it may glitch again, but will be fine after another restart), UNLESS the save state was made when the sound was already glitching. Also, reloading the savestate while the game is running doesn't resolve the sound glitches.
-
There is a ~5% chance that Dolphin will crash on reloading but restarting and reloading will get the save state running again
-
There is a ~5% chance that the game will black-screen on reloading and the save state won't ever work. However, whatever sound was playing when the save was made will continue to work.
-
There is a ~10% chance the GC will think that the memory card has been removed - this can be resolved by removing and reinserting it in Dolphin's options menu.
Sonic Colors is MUCH less stable - there is a ~50% chance the sound will glitch and ~30% chance the game will black screen (i.e. 20% chance of successful load)
As a programmer (though not one who has worked with Dolphin), my best guesses at what is going wrong is that the DSP/Graphics/Wiimote interrupt handlers aren't being correctly restored - this would explain the sound looping and 0FPS(i.e. black screen) problems that I've been getting. Also, if an interrupt handler goes to the wrong place, it could infinite loop causing Dolphin to become unresponsive.
The reason some people find that no games are working at all may be a separate bug in the 32-bit code, as both myself and the mery.fred are running x64 and find that games do work sometimes...
gabrielmorano: are you running the 32 bit version of Dolphin?
Updated by wespipes69 over 13 years ago
Having reliable save states would be better to have than everything else on that 3.0 blocker list imo. :)
To respond to your point Binary, I also can load save states sometimes (x64)...on some games...but it is very spotty and seems to change stability-wise frequently.
Updated by gabrielmorano over 13 years ago
that is why i said they do not work in any game...
YES they do work sometimes, but the stability it's something not certain at all
it fluctuates... sometimes you can load the state and sometime you cannot load THAT very same state
for example in metroid prime 3
sometimes i have succefully loaded a savestate... then closed the emulator, once i opened again and tryed to load it again... BLACK SCREEEEEEEEEEN! xD
Other times you can load it but you will not be abble to input any move (speaking of the emulated wiimote, as the real wiimote will get a disconnection that cannot be re-connected)
Also it's more like a 90% of chance that the emulator will crash on loading a state....
and a 5% of the emulator crashing WHILE saving
and i tested this on x32 and x64, so nope, the problem is not in the 32bit code it happens the very on both
Updated by skidau over 13 years ago
If you are using DSP HLE, then there is a 90% of the state not working. Using DSP LLE, there's maybe a 50% chance of states working.
Updated by Fredrik.Hall79 over 13 years ago
I use x64, version R7423 and I get the same thing. I mainly play New Super Mario bros and I get frequent sound/controller issues when loading savestates.
I tried switching to DSP LLE but then the sound became skippy/choppy instead.
Updated by skidau over 13 years ago
Issue 4507 has been merged into this issue.
Updated by gamerk316 over 13 years ago
I can confirm the issue remains in Dolphin r7658 for Resident Evil Remake; savestates sometimes do not work, resulting in a blank screen. Interestingly, FPS goes to 0, and the VPS remains at 60. Using 64-bit version, so its NOT a 32-bit issue as some are speculating.
That being said, I DID have a savestate that was working, and stupidly overwrote it before doing a "normal" save...so it sometimes works properly.
I played though RE:0 yesterday, and aside from some sound skips during a load [which would sometimes fix itself when re-loading again], savestates work fine. Maybe different games show different symptoms?
Updated by gabrielmorano over 13 years ago
it's not perfect as it still fails, but it's REALLY much more stable than b4 (this goes for x64 and x32)
it's not just for RE games... it happens in a lot of games, but like i said it's getting more stable (as b4 you could not even save without having some sort of crash)
now if you really want to stress out the savestate try it on Metroid Prime 3
on that game it usually fails
Updated by DimitriPilot3 over 13 years ago
Issue 4579 has been merged into this issue.
Updated by skidau about 13 years ago
Issue 4435 has been merged into this issue.
Updated by skidau about 13 years ago
Issue 4520 has been merged into this issue.
Updated by skidau about 13 years ago
I have made some changes to the save states system. It should be more stable now. There are test builds available here:
Updated by skidau about 13 years ago
Issue 4633 has been merged into this issue.
Updated by gabrielmorano about 13 years ago
I would not say it's fixed, it's more stable, but it still have bugs...
Lots of times when you do a savestate this is made corrupted (so you will get a freeze when you load it) but at leats the emulator does not crash or close while saving...
Still you have to save in 3 different slots to make sure you REALLY are doing a good save.
Updated by wespipes69 about 13 years ago
Huh, works prefect for me now. What plugins are you using? What games are you still seeing problems.
Updated by gabrielmorano about 13 years ago
Pluggins??? you mean revisions? up untill 3.0-183
Metroid Prime 3 usually does this...
mostrly havy games like this has this problem (not much gamecube or wiware ones)
but I repeat IT'S LESS likely to happen, but it still does. and it happened a few times during my playthrough on spiderman edge of time.
Updated by gabrielmorano about 13 years ago
if there is a pluggin selection for savestates im sorry... didn't knew about those as i havent see them
Updated by wespipes69 about 13 years ago
Sorry, I'm still not used to not having those plugins around. :) I meant gfx backend, audio (HLE or LLE). The more games you list here also that exhibit this behavior the more chance we have to investigate and fix.
Updated by gabrielmorano about 13 years ago
i play with HLE or LLE acording to the game needing it (example, spiderman edge of time needs LLE) for metroid it's basically the same no matter wich one you use.
then about gfx i change those all the time to see improvements, but as i get full speed with opengl i mostly use that one ^^'
but metroid prime 3 i played it mostly with direct 3d 9 (up until ram emulation was implemented on d3d 11 then i switched to 11)
so im not reaaaaally thinking this is a pluggins thing, i will see if this keeps happenening from this revision onwards, and whenever (AND if..) i find one of this things on a game i will post the game here.
Updated by carlos.ismael.braz about 13 years ago
My problem with savestates is that the main dolphin window doesn't have the correct "focus", so when I press F1 or SHIFT+F1 it doesn't load or write states, but if I make Alt+Tab twice ) switching windows and I come back to dolphin window, then if I press F1 then it finally loads a state. I think that it is a windows focus issue, at least for me (using latest build, on Windows 7 x64.
Updated by gabrielmorano about 13 years ago
yes it is, and it always was like this...
if you press any key that is a windows key "ex: Alt or TAB" then you will have to use ALT+TAB to focus on windows then alt+tab again to focus on the emulator (for saving or loading)
same goes for windows mode, but you can tap other window with the mouse and re tap de emulator one.
Updated by carlos.ismael.braz about 13 years ago
but this is not a "expected" behaviour, isn't it?, because with others emulators or programs I don't have this issue...
Updated by gabrielmorano about 13 years ago
I been doing some more testing on this, and i think it's not the savestate that it's not working on mp3... more like if you try to load it from the wii warning screen the suden changes creates a fifo overflow... (so probably it's all fifo related)
i will keep testing