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Emulator Issues #292

closed

Render-To-Texture/Memory Card Screenshot Write Hangs Dolphin

Added by federelli about 16 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
Category:
GFX
% 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. Open the game
  2. Take a pictograph
    3.

What is the expected output? What do you see instead?
Game should go on, instead it hangs as soon as the pic is taken.

What version of the product are you using? On what operating system?
Windows XP SP3, r1106.

Please provide any additional information below.
Maybe other games suffer from similar issues. Maybe you could rename
framebuffer related crash or something. Happens on both DX and OGL plugin


Related issues 1 (0 open1 closed)

Has duplicate Emulator - Emulator Issues #1136: Using Pictobox in WW causes Dolphin to just stopDuplicate

Actions
Actions #1

Updated by Sonicadvance1 about 16 years ago

May be fixed with r1119. Try with that one ;p

Actions #2

Updated by federelli about 16 years ago

Will do asap Sonic, let me compile that.

Actions #3

Updated by federelli about 16 years ago

In r1125 it still hangs in both DX and OGL.

Also in OGL the game hangs 99% of the time just when closing the inventory, when it
tries to restore the game after using the FB.

Actions #4

Updated by memberTwo.mb2 about 16 years ago

what's the error msg? unhandled exception?
Can you copy/paste the msgbox error here please.
Could be issue 287 related.

I you have VS2008 enter in debug when you have that crash. Post here the asm (or code
line) where the breakpoint assertion occur AND the registers value (in "registers"
docked window).

Actions #5

Updated by federelli about 16 years ago

I said hang, not crash, thus no error message. Open the savegame and equip the
Pictograph, if u can..., and take a shot, it'll hang if it didn't while trying to equip.

Actions #6

Updated by leeminwo about 16 years ago

it Still Not Fixed in R1166
Take a One Shot..

Actions #7

Updated by RockmanRotties about 16 years ago

Same for rev svn 1180. It is still hang after you take a shot.

Actions #8

Updated by XTra.KrazzY about 16 years ago

hmm... maybe zelda's render-to-texture doesn't work properly....

Actions #9

Updated by XTra.KrazzY about 16 years ago

  • Status changed from New to Accepted
  • Issue type set to Bug
  • Priority set to Normal
  • Category set to gfx
  • Operating system N/A added
Actions #10

Updated by federelli about 16 years ago

It seems like returning from a rtt state is what's not working properly in OGL, or it
could also be interfacing with the memory card upon creation of the "screenshot", or
both.

Actions #11

Updated by federelli about 16 years ago

Maybe once a more generic issue can be disclosed for this, you guys can rename this
to not sound like a game issue.

Actions #12

Updated by XTra.KrazzY about 16 years ago

Federelli, if you can find more instances of this render-to-memory-card in other GC
games it would be great (hint: try thinking of games which use this feature... I have
the African savannah for the Wii...)

Speaking of which, has anyone tested Luigi's Mansion for it? I think it saves a
screenshot of the game upon saving.

Actions #13

Updated by XTra.KrazzY about 16 years ago

By the way, do you see a message "Writing to memory card" before it hangs?

Actions #14

Updated by federelli about 16 years ago

No message, goes to black screen before that, i'm thinking of other games that may
use this meanwhile.

Actions #15

Updated by federelli about 16 years ago

There, SMMB uses this in camera mode in VS / Special Melee, but it appears to work
correctly.

Actions #16

Updated by hrydgard almost 16 years ago

Hm. If the game is sitting in a loop, waiting for the texels from the screenshot to
appear in RAM, this would currently hang in Dolphin, yes. We do not copy the pixels
back from render target into the corresponding location in RAM yet...

Actions #17

Updated by XTra.KrazzY almost 16 years ago

If there is an interrupt that waits for that, we should trap it and then copy the
pixels to the RAM

Actions #18

Updated by federelli almost 16 years ago

This issue was kinda fixed with the recent attempt to emulate this properly, whoever
the framebuffer that is captured seems to be bigger than the actual one, and u end up
getting the top right corner of the screen in the screenshot u take.

Actions #19

Updated by BhaaL almost 16 years ago

federelli: What Rev are you refering to?
I just tried this with Z:TWW and the pictobox on r2255, this still hangs the whole
thing (with either JIT or JITIL).

Actions #20

Updated by XTra.KrazzY almost 16 years ago

I thought we solved that by copying the EFB to RAM

Actions #22

Updated by federelli almost 16 years ago

This particular issue can be closed, yes the crash is resolved by copying to RAM,
unless your trying to make the hack not hang the game.

Actions #23

Updated by XTra.KrazzY almost 16 years ago

Good.

Actions #24

Updated by sl1nk3.s over 15 years ago

Issue 1136 has been merged into this issue.

Actions #25

Updated by Anonymous over 13 years ago

  • Status changed from Accepted to Fixed

Ignore this...Status:Verified was removed, changing to Fixed

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