Emulator Issues #303
closedSuper Smash Bros Brawl: Dual Layer "Please Insert SSBB Gamedisc"
0%
Description
What steps will reproduce the problem?
- Try to load SSBB
- After the long error message (absent from the latest revs), there's the
problem.
What is the expected output? What do you see instead?
The expected output would be to load the game and it should work to some
point (or totally if it was fully emulated). Instead, it stops at this
screen and does nothing.
What version of the product are you using? On what operating system?
Windows Vista, Dolphin 32-bit Rev 1172
Please provide any additional information below.
I'm sorry if this issue is already logged, but the problem is so annoying
(at least to me) and I couldn't find the issue by searching, so I assumed
it didn't exist yet. I know everyone knows this problem, but I would like
to post an issue of it as I think it is of extreme importance. Brawl is my
favorite game, as is the favorite game of many other users, most probably.
So please, devs, if you have some time, please work on this game.
Attached is the proof of it.
Updated by joao.tburn almost 16 years ago
Sorry for my nick some might not know me, but I am Why-Fi.
Updated by marcus over 15 years ago
As of r2276, this is STILL broken. Anyone fixing it?
Updated by lpfaint99 over 15 years ago
Issue 964 has been merged into this issue.
Updated by knuckles500 over 15 years ago
As far as I know, NTSC version still doesn't work. :(
I feel left out. :(
Updated by XTra.KrazzY over 15 years ago
Don't feel that way :P We take your comments rather seriously (so long as you don't
ALL CAPS "HELP NARUTO ISNT BOOTING")
Updated by montecrudo about 15 years ago
Yes, hi there.
I guess I'm having the same issue, 'cause I put my copy of Super Smash Bros Brawl
and it asks me for some disc. And I'm using r4347 (last version to date).
A suggestion I made up, maybe stupid, maybe not I dunno:
Is there a way that you guys can trick the console into believing you put a PAL
version? Like a hack or something like that?
I remember there were some SEGA CD rom games which didn't work if you didn't set on
the emu the correct BIOS to work on (Europe, Japan or USA).
Updated by skidau almost 15 years ago
I have created a patch to pass the Game ID disc check in the USA version of Super
Smash Bros Brawl.
The DSP was overwriting the Game ID when it performed a DMA call to write to ARAM at
0x00000000. This patch performs a sanity check before performing a DMA transfer.
I have tidied up the Wii disc loading routine in BS2Emu to align it with the memory
map in the Wiibrew documentation. This makes it consistent with how the SSBB code
reads the disc id.
This patch fixes this issue and its duplicates 417, 519, 964, 25.
Updated by XTra.KrazzY almost 15 years ago
- Status changed from New to Work started
Actually, the patch looks good. If it works and its content is correct, we should
apply it.
Updated by Anonymous almost 15 years ago
well having bs2 write to 0x8xxxxxxx is wrong I think, it sounds like some memory flush
is not being performed correctly? If there's no way around it, we should probably
mirror the low mem region ourselves in the BS2 HLE for wii.
Also, I highly doubt DSPInterface hardware is designed to silently drop writes to low
mem...
Updated by skidau almost 15 years ago
Changing the bs2writes to 0x8XXXXXXX is optional. I changed it to make it consistent
with how the wiibrew memory map has got it documented. SSBB reads the Game ID from
0x80000000, not 0x00000000 - so it makes sense to write the Game ID at 0x80000000.
However, leaving the bs2 writes in the 0x0XXXXXXX range will also work because
Dolphin automatically mirrors the MEM1 memory ranges.
The read from the DVD for the Game ID needs to remain however. SSBB verifies the
memory range from 0x80000000 to 0x80000007.
SSBB is setting AR_DMA_ARADDR_H to 0 and then requesting a DMA for 0x20 bytes soon
after. The PPC code is definitely correct, so I guess there is something missing in
the DSP implementation.
Updated by Anonymous almost 15 years ago
"because Dolphin automatically mirrors the MEM1 memory ranges."
yeah, exactly :)
so why does the gameid still have to be written to 0x80000000?
"The PPC code is definitely correct, so I guess there is something missing in
the DSP implementation."
Also probably correct. the DSP/AI/AR interfaces generally are a bit barebones
currently (as there haven't really been problems implementing just what is there
now); it's very interesting this game trips it up though.
Updated by skidau almost 15 years ago
Writing the Game ID to 0x80000000 is optional. If you'd like me to create a new
patch without those changes, let me know.
Updated by Anonymous almost 15 years ago
- Status changed from Work started to Fixed
This issue was closed by revision r4687.