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Emulator Issues #3341

closed

Fire Emblem: Radiant Dawn - DSPHLE causes crash with some special effects

Added by abn2g about 14 years ago.

Status:
Fixed
Priority:
Normal
Assignee:
-
Category:
DSPHLE
% 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. Start the game and proceed to a battle map.
  2. Invoke one of the following circumstances to initiate the offending
    lighting effects:
    a) A player character within three spaces of his or her Supporting
    character uses the Attack command on an enemy character, or is
    attacked by an enemy. First available in Part I, Chapter 2
    between Micaiah and Sothe.
    b) A Heron character uses a Galdr command on (preferably multiple)
    player characters adjacent to him or her. First available in
    Part I, Chapter 8 with Rafiel.
  3. Alternatively, view the opening cutscene in the Part III, Prologue
    chapter and watch for when the scene cuts to the battle map and several
    laguz characters transform at the same time.

What is the expected output? What do you see instead?
The above situations should briefly produce various flashes of light around the characters involved. However, there is a chance that instead of producing the desired effects, the game will freeze and display a warning window with the following message:

Unknown pointer address prefix 71, report this to the devs: 0x71BACC00
Continue?

Choosing either Yes or No at this point causes the program to crash. exceptioninfo.txt reveals a stack trace for the error:

Unhandled Exception
Code: 0x80000003
Call stack info:
memmap.cpp(634) : Memory::GetPointer
ppccache.cpp(146) : PowerPC::InstructionCache::ReadInstruction
memmap.cpp(438) : Memory::Read_Opcode_JIT
ppcanalyst.cpp(375) : PPCAnalyst::Flatten
jit.cpp(446) : Jit64::DoJit
jit.cpp(396) : Jit64::Jit
jitbase.cpp(22) : Jit
powerpc.cpp(242) : PowerPC::RunLoop
core.cpp(288) : Core::CpuThread

Dolphin version with the problem? Other Dolphin version without the
problem?
Currently using source code revision 6279, but it has been present in at least a few revisions before then. Unable to reproduce on the official 2.0 release from April 2010.

32-bit or 64-bit and any other build parameters?
Source code was built as checked-out from SVN with no modifications.

OS version and versions of tools/libraries used?
Windows Vista x32, Visual C++ Express 2008, DirectX SDK June 2010.

Please provide any additional information below.
This occurs on an apparently random basis; occasionally, the lighting effects will go off without a problem. However, there seems to be a higher chance of it happening if the lighting effects must be produced on multiple characters simultaneously (for example, compare using Rafiel's Vigor command on 4 adjacent allies as opposed to 1).


Related issues 1 (0 open1 closed)

Has duplicate Emulator - Emulator Issues #5047: Fire Emblem: Radiant Dawn - "Trying to compile at 0. LR=8023aaf4"Duplicate

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Actions #1

Updated by skidau about 14 years ago

Please test this game with r6284. I have added a potential fix. Let us know if it fixes the problem.

Actions #2

Updated by abn2g about 14 years ago

Great! Support flashes seem much more stable now. The Galdr commands are behaving better as well, but some specific commands can still produce the same error only under certain in-game options. I can post full details if you need them. Still no change in scenario 3 described above, but that scene does involve around 13 characters at once with relatively heavy lighting effects for each. Will continue testing.

Actions #3

Updated by shroom2002 over 13 years ago

Hi. I get the same error as ab whenever I do the third step (opening cutscene in the Part III Prologue chapter). It shows an error message and then crashes. My error reads:

Unknown pointer 0x6541dcc0

I am using r7483 32-bit and can also reproduce the problem on the official 2.0 release, albeit with a different message.

Actions #4

Updated by adaml75 over 13 years ago

Strange. I went through this part of the game without a problem (on a much older revision, I guess around 3xxx).

Actions #5

Updated by jerjord over 13 years ago

I'm getting the same error. 0x6541dcc0 at the opening cutscene in Part III Prologue chapter using Dolphin r7533 on 32-bit.

Actions #6

Updated by romkerozendaal92 over 13 years ago

Same error at the exact same location

Actions #7

Updated by hikeroship over 13 years ago

  1. Alternatively, view the opening cutscene in the Part III, Prologue
    chapter and watch for when the scene cuts to the battle map and several
    laguz characters transform at the same time.

Dolphin Ver.3 Release 32-bit

0x6541dcc0

Actions #8

Updated by comarxastig925 about 13 years ago

Uncheck your settings for HLE Audio only on "that" particular part. I tried it and it worked for me hehehe....

Actions #9

Updated by comarxastig925 about 13 years ago

Uncheck your settings for HLE Audio only on "that" particular part. I tried it and it worked for me hehehe....

Actions #10

Updated by jackjcrong about 13 years ago

i am using a mac os x lion and it crashes for me too on chapter 3 in the begining... i am using the latest version

Actions #11

Updated by delroth over 12 years ago

Issue 5047 has been merged into this issue.

Actions #12

Updated by delroth over 12 years ago

  • Status changed from New to Accepted

Issue 5047 contains a PAL save before Chapter 3 prologue, which can be used to reproduce the crash.

Actions #13

Updated by delroth over 12 years ago

Apparently this issue happens only with DSPHLE. DSPLLE does not crash in chapter 3 prologue.

Actions #14

Updated by Billiard26 over 11 years ago

  • Issue type set to Bug
  • Category set to dsphle
Actions #15

Updated by delroth over 11 years ago

  • Status changed from Accepted to Fixed

Likely to be fixed with new-ax-hle.

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