Emulator Issues #5050
closedSystem timing causing hanging
0%
Description
- Game Name and ID (as it appears in right click > properties: "GZ2P01",
"RSBE01", etc):
Wii Party - SUPJ01
2) What is the expected output? What do you see instead?
After completing a minigame you expect that the 2 options to "exit to menu" or "play again" would show up on screen, instead they don't and the game hangs with 0 fps.
3) Did the game ever work correctly (i.e. not have this problem) on an
earlier version of dolphin? Please specify the exact revision when the
problem began.
Since r3.0-153 (Revision 59072adc32bf) included, the 2 icons showed up correctly.
From the first revision available after it that is r3.0-157 (Revision 0ceb3cba36a9) they no more show up.
Unfortunately I couldn't find any revision between r3.0-153 and r3.0-157 to test.
4) What steps will reproduce the problem?
- Launch the game
- go to the minigame selection
- select 1 to 4 free play game and then select 1 player, then 4 player minigame
- select a minigame
- finish the minigame and on the "podium" screen press A to get stuck with 0 fps
5) What version of dolphin are you using (32bit/64bit along with the
version as it appears in the title bar, etc)?
On what operating system, drivers, and hardware? Be sure to list OS,
graphics driver information, and video card model if you are having
graphics problems, for example.
Now I'm using r3.0-220 32-bit (Revision 575814895c05) that has the same problem and my system is WindowsXP SP3 32-bit, Intel E8400, Amd hd4850 using both DX9 and OpenGL
6) Please provide any additional information below.
In the past this problem showed up somewhat randomly and rarely (only sometimes the icon didn't appear, not always), while in latest revision until r3.0-153 included seemed to me to have completely gone away.
Instead starting with r3.0-157 (maybe 3.0-154?) it always appears: when you finish a minigame the two pink icon won't ever appear anymore.
Updated by wespipes69 almost 12 years ago
I confirm this regression. Can someone please look into r 3.0-153-157 to figure out what triggered this instability? It crashed for me also after the intro on first launch. From the second time on, the intro is not shown but it's probably another unstable spot.
Updated by skidau almost 12 years ago
Issue 5341 has been merged into this issue.
Updated by wespipes69 almost 12 years ago
To add to this slightly, it crashes after finishing a "story" session always as well. You can see what SHOULD happen at 11:35 in the following video, but instead, we get a hang.
http://www.youtube.com/watch?feature=iv&annotation_id=annotation_552104&v=glaqnEPejZE&src_vid=IRTvq_1bWLY
Updated by skidau over 11 years ago
Did some investigation into this issue and have narrowed it down to the IPC emulation. It looks like the IPC transfers are occurring too quickly in some circumstances and not quickly enough in others. Dolphin uses a constant rate which is why the change fixed the "four wiimotes" problem but broke Wii Party and Rhythm Fever. Haven't worked out how the real hardware determines what the rate should be. It might be something simple like how quickly starlet processes.
Updated by alexjnewt over 11 years ago
Which commit was the "four wiimotes" problem you specified fixed with (or what's the issue number)? I'm interested in looking into this but I'm unfamiliar with this issue.
Updated by skidau over 11 years ago
The four wiimotes problem was fixed by the first three commits in this list: http://code.google.com/p/dolphin-emu/source/list?path=/Source/Core/Core/Src/HW/SystemTimers.cpp&name=0ceb3cba36a9&r=0ceb3cba36a982ff967eb835f31d419d28ad002b
Updated by alexjnewt over 11 years ago
It's strange because what it looks like from testing, my windows machine only freezes after the change, but my Linux machine is much more inconsistent....
Assuming my tests are unbiased or not just coincidences, I believe on my Linux machine hang randomly in this scenario regardless. All that seems to be apparent after the change is a guaranteed hang in this scenario, rather than a randomly occurring one.
It's very hard to test it seems.
I did notice that "int et_FakeGPWD; // DC watchdog hack" was removed in these commits, along with the freq change... I'm not sure if this has anything to do with this, or if it was just a random code cleanup of an unused variable.
Updated by Billiard26 about 11 years ago
- Status changed from Accepted to Fixed
This issue was closed by revision ca46a34dde49.
Updated by Billiard26 about 11 years ago
Issue 5341 has been merged into this issue.