Emulator Issues #5294
closedEternal Darkness crashes on OSX
0%
Description
Eternal Darkness crashes during the opening of the game.
After choosing "New Game", choosing a memory card, and watching the opening, uh... it's a cutscene, right? Well, anyway, after the Eternal Darkness logo shows during the cutscene, the screen turns a solid green, then fades into the proper scene of the book opening and showing Roivas's granddaughter. After zooming in on her picture in the book, it turns green again and crashes Dolphin. (Dolphin just disappears with a crash report dialog, instead of beachballing and requiring me to force-quit it.)
Seeing as this issue hasn't been filed yet here, and it doesn't seem to show up in a DuckDuckGo search, I'm guessing it's either a relatively new issue, a Mac-specific issue, or just an issue of me not using the right settings and nobody else having ever used these exact settings with this game for some reason.
Mac OS X 10.7.3, Intel Core i5 1.7 GHz, Intel HD Graphics 3000.
Using revision d6d52920ec2f, but it didn't work a few revisions ago, either. (I can't be more specific than that, sorry. I haven't been paying attention to revision numbers.)
...Speaking of games not working, I've noticed that a huge pile of my games simply do not work, crashing soon after I start them up. Every Zelda game crashing at the title screen, Super Mario Sunshine crashing during the cutscene before the title screen, Metroid Prime just showing the light-grey of the window background that would be behind the render view and saying "Interpreter64 - 0%" in the bottom-bar...
Is the OS X version of Dolphin really this broken? All my games had worked before in Windows (when I still HAD a Windows install in Boot Camp - it broke a long while ago, and I haven't bothered to reinstall it since, other than in a VM), but the only games that work fine for me on OS X are Kirby Air Ride, Melee, a few Sonic games, and possibly the two Star Fox games. I've re-cloned and rebuilt Dolphin multiple times so it's not that.
Can any OS X users confirm this with me?
Updated by skidau over 12 years ago
Would you please test this game with the fifobusy branch? I guess you can locally merge the fifobusy branch into the current master for the test.
Updated by pauldacheez over 12 years ago
...Uh. I'm not exactly experienced at using git. How would I go about merging it?
Updated by pauldacheez over 12 years ago
...Okay, I took a fresh clone of master and rebased it on the latest FifoBusy commit, skipping conflicts (I don't know how i would merge the code manually, or if it even should be merged). Compiles fine.
Yet, I get the exact same results with the game.
I don't know whether to blame Dolphin or my terrible git skills, but I'm 80% sure I rebased it and built it properly. ;~;
Updated by skidau over 12 years ago
Would you please identify the revision that broke the game? That'll give us a starting point.
Updated by pauldacheez over 12 years ago
I first tried the game on revision 0ed8af2287bd, and it was already crashing like this. Sorry, I can't provide more detail...
Updated by tommyhl2.SS over 12 years ago
You can try some older builds and see when it was working, then move up until it doesn't.
Updated by Anonymous over 12 years ago
it sounds like you may have used git incorrectly there; you want to checkout fifobusy branch OR rebase fifobusy on master (not the other way around).
you can use git bisect to speed up testing if needed.
also some gdb trace of the crash would be helpful in any case.
Updated by pauldacheez over 12 years ago
$ git clone https://code.google.com/p/dolphin-emu/
$ cd dolphin-emu
$ git checkout FifoBusy
$ git rebase master
$ git rebase --skip
$ git rebase --skip
$ cmake . && make -j2
(compiles fine, Dolphin says [FifoBusy] in its window titlebar)
Running the game produces the same results as before, though it's not a solid green this time - the top two-sixths or so plus another line in the middle are a jumble of colors, mostly purple/pink and white. Stuff I've seen numerous times before when using Dolphin, these greenscreens and jumbles of colors.
So, FifoBusy doesn't help.
On the gdb trace suggestion: how does one eke a core dump out of Dolphin? (Sorry to ask so many questions.)
On trying older builds: I will if I have more time. I did try it on the prebuilt 3.0 (yeah, I'm lazy), but I can't get past the Poe quote. (It's not crashing, it just doesn't seem to accept my button-presses. I haven't tried any other games, so I'm not sure if my GCpad settings or the game is broken there.)
Updated by skidau over 12 years ago
In Source/Core/Core/Src/PowerPC/PowerPC.cpp, try commenting out line 296:
ExpansionInterface::UpdateInterrupts();
http://code.google.com/p/dolphin-emu/source/browse/Source/Core/Core/Src/PowerPC/PowerPC.cpp#296
And retry. Let us know if that fixes the issue.
Updated by pauldacheez over 12 years ago
[edits file in Smultron, saves, cmake . && make -j2]
...Nope, it doesn't. Still the same crash...
Updated by pauldacheez over 12 years ago
If a CrashReporter log is of any help, here: http://pastebin.com/ssjcHnCY
The graphics thread, thread 2, is crashing with a simple EXC_BAD_ACCESS. How... ominous? I dunno, I'm not a programmer.
But that gives me an idea: disable Dual Core!
...Nope, stupid idea, made no difference.
Updated by parlane over 12 years ago
Is that crash log from before or after you made the change skid told you to?
OGL::VertexManager::Draw() is the problem func in that crash log. Do you have the crash log of a clean build of master?
Updated by pauldacheez over 12 years ago
After - 3.0-479-dirty, 479 indicating it's on FifoBusy, and dirty indicating that it's, well, not a clean build.
http://pastebin.com/erTnpuTR
Here's it on a current build of master (3.0-465). The screen isn't a solid green on master anymore, for some reason.
Updated by skidau over 12 years ago
It appears that Dolphin is using the Intel HD 3000. Do you also have a discrete video card? If so try changing to that.
Dolphin does not work that well with Intel GPU (even on operating systems other than OSX).
Updated by pauldacheez over 12 years ago
Ah... No, I don't have a discrete GPU, unfortunately. (It's a MacBook Air, and it has Thunderbolt, so I could theoretically hook up a Thunderbolt GPU, once those exist.)
My other Mac has a discrete GPU, an ATi Radeon X1600, but that thing's so weak I get severe graphical glitches (e.g. textures being parts of other OS X windows, so in Brawl I have things like Mario standing on a platform that looks like iTunes's titlebar).
The software renderer just gives me a black screen. Is it supposed to be broken?
Updated by skidau over 12 years ago
Yeah, with the software renderer, if you wait 30 minutes, a Nintendo logo might appear though. That's also not OSX specific.
Updated by pauldacheez over 12 years ago
parlane: I have about ten crash logs from this game, from a few different builds of Dolphin (master, FifoBusy, FifoBusy with that line in PowerPC.cpp commented out), and they all look pretty much the same.
Updated by pauldacheez over 12 years ago
The software renderer's broken on every OS for this game? Hm... If the software renderer is for debug purposes, why's it broken where OpenGL isn't?
Updated by Xsacha over 12 years ago
Software rendering isn't broken. It's just very very slow.
Updated by pauldacheez over 12 years ago
Turns out, a) I'm an idiot, and b) every single checkbox in Graphics > Hacks > Other is specifically made to break things, especially on Intel GPUs. I had half these checkboxes idiotically checked when I filed this issue - some time later, I unchecked everything but OpenMP texture decoding, which fixed everything but Metroid Prime, and today I finally realized OpenMP broke that game, and subsequently realized that I hadn't tested Eternal Darkness since before I unchecked any of those options. The game works perfectly fine now. (Also: those green/partly-green screen flashes are gone with EFB to RAM.)
tl;dr This issue is invalid, I suck at graphics options, everyone using an Intel GPU should disable everything in Graphics > Hacks > Other.