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Emulator Issues #5682

closed

Zelda SS Crash when entering a silent realm trial (in newer revisions only)

Added by scientificraver about 12 years ago.

Status:
Fixed
Priority:
High
Assignee:
-
% Done:

0%

Operating system:
Windows
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

In recent dolphin revisions when entering one of the 3 trials in Zelda SS, dolphin crashes. The crash happens in all current revisions but in 3.0-631 and older everything works fine, although I did not have the time yet to track down the exact revision where the error occurred first.

--------------------------------------

  1. Game Name and ID (as it appears in right click > properties:
    SOUP01

2) What is the expected output? What do you see instead?
Dolphin not crashing is expected

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.
in 3.0-424 and 3.0-631 it worked fine all the time

4) What steps will reproduce the problem?

  1. Enter one of the silent realm trials
  2. After the cutscene where Link puts his sword into the stone dolphin crashes
  1. Win7x64, mobile CoreI7 GT555M, 3.0-799 HLE, 1080p 3xIR

Related issues 2 (0 open2 closed)

Has duplicate Emulator - Emulator Issues #5883: Skyward Sword - Crash with DX11Duplicate

Actions
Has duplicate Emulator - Emulator Issues #6281: Skyward Sword and Mario Galaxy 2 Crashing when changing to certain areasDuplicate

Actions
Actions #1

Updated by Aaron5367 about 12 years ago

I also experience this issue in the latest releases. Had to fall back to 631, as said above, and it worked fine then.


  1. Game Name and ID (as it appears in right click > properties:
    SOUE01
    Zelda: Skyward Sword

  2. What is the expected output? What do you see instead?
    Dolphin not crashing is expected

  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.
    All the latest releases on the main page (except 3.0, which I wasn't able to check) do this. 3.0-631 works fine.

  4. What steps will reproduce the problem?

  1. Enter one of the silent realm trials
  2. After the cutscene where Link puts his sword into the stone dolphin crashes
  1. Windows 7 x64, AMD Phenom II X6 3.6 GHz, 10 GiB Ram, AMD Radeon 6970, 1080p Auto IR, HLE
Actions #2

Updated by scientificraver about 12 years ago

The best we could do to support the developers might be to track down the exact revision where the error starts to occur. If 631 works and 799 not, we would need to test something like 650, 700, 750 and 775 next, to get closer to the relevant changes in the dolphin code.

Actions #3

Updated by limburgerite about 12 years ago

I just tried OpenGL on a few 'broken' builds and it seems to be unaffected (though it did crash on me once out of about eight tries). DX9 and DX11 crash every time, though.

I've narrowed it down to builds 772 and 774 - 772 works, 774 doesn't. 773 isn't in the download archive, but this is the rev between 772 and 774:
http://code.google.com/p/dolphin-emu/source/detail?r=bb8b5936c040bcf693b270d65821185386ff83b1

I don't think 774 actually broke it since it was only a minor DX11 change, and the crashes occur with DX9 as well.

Actions #4

Updated by skidau about 12 years ago

Try clearing the shader cache folder.

Actions #5

Updated by limburgerite about 12 years ago

While deleting the shader cache has cleared up issues for me before, all the tests I've done for this bug have been with freshly extracted downloaded zips. The only changes I've made after extracting are copying my Wii folder (for the SS saves), setting the fullscreen res to 1920x1200 (I get a black screen with 640x480), and setting Real Wiimote.

Actions #6

Updated by NeoBrainX about 12 years ago

Thanks for tracking down the issue. Still, could you please verify that the issue is indeed caused by rbb8b5936c040?
Frankly said, I still find it very unlikely to be the case.

Actions #7

Updated by NeoBrainX about 12 years ago

If possible, can you create a fifo log (with an older build where this issue doesn't occur) of the frame were the crash occurs in newer builds? It doesn't need to be a single-frame log, a log of multiple frames including that specific one would be sufficient.

Actions #8

Updated by limburgerite about 12 years ago

I think I may have come a bit closer to identifying the problem.

Long story short, the shader cache files generated by build 772 work in 774 (and 840 and 843 and probably all post-772 builds), both DX9 and DX11. I simply went past the crash point in 772, took the cache files and copied them to the broken builds. Presto! No crash. There's another cutscene shortly after entering a realm (when you exit the circle) that also causes a crash, but if you go past that point with 772 it can be avoided as well.

So it seems to be a pixel shader generation/compilation issue. Some evidence to support that theory:

  • rbb8b5936c040 is the only revision between between working build 772 (r8fed3b76c85e) and broken build 774 (rac2ce8b16ee5). rac2ce8b16ee5 was only a minor modification to the DX11 plugin, but rbb8b5936c040 modified PixelShaderGen.cpp.
  • It's necessary and sufficient to copy the good ps cache files to stop broken builds from crashing (the vs files have no effect).
  • Builds before 135 (radef86c1ef29) are actually broken in the same way as recent builds. It seems the 'new-shadercache-uids' merge fixed this issue. Could rbb8b5936c040 have reverted PixelShaderGen.cpp to a pre-merge state? I'm still trying to wrap my head around the reversion of a reversion thing...
  • I let VS2010 debug the crash a few times and it's crashing in D3DCompiler_43.dll.

For the record, these are the builds I've tested so far:
working: 135, 139, 153, 682, 714, 721, 735, 759, 765-772
broken: r7231, r7719, 77, 97, 774, 776, 793, 804, 831, 840, 843

Oh, and here's the FIFO file you wanted, Neo:
http://www51.zippyshare.com/v/8903973/file.html
Sorry for the large-ish size; it's 75 frames. The crash always occurs in the solid white between scenes so it's hard to pin down the exact frame. All settings were at default except 'Real Wiimote'.

Some info from the VS2010 debugging:
http://www44.zippyshare.com/v/20010327/file.html
I tried setting the next statement and continuing and it actually popped up the 'failed to compile shader' dialog and dumped a bad_ps_0000.txt. A couple are included in the above file.

Actions #9

Updated by NeoBrainX about 12 years ago

Uhm, not sure if I ever asked someone to do this - but what happens if you set the EnableShaderDebugging field in your gfx config to true? The game should slow down quite a bit, but hopefully it also gives a more useful error dialog when crashing (or maybe not crash at all but still show an error message). Make sure to have panic handlers enabled when testing.

Actions #10

Updated by limburgerite about 12 years ago

OK, I set EnableShaderDebugging = True in gfx_dx9.ini (Windows x64 build 863 non-dirty) - it slowed down to about 10-15 fps, so I'm assuming it worked. It crashed in the same place; however, after I did the debug/set-next-statement/continue, I got some more dialogs after the 'failed to compile shader' one:


Warning

Unique pixel shader ID mismatch!

Report this to the devs, along with the contents of ./User/Dump/psuid_mismatch_0000.txt.

OK

Nine of them in a row, then it crashed again in the same spot.

the psuid_mismatch_000?.txt files:
http://www24.zippyshare.com/v/55676305/file.html
(Can I just attach this one? It's like 3KB)

Actions #11

Updated by NeoBrainX about 12 years ago

Thanks, that should help debugging this issue a lot.

Attaching 3 kb files is fine, we just don't want people to upload their 1 MB-sized BMP files of screenshots etc. ;)

Actions #12

Updated by NeoBrainX about 12 years ago

Yo, the application behavior when continuing program execution after a crash usually is undefined, so that information is not really reliable ;)

Do you have a backtrace of the crash?

Actions #13

Updated by limburgerite about 12 years ago

As luck would have it, I found an old Dolphin git repo I had zipped up but never got around to doing anything with. So I finally went ahead and installed the DX SDK and managed to build a debug exe.

It's r62e790f, which is over a year old, but it does have the issue. Sure enough, it crashed in the exact same place.

I had to add #include "ConfigManager.h" to EmuWindow.cpp to get it to compile, plus make a fake scmrev.h (I don't have git extensions installed yet), so the build's a tad dirty, but other than that the source is untouched from r62e790f.

I've attached the crash debug info (no continue this time, just breaking at the crash)

Actions #14

Updated by NeoBrainX about 12 years ago

Could you try replacing this (http://code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderGen.cpp#487) line with
"static char text[16383];" (i.e. decrement the value by 1)
?

Actions #15

Updated by NeoBrainX about 12 years ago

That will either change nothing or make an error box appear before crashing. The former is much more likely, but I really have no idea what would be causing this.

Actions #16

Updated by limburgerite about 12 years ago

I just added some code to CompilePixelShader() that logs the shader code passed to it. It spit out shader_%d.txt files from 1-20 before the crash. I tried compiling some of them with fxc.exe from the SDK. They all produce output except shader_20.txt - which actually crashes fxc.exe. Uhm, is that supposed to happen? If I screw around with a good shader file, it gives errors, like you would expect.

I'll try your suggested mods next.

Actions #17

Updated by NeoBrainX about 12 years ago

I guess it's not supposed to crash fxc.exe... I'm starting to think this is an actual shader compiler bug :/

Could you attach that shader_20.txt shader and maybe the shader_19.txt one, too?

Actions #18

Updated by limburgerite about 12 years ago

(Sorry for the delay - had a little F7U12 moment after a hard lockup)

The 16384->16383 change didn't have any effect.

I changed my code to "shader_%03d.txt" (like it should've been in the first place) and ran it again, so now the crasher is shader_016.txt (still the same file as the previous shader_20.txt though)

Actions #19

Updated by limburgerite about 12 years ago

Hmm... Disabling optimizations lets fxc compile the 'bad' shader.

Looking more and more like a M$ bug... Though I still find it interesting that the 'new-shadercache-uids' merge fixed the issue.

I'll probably have to bow out after this since my knowledge of shader programming falls somewhere between jack and squat.

Actions #20

Updated by NeoBrainX about 12 years ago

You could try replacing lines like this
"crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);"
with
"crastemp = rastemp".

Maybe that way we can find a workaround that doesn't make MS's shader compiler go nuts :/

Actions #21

Updated by limburgerite about 12 years ago

Changed the only line in shader_016.txt that looked like that to
crastemp = rastemp; //frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f);
but no dice, unfortunately... (success with /Od, crash without)

Actions #22

Updated by limburgerite about 12 years ago

Well, I finally have a working, up-to-date git/Dolphin build environment.

I've built two versions, one directly from r47aaca89eb0d and another from r47aaca89eb0d with rbb8b5936c040 reverted.

The latter does fix the crashing, so I've attached the problem shader from both versions. They differ by four lines, and adding the following line from the reverted version's shader to the unreverted one:
prev = frac(4.0f + prev * (255.0f/256.0f)) * (256.0f/255.0f);
stops the crashing (the other three lines have no effect).

Commenting out the following line:
http://code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderGen.cpp?r=47aaca89eb0d36d307a9ac1f76293b9e5c9de257#760
achieves roughly the same effect by forcing the "prev = frac(..." line to be written (though without the "4.0f + " part, which I guess is from the reverted code)

I doubt this is a proper fix, but hopefully it'll help you find a workaround...

Actions #23

Updated by timbudtwo about 12 years ago

I am having the same issue. How do I fix this or has there been a release with the fix already?

Actions #24

Updated by scientificraver about 12 years ago

Dolphin seems to be in a very unstable state at the moment so using an older revision like 3.0-750 until the relevant bugs are fixed is the only solution for the moment.

Actions #25

Updated by limburgerite about 12 years ago

Actually, this is likely the fault of a bug in Microsoft's shader compiler. You can switch to OpenGL to get through a realm then switch back to D3D after you've completed it.

Actions #26

Updated by NeoBrainX about 12 years ago

limburgerite: So let me get this right, commenting out this single line http://code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderGen.cpp#755 fixes the issue?

Actions #27

Updated by limburgerite about 12 years ago

Yep, just tried it with a clean, up-to-date master and just that one change makes the crashes go away. Looks like forcing the "emulation of unsigned 8 overflow" makes the compiler's optimizer happy. ¯(°_o)/¯

Plus, setting the D3D10_SHADER_SKIP_OPTIMIZATION flag (dunno the DX9 equivalent) also stops the crashing without needing the above fix, so at this point I'm 99% certain the problem is with the optimizer.

Actions #28

Updated by NeoBrainX about 12 years ago

Mhm I noticed something weird about the shader_16.txt you posted and changed some code around in the pixel shader gen.

Could you apply the patch from http://pastie.org/5522428 on vanilla Dolphin and report back your results? I hope you don't get any shader compile errors (couldn't really test it locally). If you still get crashes, it would be cool if you uploaded the shader where it crashes at, like you did before.

Actions #29

Updated by NeoBrainX about 12 years ago

lol sorry, need to correct the patch already:
In patch line 62, it should be
"WRITE(p, "%s", tevOpTable[ac.op]);" (i.e. ac.op instead of cc.op)

Actions #30

Updated by limburgerite about 12 years ago

patch applied successfully to vanilla master (along with cc->ac correction) and...

:(

Debug info (ps_5_0):
(56,10): warning X3206: implicit truncation of vector type
internal error: compilation aborted unexpectedly

Actions #31

Updated by NeoBrainX about 12 years ago

Ok guess I screwed something up, but http://pastie.org/5522529 should fix that. I also fixed the ac.op<->cc.op thing from above.

Actions #32

Updated by NeoBrainX about 12 years ago

Should fix the warning anyway... doubt it'll fix the actual issue now though, but try anyway and post the shader again :)

Actions #33

Updated by limburgerite about 12 years ago

oops...

Debug info (ps_3_0):
C:\Users\shmoo\Desktop\Dolphin\bin\memory(41,19): error X3004: undeclared identifier 'textempfloat4'

Actions #34

Updated by NeoBrainX about 12 years ago

... my fault, sorry :D
http://pastie.org/5522571

Actions #35

Updated by limburgerite about 12 years ago

This does fix the crash, but introduces some undesirable side effects (eg, some things that should be transparent aren't and things that shouldn't be are). I'll try to get some screenshots.

Actions #36

Updated by NeoBrainX about 12 years ago

Mhm, no need for screenshots, I guess I'll have to review my changes again since there's likely some mistake I made... :)

Actions #37

Updated by NeoBrainX about 12 years ago

... not today, however. Thanks again for testing though!

Actions #38

Updated by limburgerite about 12 years ago

No prob, glad to help...

Here's a screenshot anyway for the heck of it:
http://s9.postimage.org/ioc4h8tf3/SOUE01_2.jpg

(note the lack of transparency in the save file textures)

Actions #39

Updated by NeoBrainX about 12 years ago

Finally found what was wrong about the previous patch:

http://pastie.org/5543904

Now let's hope the shader compiler is still fine with that one... (the glitches you reported should be gone for sure now)

Actions #40

Updated by limburgerite about 12 years ago

Visuals are back to normal, but sadly, still crashing at
D3DCompiler_43.dll!CProgram::SplitRegisters() + 0x21d bytes

Just out of curiosity, I did some tests forcing Dolphin to use other D3DCompiler_xx.dll versions, and this is what I came up with:
33, 34, 37 work
35, 36, 41, 42, 43, 46 crash (46 is the Windows 8 SDK version)
40 works with DX9 but crashes with DX11
(versions < 40 don't support ps_5_0, so they were only tested w/DX9)

Not sure it's of any use, but at least you know there are some versions that will actually compile the problem shaders.

Actions #41

Updated by NeoBrainX about 12 years ago

Could you try compiling in D3D11 with the most recent d3dcompiler dll but using the D3DCOMPILE_OPTIMIZATION_LEVEL0, D3DCOMPILE_OPTIMIZATION_LEVEL1, D3DCOMPILE_OPTIMIZATION_LEVEL2 and D3DCOMPILE_OPTIMIZATION_LEVEL3 flags ? (each on its own, ofc)

Actions #42

Updated by NeoBrainX about 12 years ago

Note that we're currently using optimization level 3, so you'll want to drop that from the existing flags.

Also, could you add D3DCOMPILE_WARNINGS_ARE_ERRORS and/or D3DCOMPILE_ENABLE_STRICTNESS? I doubt they will be helping because they'll likely point at other parts of the code, but there's a small chance they do actually help.

Anyway, playing around with the opt. level is more important atm :>

Actions #43

Updated by NeoBrainX about 12 years ago

Uh, you'll want to edit the file Source/Plugins/Plugin_VideoDX11/Src/D3DShader.cpp at lines 49/51, 106/108 and 165/167 for that.

Actions #44

Updated by limburgerite about 12 years ago

Heh, optimization levels were one of the first things I messed with. All three levels crash; only skipping optimization works. :\

I'll play around with the other flags and see how it goes...

Actions #45

Updated by limburgerite about 12 years ago

Er, I mean all four levels crash (0-3).

Actions #46

Updated by limburgerite about 12 years ago

Nope, no change with any combo of D3DCOMPILE_WARNINGS_ARE_ERRORS and/or D3DCOMPILE_ENABLE_STRICTNESS (optimization flag was left out so should've defaulted to 1).

Are the 49/51 & 106/108 edits necessary? The crashing is only happening in CompilePixelShader().

Actions #47

Updated by NeoBrainX about 12 years ago

Nope, the other edits weren't really necessary.

Could you check that D3DXSHADER_SKIPOPTIMIZATION is the correct flag to use to workaround the issue in the d3d9 backend?

I think the only option we have right now is to disable optimizations altogether for pixel shaders :/

Actions #48

Updated by NeoBrainX about 12 years ago

For reference, this minimal shader makes the compiler crash already:

uniform float4 input;

void main(out float4 ocol0 : SV_Target0)
{
float4 temp = input.rgga / 2.f;

temp.a = saturate(temp.a);
temp.rgb = saturate(temp.rgb);

temp.rgb = lerp(temp.rgb, float3(0.5, 0.5f, 0.75f), float3(0.5f,0.5f,0.5f));
ocol0 = temp;
}

Actions #49

Updated by NeoBrainX about 12 years ago

http://code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderGen.cpp#1329

What if you revert all other changes you did before and change just that line to
WRITE(p, " prev = lerp(prev," I_FOG"[0],float4(fog.rrr,0.0f));\n");
?

(try this before trying anything else :D)

Actions #50

Updated by limburgerite about 12 years ago

Still crashes, but I think I see where you're going...

It looks like there's something weird going on with the .rgga. Specifically, it's having the middle two terms being the same (eg rbbg, grrb, rrrr all crash while rrar, bbag, argg don't).

In your minimal shader, splitting it up into:
float4 temp;
temp.rg = input.rg / 2.f;
temp.ba = input.ga / 2.f;
stops the crashing, and ironically seems to be optimized out anyway, even at level 0. Strange...

Actions #51

Updated by limburgerite about 12 years ago

Actually, I was a bit off about the patterns that crash, its more like:
abbc
(eg rrrr, gggg, rggg, ggga don't crash, but rgga and aggr do)

Actions #52

Updated by NeoBrainX about 12 years ago

Yeah, don't bother anymore I guess... we discussed this on irc quite long and found different "fixes" which work for some people and don't work for others. There does not seem to be a universal workaround :/

Can only hope MS will correct that bug in a future release.

Actions #53

Updated by limburgerite about 12 years ago

Yeah, I just tried my "fix" on the Dolphin-crashing shader and it didn't work :(

Don't forget to report this to MS:
http://www.codersnotes.com/notes/direct-bug

Actions #54

Updated by NeoBrainX almost 12 years ago

Gread, someone just spammed this issue and flooded everyone with >10 emails to post useless info on an issue that has been identified already.

Next time, upload crash traces and the like to a pastebin service and upload images somewhere else. Also, check if it's necessary at all to post any further info >_>

Efforts appreciated and stuff, though.

Actions #55

Updated by scientificraver almost 12 years ago

I would not call it "not a Dolphin bug! It worked fine before, why not revert the commit that causes the error, even if it eventually seems to be a DirectX bug.

Of cause you can use OpenGL to avoid running into the issue right now, but that is slower on most setups.

Actions #56

Updated by mnbayazit almost 12 years ago

I'm having this exact issue as well in ver 3.5-367. Switching to OpenGL does not fix the issue; in fact, it makes it worse. It crashes immediately after calibrating my Wiimote shortly after booting the game. I haven't found a way past this point in the game yet. The 3.0-win64 build didn't work either.

Actions #57

Updated by scientificraver almost 12 years ago

I do not want to spam this thread any further but you can use 3.0-750 which is very stable in my opinion. Any revisions before 3.0-772 will not crash in DX9 or 11 when entering the trials.

Actions #58

Updated by scientificraver almost 12 years ago

Maybe someone with an up to date Intel CPU might want to try this unofficial patched build: http://forums.dolphin-emu.org/Thread-dolphin-icc-intel-optimized-builds-sse3-4-avx-latest-3-5-419-x64-unofficial (Dolphin 3.5-416 [Zelda-SS-patch] x64 ICC SSSE3,SSE4.1,SSE4.2,AVX) and report back to the forum if it fixes the crash or not
It reverts the 'fix' that is supposed to cause the SS silent realm crash.

Actions #59

Updated by white.phoenix almost 12 years ago

I didn't revert the reverted revert, I just commented out line 755 of this file: http://code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderGen.cpp#755 which was reported to have fixed the issue. that said, I definitely am interested to see if this fix still works or not or if it has any unintended side effects.

Actions #60

Updated by NeoBrainX almost 12 years ago

755 is the wrong line.

Actions #61

Updated by white.phoenix almost 12 years ago

@ NeoBrainX: you asked above (in comment #29)if commenting out that line worked, and comment #30 said yes. did I misunderstand that or something? which line is it then?

Actions #62

Updated by white.phoenix almost 12 years ago

Nevermind, I see now it's line 760, I'll fix my builds

Actions #63

Updated by NeoBrainX almost 12 years ago

Still wrong; no idea what revision you're looking at, but I guess it's this line:
http://code.google.com/p/dolphin-emu/source/browse/Source/Core/VideoCommon/Src/PixelShaderGen.cpp?r=29d43ef897275bd200cee0ec4492b1c2052902f3#707
(either that, or that and line 708)

Anyway, commenting out any of this results in bad hardware emulation and thus obviously is no fix. If anything, you might want to try the tev_fixes branch. Maybe that one made the code complex enough to change the failure of the shader optimizer :p

Actions #64

Updated by NeoBrainX almost 12 years ago

Oh hey, actually commenting out only line 707 would be a good fix. If it still fixes the issue, I'd be tempted to force line 708 to always be enabled :p

Actions #65

Updated by white.phoenix almost 12 years ago

I got the right one this time, #707
//if(RegisterStates[0].AlphaNeedOverflowControl || RegisterStates[0].ColorNeedOverflowControl)

Build two builds, one ICC compiled and one standard vanilla MSVC w/ _M_SSE=0x40 added to preprocessor for SSE3/SSE4.

Both are posted in my thread on the forums, but also adding them below in case anyone wants to try them.

Dolphin 3.5-420 [Zelda-SS-Fix] x64 ICC SSSE3,SSE4.1,SSE4.2,AVX + OpenMP http://adf.ly/JZplc
Dolphin 3.5-420 [Zelda-SS-Fix] x64 MSVC SSE3,SSE4 Intel+AMD http://adf.ly/JZptF

Actions #66

Updated by white.phoenix almost 12 years ago

crap I just realized _M_SSE=0x40 does SSSE3 which AMD doesn't have. Here's a straight vanilla build which will work on any CPU.

Dolphin 3.5-420 [Zelda-SS-Fix] x64 MSVC Intel+AMD http://adf.ly/JZuKU

Sorry for the email spam for those of you subscribed to this.

Actions #67

Updated by scientificraver almost 12 years ago

My saveegame is currently far away from the crash so I cannot test. However, reverting Revision: bb8b5936c040 which fixes a bug in WindWaker but initially caused the SS crash should fix the bug in theory.

Actions #68

Updated by MattBoySlim almost 12 years ago

white.ph~-- I just encountered this crash tonight (after finally getting an overheating issue under control and being able to run SS in a playable state). I tried your patched ICC version and it definitely seems to be working...got me past the crash point, anyway. Thanks!

Actions #69

Updated by scientificraver almost 12 years ago

I can confirm that the [Zelda-SS-Fix] builds do not crash when entering the trials in DX9.

Actions #70

Updated by mnbayazit almost 12 years ago

I too can confirm that "Dolphin 3.5-420 [Zelda-SS-Fix] x64 MSVC Intel+AMD" fixes the issue. I backed up my "Wii" folder just before a silent realm so I should be able to test if you guys submit a fix to the official branch, but it looks like white.ph already has it nailed down. Can we expect this this to make in into an official build anytime soon?

Actions #71

Updated by Billiard26 over 11 years ago

  • Issue type set to Bug
Actions #72

Updated by skidau over 11 years ago

Issue 5883 has been merged into this issue.

Actions #73

Updated by white.phoenix over 11 years ago

@mnbaya...@gmail.com: it's not really a dolphin bug, but a DirectX bug. Last I heard, dolphin was waiting on a fix from microsoft. My patch just reverts part of a commit that caused the bug to surface.

Actions #74

Updated by fanfoisinc over 11 years ago

This crash has happened to me before but I just tried 3.5-1386 and it just works now !
I double-checked and here is my now working situation :
Din's trial, with Direct3D11.
I7 3600k, GTX 560 Ti, 1080p, DSP LLE.
Can anyone confirm ?

Actions #75

Updated by delroth over 11 years ago

  • Priority set to High
  • Operating system Windows added

Does this still happen with recent revisions?

Need to get someone to ping MS again about this.

Actions #76

Updated by Autoran1 over 11 years ago

Issue 6281 has been merged into this issue.

Actions #77

Updated by Autoran1 over 11 years ago

Decided to replay this game again, and found this issue, yes the recent builds still have it, tried to revert part of rbb8b5936c040, as it were said here http://code.google.com/p/dolphin-emu/issues/detail?id=5682#c86 and everything worked

Actions #78

Updated by velocity7 over 11 years ago

Issue still exists as of 3.5-2436, Direct3D 9. Easiest place to try this is actually in Lanaryu Gorge; talk to the Thunder Dragon to start a Silent Realm trial.

Actions #79

Updated by squallfer about 11 years ago

issue still on 4.0 :S but in 3.0-255 work's great

Actions #81

Updated by NeoBrainX almost 11 years ago

Not a problem in tev_fixes_new.

Actions #82

Updated by delroth almost 11 years ago

  • Status changed from Accepted to Fixed

Fixed in commit a9a8c730748b (tev_fixes_new).

Actions

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