Emulator Issues #7301
openMedabots Infinity Crashes
50%
Description
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Game Name? Medabots Infinity
Game ID? GM6EE9
What's the problem? Describe what went wrong in few words:
When you shoot any balloon bombs, dolphin versions new then v3.0-232 will freeze.
What did you expect to happen instead?
When the bomb carrying balloon pops from being shot, the bomb should drop to the ground, and continue game play.
What steps will reproduce the problem?
[Don't assume we have ever played the game and know any level names. Be as
specific as possible.]
- Find any balloon filled with a bomb
- Shoot the Balloon
Dolphin 3.5 and 3.5-367 are old versions of Dolphin that have
known issues and bugs, so don't report issues about them and test the
latest Dolphin version first.
Which versions of Dolphin did you test on?
v4.0
v3.5
v3.0-305
v3.0-235
v3.0-234
v3.0-232
v3.0-229
v3.0-226
v3.0-226
v3.0-200
v3.0-184
v3.0-160
v3.0-159
v3.0
Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?
"Dolphin v3.0-232" was the last known compatible version.
What are your PC specifications? (including, but not limited to: Operating
System, CPU and GPU)
Motherboard: ASUS P8H61-M LX3 R2.0
CPU: Intel i7-3770K LGA1155 3.5GHz, 8MB L3 Cache
RAM: 8GB of DDR3
Graphics Card: NVIDIA GeForce GTX 650
OS: Windows 7 Ultimate x64 w/SP1
Are you using the 32 or the 64 bit version of Dolphin?
Currently using x64 but issue exists on both x86 and x64.
Is there any other relevant information? (e.g. logs, screenshots,
configuration files)
If you need any copies of logs or configuration files, please let me know what the file name is your looking for...
Files
Updated by MayImilae over 10 years ago
Try the latest development version please.
Updated by MayImilae over 10 years ago
3.0-234 --> https://github.com/dolphin-emu/dolphin/commit/1ad05f7440c15a2614a98101b59d3358c5e71141 --> Merge branch 'master' of https://code.google.com/p/dolphin-emu
Whoever you are nitsuja, I hate you right now.
Updated by JMC4789 over 10 years ago
I made this build in an effort to narrow down the problem. While not all of the code from back then is still around, some of it still is. I'm not a good coder, in fact, I'm negatively good at code, so there's no guarantee that I did it properly and it may not work at all. But, most of what was in the old build is ported into latest. Let me know this fixes your issue, thanks!
Updated by JMC4789 over 10 years ago
That build is basically the build they specified as the one that broke it reverted. I don't know what else I can do. I couldn't revert /everything/ from that build because some of the code no longer exists.
Updated by mail.brandon.everythingcpu over 10 years ago
I am ok with you hating me Mr Roach...I mean MaJoRoesch. :P
I'll try the latest development version.
Is there anything else I can do to help?
-nitsuja (aka TheNinjaofEarth) xD
Updated by mail.brandon.everythingcpu over 10 years ago
v4.0.2 is lagging really bad, even when using OpenGL and . We are talking 79% at best, durring opening video. Normally runs around 98%-100% with older versions (i.e. v3.5-2436). Any ideas?
-nitsuja (aka TheNinjaofEarth) xP
Updated by mail.brandon.everythingcpu over 10 years ago
I narrowed down the problem to 4 files.
- cg.dll
- cgGL.dll
- SDL.dll
- Dolphin.exe
When I replace these 4 files in v3.0-232 and exchange them with the same files from v3.0-234, dolphin starts crashing. Is there a program I can open these 4 files in, to see what change between with-in them from 1 version to the next?
-nitsuja (aka TheNinjaofEarth)
Updated by JMC4789 over 10 years ago
Well, the problem currently is that some of the code that was changed between those builds is no longer in existence, and trying to port them over didn't fix it.
btw: I don't think MaJoR literally hates anyone; just funny because there was no description for why the commit did what it did, and no comments explaining it.
Updated by mail.brandon.everythingcpu over 10 years ago
I never thought he did. I was just using sarcasm. Plus I like saying "nitsuja" although I am courtesy to know what the word means...
When you say "trying to port them over" what all does that include?
Updated by mail.brandon.everythingcpu over 10 years ago
Is there a way for me to reverse engineer v3.0-232 back to a build?
-TheNinjaofEarth
--aka EarthNinja (or just Earth...) xD
Updated by JMC4789 over 10 years ago
Once you can build Dolphin, you just need to find the build in question and undo the changes done.
Updated by mail.brandon.everythingcpu over 10 years ago
So your saying I need to register somewhere to help build Dolphin and then use the source code to reverse engineer the build?
-Earth
Updated by JMC4789 over 10 years ago
You don't have to register anywhere, you just need to use git to clone the database, then try to figure out what the build that broke it was doing, and try to make it not fail.
Updated by mail.brandondavis over 10 years ago
ok cool. Thx for the advice, JMC.
-Earth
Updated by mail.brandon.everythingcpu over 10 years ago
When you say database do you mean my copy of Dolphin?
Updated by mail.brandon.everythingcpu over 10 years ago
I just noticed that when you go to Medabots Infinity game properties though dolphin, at the bottom it says emulation status: Use LLE plugin for proper ingame sound. "MMU speed hack is needed for balloon bombs or the game crashes." Was there any moding done to the MMU when the Dolphin v3.0-234 build was created? I would look myself but I still don't understand how. Can someone help me understand how to "clone the database" using git (instead of google) and where to start looking for this bug? Thx
-Earth
Updated by MayImilae over 10 years ago
What happens when you use MMU or the MMU speedhack in versions after 3.0-234?
Updated by mail.brandon.everythingcpu over 10 years ago
Let me check MaJo.
On a side note: I am currently testing on Dolphin v3.0-232. The game by default is using MMU speedhack, but when I change from what I call "auto" (Emu setting override the games internal settings) to "Enable" MMU it lags about 25%-30% not sure why the "MMU Speedhack" in enabled if "MMU" is "Disabled". Changing "MMU Speedhack" while MMU is "Disabled" has no effect on lag or the Balloon Bomb Bug...
-Earth
Updated by mail.brandon.everythingcpu over 10 years ago
I tested v4.0 no revisions, without MMU enabled it doesn't lag but still freezes when a balloon bomb is shot. MMU Speedhack was enabled for all but 1 test on this version. No change in results.
-Earth
Updated by mail.brandon.everythingcpu over 10 years ago
I have a friend who is willig to try teaching me how to reverse engineer the build but I need to know what computer language(s) Dolphin uses. Can anyone help me, so I can work deeper on the bug?
Updated by DigidragonZX over 10 years ago
Was doing some testing of my own, and the bug seems to be from 3.0-871 and onward instead of 3.0-234
I tested:
v3.0-232 - working
v3.0-234 - working
v3.0-432 - working
v3.0-716 - working
v3.0-752 - working
v3.0-771 - working
v3.0-788 - working
v3.0-801 - working
v3.0-804 - working
v3.0-807 - working
v3.0-809 - working
v3.0-810 - working
v3.0-831 - working
v3.0-842 - working
v3.0-846 - working
v3.0-862 - working
v3.0-869 - working
v3.0-870 - working
v3.0-871 - not working
v3.0-873 - not working
v3.0-901 - not working
v3.0-924 - not working
(tested 32-bit from https://dolphin-emu.org/download/list/master/)
Updated by shadoxfix over 10 years ago
I can confirm DigidragonZX's findings. 3.0-870 does not work while 3.0-871 does work. Commit: https://github.com/dolphin-emu/dolphin/commit/30718230b2e673f318ca892d1a70ab70532528bd
Updated by mail.brandon.everythingcpu over 10 years ago
What did you change?
-Earth
Updated by mail.brandon.everythingcpu over 10 years ago
Digi is right, I just tested v3.0-870 myself. Looks like I was wrong... Lol
-Earth
Updated by DigidragonZX over 10 years ago
Nothing, it may have been that you had been using the http://www.dolphin-emulator.com/ version but that one seems to stop working after v3.0-807 so I'm not sure how you got to the conclusiont that it was between v3.0-232 and v3.0-234 but I didn't see any diffrence there.
Still doesn't fix the issue though, and it seems that the commit at v3.0-871 isn't anything big either so no idea how to fix it right now. I haven't worked with dolphin before but I can try some things but I don't think I'll be able to fix it myself.
Though I've got the disc lying around and a gamecube next to me so for me this isn't that big of a problem (though it would be easier to just play in on my pc :P)
Updated by mail.brandon.everythingcpu over 10 years ago
v3.0-232 was x64 I failed to isolate the version on x86.
Earth
Updated by mail.brandon.everythingcpu over 10 years ago
Also for some reason v3.0-870 x86 started freezing yesterday when I shoot a balloon bomb, where it did not do this before... What info can I give you guys to help me figure this out?
Earth
Updated by mail.brandon.everythingcpu over 10 years ago
I was testing v3.0-232 x64 and shot a balloon bomb by mistake. When I did Dolphin froze. I purged the cache and tried again, it fixed it. Is it possible that the newer versions of have problem exists in how the cache is processed??
-Earth
Updated by mail.brandon.everythingcpu over 10 years ago
Man I was tired when I wrote that last post. Lol. What I was trying to ask was, is it possible that a problem exists, with the way the later versions of Dolphin process cache for the game?
-Earth
Updated by mail.brandon.everythingcpu over 10 years ago
So I was using "Microsoft Visual Studio" to debug this issue on Dolphin v4.0.2 and received this error "Unhandled exception at 0x000000000166C120 in Dolphin.exe: 0xC0000005: Access violation reading location 0x0000000000000000." Then when I press the "Break" button and I get an error message with in "Microsoft Visual Studio" saying "Dolphin.pdb" is required to find the source for the module "Dolphin.exe"
Is there a way for me to obtain a copy of "Dolphin.pdb"?
-Earth
Updated by JMC4789 about 10 years ago
Can you try this in the latest development builds? Maybe try enabling MMU or the MMU speedhack?
Updated by DigidragonZX about 10 years ago
I tried with dolphin-master-4.0-3469-x64
and I still get the error at all the different settings:
with MMU and without
with MMU speedhack and without
and with both on or off at the same time
(I would be really happy if somehow you could upload the build to a server near or in china.... since I'm working here atm, understandable if you won't and downloading 2 hours on my work isn't that big of a problem.)
Updated by JMC4789 about 10 years ago
Can you go into the game properties, info tab, and get the disc MD5?
Updated by DigidragonZX about 10 years ago
md5 = 36f8606d222e614dab20d2286184dc6d
(I think I didn't make a typo but its possible since I send this from my phone, 3g works better :p)
Updated by JMC4789 about 10 years ago
Okay, just wanted to verify that. Thank you, didn't know it'd be such a pain!
Updated by DigidragonZX about 10 years ago
Didn't mater that much, I had to wait regardless. And I'm quite curious to see what the problem is, as a programmer and as someone who actualy want's to finaly finish the game after a long time.
So good luck and don't hesitate to ask something since I'll be glad to help out. Though I might react a bit late...
Updated by JMC4789 about 10 years ago
- Status changed from New to Accepted
First of all, accepting this. I'm testing it further, too. I was unable to find an x64 build where this worked.
Updated by JMC4789 about 10 years ago
According to Shuffle2, the crash is caused by getpointer returning 0.
JMC47: the crash is because in TextureCache::TCacheEntryBase* TextureCache::Load, from_tmem==false, src_data=0,Gethash64 crashes
Memory::GetPointer returns 0
address=0x3ffffe0
Updated by mail.brandon.everythingcpu about 10 years ago
Ok. So how do we fix it?
Updated by mail.brandon.everythingcpu about 10 years ago
Just after I posted my Jun 22 post, I found a form that lead me to believe that the error message might be the result of a get pointer returning to 0, but I didn't know if I was right and didn't want to post something in error. I looked through what I could, using MS visual studios 2013 debugging info of the game crashing, and I may still have the info from it. Will posting the info help at all?
Updated by mail.brandon.everythingcpu about 10 years ago
The thread 0x189c has exited with code 0 (0x0).
Unhandled exception at 0x0000000000875670 in Dolphin.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
I left the 1st line, of this post, out of my earlier post (because I did know what I was doing, lol). If you need more debugging info or anything else that I can help with, let me know.
Updated by DigidragonZX about 10 years ago
Could you get a dump from a working and broken 32 bit version as well, since with only this I'm not sure where the problem lies
Updated by Anonymous about 10 years ago
You need to figure out why it's trying to load a texture from 0x3ffffe0
Updated by Anonymous about 10 years ago
(the crash is not relevant to the emulation bug, and i've already pointed out the cause)
Updated by Carl.Kenner about 10 years ago
I also get this issue in Final Fantasy: Crystal Chronicles PAL. I haven't worked out why it is trying to load a texture from a strange address, although I understand why GetPointer is returning NULL. It could be a bad dump, I haven't checked.
Updated by mail.brandon.everythingcpu about 10 years ago
I will get you those dumps. Where do you want me to send them?
godisgovernment: It may not be related to the "emulation bug" your referring to but it is an issue with the emulator it's self.
Updated by mail.brandon.everythingcpu about 10 years ago
Just to be clear are you talking about, a dump of textures, more then that, or something else(please specify)?
Updated by pauldacheez about 10 years ago
A crash dump, which is apparently gotten through Task Manager once Dolphin stops responding.
Updated by mail.brandon.everythingcpu about 10 years ago
I have those dumps. How do you want me to get them to you?
Updated by ZephyrSurfer about 10 years ago
Can this be retried since a whole bunch of GetPointers were removed at some point?
Updated by shadoxfix about 10 years ago
I just tested this on 4.0-4424. The game still crashes when shooting a balloon.
Updated by ZephyrSurfer about 10 years ago
The commit mentioned earlier doesn't make sense to break this game.
I think it would be best to close this issue report and make a more thorough bisect.
Did this game ever not exhibit this issue 100% without crashing?
@JMC could you maybe see to a new issue report this one is misleading.
Updated by mail.brandon.everythingcpu about 10 years ago
-
As I stated before. This issue does not exist on any version prior to v3.0-r232 that was tested. The issue IS with the emulator contrary to popular belief.
-
What is misleading about it?
Updated by JMC4789 about 10 years ago
This is an easy to reproduce crsah that doesn't happen on software renderer; there's no reason to close it.
Updated by ZephyrSurfer about 10 years ago
This is exactly what i'm talking about. It's stated that it worked on any version prior to 3.0-232.
I just spent some time looking at that and it shouldn't cause issues.
Then everyone agreed that it was in fact 3.0-871
3.0-871 makes no bit of sense whatsoever. I think these issue report should not throw people of fixing this issue. Do you not agree?
Updated by mail.brandon.everythingcpu about 10 years ago
No.. I don't agree, just so we are clear, we are dealing with x86 and x64. On x86 versions the issue starts with v3.0-r871. On x64 versions the issue starts with v3.0-r234.
Updated by Krazy.Meerkat over 9 years ago
Hey all, I recently tested this issue (having previously never resolved it after many attempts). My machine is 64-bit running Windows 7.
Finally saw the balloon drop with NO crash and horrible electronic noise. I used Dolphin 3.0 159 and enabled LLE on Interpreter (had to install these files https://www.youtube.com/watch?v=4dYlJN8vZCY on version 159, I had them in other versions but 159 did not come with them).. Thank you to everyone in this issue report, especially the guys trying to keep it open and get it solved.
Updated by mail.brandon.everythingcpu over 9 years ago
The 2 files you mentioned were already being used when I posted this issue. It will work up to v3.0-r232 on x64 versions of Dolphin. Thank you for the trying. :)
Updated by JMC4789 about 9 years ago
- Status changed from Accepted to Fixed
- % Done changed from 0 to 100
Fixed in 4.0-8176.
Updated by degasus about 9 years ago
To be honest, I'm not sure if we want to call this fixed as it still triggers a PanicAlert. And we still need to track why this crash does not happen on the real hardware. But there is a good chance that we can't fix this kind of issue without software rendering :/
Updated by pokechu22 about 2 years ago
- Has duplicate Emulator Issues #1760: unknown pointer prefix 03 while playing medabots added
Updated by pokechu22 about 2 years ago
- Has duplicate Emulator Issues #4585: Warning: Unknown pointer 0x3ffffe0 when playin added
Updated by pokechu22 about 2 years ago
- File medabots.7z medabots.7z added
- Status changed from Fixed to Fix pending
- % Done changed from 100 to 50
- Regression changed from No to Yes
- Fixed in set to 4.0-8176
The panic alert seems to be fixed by https://github.com/dolphin-emu/dolphin/pull/11208.
In medabotswhole.dff, the popping animation starts on frame 7. On frames 8, they start to expand two spheres using the position matrix, and change the texture. On frame 10, they change the texture a second time; this also happens on frames 12 and 14. (Note that these textures only differ in transparency.) On frames 7-13, the relevant objects are numbers 84 and 85, and the relevant texture is at address 0xBF61C0 (even when they change the textures) for both objects. On frame 14, the relevant objects are 78 and 79, but the texture is still at 0xBF61C0. On frame 15, the objects are 72 and 73, with the texture still at the same place.
On frame 16, the balloon has fully popped, but rather than stop rendering the two spheres, they just draw two spheres with a radius of 0. The relevant objects are still 72 and 73, but for the first sphere the texture is now at 0x00000540, and for the second sphere it's at 0x03FFFFE0. Both of these addresses are nonsense; there is memory mapped at the first one, but it's not a texture, while the second is completely invalid (hence the panic alert). This continues during the rocking animation on frames 16-36; on frame 37 the two radius-0 spheres finally go away (and the door starts to open).
I have no idea how the game ends up using invalid textures here (I'd expect it to continue using the same pointer, even if they stopped storing a texture at that location in memory), nor why they chose to draw radius-0 spheres instead of drawing nothing. But my guess is that on real hardware, the GPU doesn't try to read a texture if nothing is drawn with that texture, and a size-0 sphere is degenerate so nothing needs to be drawn. PR 11208 skips degenerate triangles, so it probably fixes this issue for the same reason it works on real hardware. I haven't tried to confirm what happens on real hardware though.