Emulator Issues #8180
Super Paper Mario: WriteRest Op Out of Range
Super Paper Mario
What's the problem? Describe what went wrong in few words.
In world 2-3, I blew up the cracked blocks near the grandfather clock in the first room, and got some error messages. First was something about memory exceeding 2gb, and then the next was "WriteRest: Op out of Range 0x8e7d001c uses 0x13660c0". (the game did not crash.)
What did you expect to happen instead?
No error message.
What steps will reproduce the problem?
- Play to chapter 2-3, "breaking the bank".
- Break Mimi's vase, then go to the floor above, with the grandfather clock. Flip to 3D to see a cracked wall.
- Use Boomer to blow up the wall.
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?
Does using an older version of Dolphin solve your issue? If yes, which
versions of Dolphin used to work?
What are your PC specifications? (including, but not limited to: Operating
System, CPU and GPU)
Is there any other relevant information? (e.g. logs, screenshots,
I'm using the high-res texture pack and having Dolphin automatically convert them to the new name format. The error happened shortly after/during a conversion, but might not be related (no errors with any of the others, after all).
Note that the game didn't crash, and I can continue to play it.
#2 Updated by redherochildboss almost 4 years ago
Just got another error.
First it was the same thing - executable memory exceeded 2gb range, then "WriteRest: Op out of Range 0x8e7d001c uses 0x13660c0", but then another error happened afterwards with a different code: "WriteRest: Op out of Range 0x8fd20034 uses 0x13611350".
#3 Updated by redherochildboss almost 4 years ago
And after THAT, it continues with another..."WriteRest: Op out of Range 0x8fd20034 uses 0x1366090", then "WriteRest: Op out of Range 0x8fd20053 uses 0x1366140", "WriteRest: Op out of Range 0x8fd20068 uses 0x1361418", "WriteRest: Op out of Range 0x8fd2006f uses 0x13611360", and after that, "Dolphin.exe has stopped working".
#10 Updated by degasus almost 4 years ago
Does this build fix this issue? http://dl.dolphin-emu.org/wips/degasus-dolphin-disable_vertex_loader_jit-4.0-5570-x64.7z
#13 Updated by As.I.Lay.Dreaming almost 4 years ago
I would like to add that I've been getting the same problems playing Super Smash Bros Brawl. After playing a few matches I would get the memory exceeded 2gb message and then several warnings of "WriteRest: Op out of range" with memory addresses.
Using build 4.0-5154
#17 Updated by As.I.Lay.Dreaming almost 4 years ago
Personally, my way of reproducing it (faster than just playing regularly) is as follows:
1 - Play NTSC version of Super Smash Bros Brawl (or Project M patched ISO, happens to me in either of those two).
2 - In VS Mode set 4 players to random (can be 1 human and 3 CPU) and continue to the stage select screen.
3 - Choose a Random stage and start.
4 - Press Start to get out of the match.
5 - Repeat step 3 until the error comes up and dolphin crashes.
It also happened to me the past month while trying F-zero GX in dolphin but back then I didn't think much of it and I'm not sure how to reproduce it there.
CPU: i5-4690K OC'd to 4.3
GPU: nVidia 970 GTX Asus Strix
Hard Drive: Samsung 840 EVO 500GB SSD
RAM: 8GB (x2 4GB)
OS: Windows 8.1
About a backtrace, the only thing I see is the exceptioninfo.txt file, if that's it then this is what's showing to me since the last error:
Call stack info:
0x8FFE002A : ?
I don't know exactly since which commit this started happening but I will try to find out.
#18 Updated by magumagu9 almost 4 years ago
Start a game (any game; I was experimenting with MP3), then set a breakpoint on AllocateExecutableMemory, then continue playing; you'll hit the breakpoint, with a stacktrace pointing at VertexLoaderX64::VertexLoaderX64. There isn't any other code that calls AllocateExecutableMemory after a game starts.
#19 Updated by As.I.Lay.Dreaming almost 4 years ago
So, I've been testing and these are my results:
From 4.0-5118 to 4.0-4894 (as far as I went back, testing each 20 builds) none of the builds I tested gave me the afromentioned error, BUT there was a different issue in that for every battle I entered, the CPU usage kept rising until it started affecting FPS, more and more as I entered more battles.
At build 4.0-5124 I started to get the "executable memory exceeded 2gb range" messages BUT the game didn't crash and didnt throw any "WriteRest" warnings, I could continue as long as I closed the popups, but still had the same problem of CPU usage rising.
Build 4.0-5143 is the exact one where I start experiencing the current behaviour of the 2GB warnings as well as the WriteRest and dolphin crashes.
Builds <= 4.0-5118 = Framedrops due to CPU usage increases progresibly, no warnings, doesn't crash.
Build 4.0-5124 = Framedrops due to CPU usage increases progresibly, 2GB warnings, doesn't crash.
Builds >= 4.0-5143 = Framedrops start more or less at the same point dolphin is about to crash, 2GB warnings and WriteRest warnings, crashes.
Regarding the stacktrace, I'm not able to do it right now since I'm not building from source, instead I'm using the builds found in the download section of the dolphin website. If it's necessary I could setup a dev environment for it in my PC and check the issue.
#21 Updated by JMC4789 almost 4 years ago
Please try this build. I was able to play for several hours no problem. https://dl.dolphin-emu.org/prs/pr-2184-dolphin-latest-x64.7z
#22 Updated by As.I.Lay.Dreaming almost 4 years ago
I have tested that build and the errors/warnings have indeed disappeared, sadly the performance drop over time is still present, the same behavior seen on Builds <= 4.0-5118.
This is only on the OGL backend by the way, none of this happens in the D3D backend.
#23 Updated by JMC4789 over 3 years ago
- Status changed from Work started to Fix pending
It's due to some kind of ram leak that doesn't occur on my PC. So I can't reproduce anything further, unfortunately.
Fixed by PR 2184 -> https://dl.dolphin-emu.org/prs/pr-2184-dolphin-latest-x64.7z
#24 Updated by sam.brereton over 3 years ago
I too can confirm this happens but in a different game entirely.
Metroid: Other M (NTSC)
CPU: Intel Core i5-4690 (Non-OC)
RAM: 8GB HyperX Kingston 1600MHz DDR3
GPU: NVIDIA GeForce 650 Ti 1GB
Game runs at a solid 60fps, going down to 30fps during cutscenes, and slight skips everynow and again (Special effects/shader cache maybe).
RAM for some reason has ballooned to 1,975,283KB in Task Manager. Killing other processes to free up RAM does nothing.
Sometimes the error will go away if you hold down on the Return/Enter key, but other times it will simply crash the emulator.
Only happened once through a playthrough.
Can anyone confirm whether this is a bug in Dolphin or an issue with our systems?
#25 Updated by zombiedowd over 3 years ago
I too am experiencing this problem, but in Super Smash Brothers Melee.
The game plays fine at a constant 60fps but will inevitably [and randomly] crash,
giving me a 2GB warning and multiple warnings.
I don't think this is an issue with my system.
CPU: AMD FX-8350 4.0GHz 8-Core (Non-OC)
RAM: 32 GB Corsair Vengeance Pro DDR3-1600
GPU: Gigabyte GeForce GTX 970 4GB Windforce 3X
SSD: Samsung 840 EVO 1TB
OS: Windows 7 Ultimate
There is nothing I know of that seems to reliably trigger this annoying crash..
I am convinced that this is definitely a problem with Dolphin and not our systems.
#28 Updated by flacs over 3 years ago
- Status changed from Fix pending to Fixed
Couldn't reproduce the crash, but it should be fixed in https://dolphin-emu.org/download/dev/9f1505435877cf8f5abe7b66fb2717c7e39c1988/
#32 Updated by KaiNKaleo23 over 3 years ago
problem still present as of today using build 4.0-7204 while playing kirby returns to dreamland. the game isnt crashing but i am receiving memory exceeding 2gb message and the writerest messages (different error codes) the only thing though is im not always getting the writerest codes and sometime dismissing the pop up will allow me to continue the game no problem othertimes dismissing the message will constantly cause it to pop back up immediatly. if it does let me play the game when the messages go away there is somewhat of a "lag spike" before the game returns to normal. otherwise the game plays perfectly fine at 60fps...
Processor: Intel(R) Core(TM) i5-5200UCPU @ 2.20GHz 2.20 GHz
Memory: 12GB Ram
Display: Intel(R) HD Graphics 5500
#33 Updated by samkostka over 3 years ago
I just experienced this problem playing Super Smash Bros Melee today. Normally, my brother and I stick to the same 6 stages and only pley from a set of ~8 characters, and haven't gotten the problem before. However, today we started playing random characters and stages, and experience the over 2GB popup, but not the Write errors or crashes. This is the first time seeing this error in any game. One other thing to note, RAM usage of dolphin according to task manager was only at about 540MB.
Dolphin Version: 4.0-7216
CPU: Intel Core i5 3570k @ 3.4 GHz
8GB of RAM
GPU: nVidia GTX 650 Ti BOOST
#34 Updated by degasus over 3 years ago
- Status changed from Accepted to Fixed
To be honest, I guess the original issue was fixed. "WriteRest Op Out of Range" is a very generic error message which could happen because of lots of different bugs.
If you still have this error message, please open a new bug report with a backtrace. Without such a backtrace, we have really no chance to look for the issue. With the backtrace however, it will likely take 5 minutes ...
Edit: Stacktrace of this error message of course, not the stacktrace of the crash afterwards. Please also push the stacktrace if the game won't crash afterwards,