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rog wrote:
http://code.google.com/p/dolphin-emu/issues/detail?id=4128 try debug mode.
Only interpreter works, even in debug mode; something must've have been changed since then. Thanks anyway.
RachelB
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jlun2 wrote:
rog wrote:
http://code.google.com/p/dolphin-emu/issues/detail?id=4128 try debug mode.
Only interpreter works, even in debug mode; something must've have been changed since then. Thanks anyway.
Enable MMU as well.
Skilled player (1737)
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Does anyone have a problem with direct3D9 in 616 while playing Spider-man 2? Dolphin crashes on me everytime at the city using direct3D9, but openGL seems to work fine.
RachelB
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It crashes randomly in JIT. If it crashes, just load a save state and do something differently. Alternatively, you could also switch to interpreter the frame before, but then you'll need to do that every time you play it back, so that's not really ideal.
RachelB
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Well, I fixed the rerecord counter. I think anyway. I probably also broke a million different things, since my c++ experience is limited to a single class i took in HS. It appears to work correctly though (ie it compiles, and 30 seconds of testing indicates that it works as intended). The problem was that when loading a save state, it would load the rerecord count from the .dtm that was saved with the save state, and increment it by 1. So if you were to load a single save state repeatedly, it would correctly count the rerecords. However, if you were then to load a different save state, it would discard your rerecord count, and load it from the save state that you just loaded. Anyway, long story short, rerecord count is stored in two variables, so all i did was check if one was greater than the other, and set the lower one equal to the other if they weren't the same. As far as i can tell, this works perfectly, but if not, you're welcome to fix it for real. Patch is at http://dl.dropbox.com/u/11111638/0001-fix-rerecord-counter.patch binaries (which also include natt's a/v sync hack) at: 64 bit - http://www.mediafire.com/?6p629w0j0bmrcjr 32 bit - http://www.mediafire.com/?6z6kuq3dv4o1cbe edit: this is now in master.
Skilled player (1737)
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In 616, dolphin crashed. I had windows task manager open while it deterministically crashed at the same area, and I saw this:
Editor, Experienced player (570)
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Is that just because it's running in debug mode? I haven't tried debug mode, but I wouldn't be surprised if it required more processing power than a normal instance of Dolphin.
RachelB
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CoolKirby wrote:
Is that just because it's running in debug mode? I haven't tried debug mode, but I wouldn't be surprised if it required more processing power than a normal instance of Dolphin.
It requires more processing power, but ram usage is more or less the same. That is definitely not normal. The highest i have ever seen dolphin get is ~600 mb, and it's very, very rare for it to go over 500.
Editor, Experienced player (570)
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Well, rog, it looks like someone took your idea and made an official build (3.0-590) with a fixed rerecord counter. I think they should've credited you, but at least the fix is in an official release.
RachelB
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CoolKirby wrote:
Well, rog, it looks like someone took your idea and made an official build (3.0-590) with a fixed rerecord counter. I think they should've credited you, but I'm glad the fix is in an official release.
Yeah, that would be me, and i was credited.
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rog wrote:
Yeah, that would be me, and i was credited.
Ah, that would explain it. I guess I should've asked you if that was you first...
RachelB
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It's ok, i understand. It's a different name, so who would have expected it to be me? Most people are pretty surprised to find out i don't use the 3 letter name rog for my email address.
Editor, Experienced player (570)
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Thank you. I just thought it wasn't right that someone made their own patch and got credit for your idea. By the way, are there any differences in functionality between a rerecord-fix patched (official) Dolphin revision and 3.0-590?
RachelB
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I don't understand the question. 590 is the official dolphin build with the rr counter patch.
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Oh, never mind then. I was just curious whether there were any differences in the code between a patched Dolphin and an official build. But it sounds like they're identical.
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rog wrote:
It requires more processing power, but ram usage is more or less the same. That is definitely not normal. The highest i have ever seen dolphin get is ~600 mb, and it's very, very rare for it to go over 500.
Really? Mine's usually over 500 for some reason. It gets higher for each time I make and reload a savestate.
Skilled player (1737)
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
rog wrote:
It requires more processing power, but ram usage is more or less the same. That is definitely not normal. The highest i have ever seen dolphin get is ~600 mb, and it's very, very rare for it to go over 500.
Really? Mine's usually over 500 for some reason. It gets higher for each time I make and reload a savestate.
RachelB
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Yes, really. That's interesting.
RachelB
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http://forums.dolphin-emulator.com/showthread.php?tid=17578 Seems to work, though endianness is still a problem. edit: 3 seconds with google found a way to get big endian values in CE. How is it that no one figured this stuff out before?
Former player
Joined: 4/13/2011
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Location: Japan
When an AVI file is set to 1.84 GB after a frame dumping start by the dolphin 617, it certainly crashes. ドルフィン-617でフレームダンプ開始後、AVIファイルが1.84GBになった時に必ずクラッシュします。
Operation related to TAS of N64/GC/Wii/PS2 emulator is often investigated.
Skilled player (1737)
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In the latest revision of dolphin, the memory card doesn't clear out after playing back a movie. This means I have to manually delete the save file everytime. rog, can you please request for a fix? Thanks!
RachelB
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I doubt anyone would care to do anything about that.
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Hasn't that always been a problem? I don't think there was ever a revision that deleted the save file when replaying the dtm.
RachelB
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CoolKirby wrote:
Hasn't that always been a problem? I don't think there was ever a revision that deleted the save file when replaying the dtm.
Yes.