Howdy all.
So, I've been playing Zelda: Ocarina of Time off of the gamecube Master's Quest disk (I'm not playing Master Quest though, just original OoT) - game ID D43E01.
Occasionally, the game would lock up and stop rendering, would happen anywhere 5-100 minutes into the game. I've tried nearly every setting possible to make it go away, and have been unsuccessful. I'd been using x64-r7596 for a while, then x64-r7634, right now I'm building from trunk.
I've caught the problem in the VS2010 debugger once. It stopped in the 'Main' thread, in a call to free, reporting the following error:
The call stack was:
I have a full dmp file (100 mb compressed, 600 meg uncompressed) from this session that can be loaded into VS2010, along with the code I had compiled. When I tried to run Dolphin in the debugger building under the Debug or DebugFast configurations, either the game was unplayably slow, or I got instant, widespread heap corruption.
As soon as everything finishes uploading, the dumps can be found here:
http://www.antiduh.com/dolphin/report1/
Another couple times that it failed, but wasn't in the debugger, I noticed that the window title was the 'clearing cache' message. From what I've read, Zelda TP has had similar issues, and both games (mine and TP) are gamecube games. Can't help but wonder if there's a coincidence.
My system is as follows ------------------------
CPU: Amd Phenom II 6-core 3.4 ghz amd64
Mem: 4GB DDR3
GPU: Geforce GTX 560 TI
Win 7 Professional 64-bit
Settings -----------------------
(For the most part, I've tried to keep these vanilla)
Jit Recompiler enabled
Enable dual core
Enable idle skipping
DSP HLE
Enable DTK music
Enable Audio Throttle
Xaudio 2
32000 hz
Gamecube: Skip bios
D3D 9
2x native resolution
Vsync
Framelimit: Auto
Window size = internal resolution
Show FPS
AA: None
AF: 1x
Embedded Frame Buffer: Ignore format changes
EFB Copies: Virtual, Ram
External Frame Buffer: Disable
Other: Disable Fog, Disable Per-pixel depth
I am using an xbox "wireless for windows" gamepad for input.
So, I've been playing Zelda: Ocarina of Time off of the gamecube Master's Quest disk (I'm not playing Master Quest though, just original OoT) - game ID D43E01.
Occasionally, the game would lock up and stop rendering, would happen anywhere 5-100 minutes into the game. I've tried nearly every setting possible to make it go away, and have been unsuccessful. I'd been using x64-r7596 for a while, then x64-r7634, right now I'm building from trunk.
I've caught the problem in the VS2010 debugger once. It stopped in the 'Main' thread, in a call to free, reporting the following error:
Quote:Windows has triggered a breakpoint in Dolphin
This may be due to a corruption of the heap, which indicates a bug in Dolphin or any of the DLLs it has loaded.
.... yada yada
The call stack was:
Code:
ntdll.dll!0000000077b19bd9()
ntdll.dll!0000000077abdbc0()
ntdll.dll!0000000077aa413d()
kernel32.dll!000000007739307a()
> Dolphin.exe!free(void * pBlock=0x0000000021ed2860) Line 51 C
Dolphin.exe!wxNotifyEvent::`scalar deleting destructor'() + 0x21 bytes C++
Dolphin.exe!wxEvtHandler::ProcessPendingEvents() Line 1179 C++
Dolphin.exe!wxAppConsole::ProcessPendingEvents() Line 296 C++
Dolphin.exe!wxIdleWakeUpModule::MsgHookProc(int nCode=0, unsigned __int64 wParam=0, __int64 lParam=3077200) Line 6812 C++
user32.dll!000000007795797c()
user32.dll!000000007795f5fb()
user32.dll!0000000077964895()
ntdll.dll!0000000077aa1225()
user32.dll!0000000077969e6a()
user32.dll!0000000077969e9e()
Dolphin.exe!wxEventLoop::Dispatch() Line 227 C++
Dolphin.exe!wxEventLoopManual::Run() Line 115 + 0x9 bytes C++
Dolphin.exe!wxAppBase::MainLoop() Line 312 + 0x9 bytes C++
Dolphin.exe!wxEntryReal(int & argc=10935424, wchar_t * * argv=0x0000000000000000) Line 460 + 0x10 bytes C++
Dolphin.exe!wxEntry(int & argc=0, wchar_t * * argv=0x0000000000000000) Line 209 + 0xb bytes C++
Dolphin.exe!wxEntry(HINSTANCE__ * hInstance=0x0000000000000000, HINSTANCE__ * __formal=0x0000000000a531f8, HINSTANCE__ * __formal=0x0000000000a531f8, int nCmdShow=0) Line 386 + 0xc bytes C++
Dolphin.exe!__tmainCRTStartup() Line 275 + 0x21 bytes C
I have a full dmp file (100 mb compressed, 600 meg uncompressed) from this session that can be loaded into VS2010, along with the code I had compiled. When I tried to run Dolphin in the debugger building under the Debug or DebugFast configurations, either the game was unplayably slow, or I got instant, widespread heap corruption.
As soon as everything finishes uploading, the dumps can be found here:
http://www.antiduh.com/dolphin/report1/
Another couple times that it failed, but wasn't in the debugger, I noticed that the window title was the 'clearing cache' message. From what I've read, Zelda TP has had similar issues, and both games (mine and TP) are gamecube games. Can't help but wonder if there's a coincidence.
My system is as follows ------------------------
CPU: Amd Phenom II 6-core 3.4 ghz amd64
Mem: 4GB DDR3
GPU: Geforce GTX 560 TI
Win 7 Professional 64-bit
Settings -----------------------
(For the most part, I've tried to keep these vanilla)
Jit Recompiler enabled
Enable dual core
Enable idle skipping
DSP HLE
Enable DTK music
Enable Audio Throttle
Xaudio 2
32000 hz
Gamecube: Skip bios
D3D 9
2x native resolution
Vsync
Framelimit: Auto
Window size = internal resolution
Show FPS
AA: None
AF: 1x
Embedded Frame Buffer: Ignore format changes
EFB Copies: Virtual, Ram
External Frame Buffer: Disable
Other: Disable Fog, Disable Per-pixel depth
I am using an xbox "wireless for windows" gamepad for input.