Open Dartz150 opened 12 months ago
In gbarunner2 this also happened. It's related to timing and was solvable by disabling main memory icache. I didn't test this in gbarunner3.
It also doesn't actually crash the game. It just hangs. With a debugger you can step through the transition.
This issue also happened to me 2 years ago on Gbarunner2 using a flashcart (I have not tried on TwilightMenu++). Disabling the main memory icache seems to solve this issue but simultaneously it adds another, the fact that it entirely ruins the gameplay.
A much detailed post about my situation can be found here:
https://github.com/Gericom/GBARunner2/issues/175
Other posts about this issue:
https://github.com/Gericom/GBARunner2/issues/169
https://github.com/Gericom/GBARunner2/issues/16
https://gbatemp.net/threads/gbarunner2.451970/page-152
Here is a youtube video I uploaded showing the issue:
Here's a save for GBARunner3 and mGBA for easy reproducibility. Just load, then walk right to the next area for an enemy.
Mario & Luigi - Superstar Saga (USA).zip
Incidentally I also noticed this garbled S in the world map. Press SELECT then UP and A to open the map, but it seems to only happen some times and I'm not able to reproduce it consistently.
Apparently this can be fixed with JIT patches according to @Dartz150.
is there a way this could be solved without disabling the icache? I would be interested in opening a PR despite having never worked in any nds software before, I have extensive C experience
[Console tested] DS Lite/Nintendo DSi
[Device used] Ace3DS+ early clone with the 2014 label/SD Card 32GB
[Game Info] Mario & Luigi - Superstar Saga - TID: A88E
[Issue Description] The game hangs on the "3D Star" transition effect when a battle is about to begin, the game can be still soft-reseted using the key-combo.
This issue could be related to the exact same issue happening in some emulators such as gpSP, which was fixed in this commit: https://github.com/libretro/gpsp/commit/2bbd77054ee8af4bc9d81af22a7cd72301f90fcb