Closed GoogleCodeExporter closed 8 years ago
Rendering problems are probably related to bug #51 (cannot create them after
setting
floating point register mode after each savestate load). The slowdown can be
recreated from time to time.
Original comment by sven@narfation.org
on 30 Sep 2009 at 2:46
In "Legend of Zelda, The - Ocarina of Time (E) (M3) (V1.1) [!]" (MD5
D714580DD74C2C033F5E1B6DC0AEAC77) there is a "sw $t8, 0x0010($t0)" at 0x80003464
which results in a slowdown of the whole game when you load a savestate after
that
instruction (if i did count correct it is instruction 8681963 without counting
delay
slots).
$t0 is 0xFFFFFFFFA4500000
and
$t8 is 0x0000000000003FFF
The speed seems to be ok again after "sw $t9, 0x0010($t0) is executed after
18441805
instructions without counting delay slots).
$t0 is 0xFFFFFFFFA4500000
and
$t9 is 0x000000000000060F
This memory region seems to be a special memory region. Writing is implemented
by
write_ai in memory/memory.c 2778 ("case 0x10" for "switch(*address_low)". An
interesting function is here aiDacrateChanged(SYSTEM_PAL) - it is here handled
by
jttl_audio/main.c. We must probably call that function when loading a savestate
to
set the correct frequency.
Original comment by sven@narfation.org
on 3 Oct 2009 at 1:12
[deleted comment]
This is an experimental patch which seems to work quite well for me.
Original comment by sven@narfation.org
on 3 Oct 2009 at 4:17
Attachments:
There seems to be an similar issue width video, but I couldn't find a rom which
has
problems width it.
Original comment by sven@narfation.org
on 3 Oct 2009 at 5:06
Attachments:
patches applied to Mupen64Plus v2.0 Hg repository
Original comment by richard...@gmail.com
on 14 Nov 2009 at 6:09
Can the original reporter please test with the latest code in Hg and tell us if
this
bug still remains?
Original comment by richard...@gmail.com
on 12 Jan 2010 at 5:16
Original comment by richard...@gmail.com
on 12 Jan 2010 at 6:04
Original comment by richard...@gmail.com
on 20 Jan 2010 at 4:06
I tested (latest Hg code) using the given steps to reproduce with Zelda, and was
unable to reproduce the bug; it worked perfectly every time. Presumably ecsv's
patches fixed this problem.
Original comment by richard...@gmail.com
on 28 Jan 2010 at 4:35
Original issue reported on code.google.com by
ling.weak@googlemail.com
on 30 Oct 2008 at 11:48