Closed Papermanzero closed 6 years ago
I can't reproduce this, is there a certain game that this is happening with? I tested Linux and Windows
Not at all. Some games are crashing immidiatelly (e.g. Super Mario 64 - PAL, Mario Kart 64 - PAL). Others are crashing later after some screens (e.g. Mario Party 3 - PAL). Hmm strange, i am using your recent build/bundle.
Here is the config
# Settings version. Don't touch it.
configVersion = 20
# Crop resulted image (0=disable, 1=auto crop, 2=user defined crop)
CropMode = 1
# Crop width pixels from left and right of resulted image (in native resolution)
CropWidth = 0
# Crop height pixels from top and bottom of resulted image (in native resolution)
CropHeight = 0
# Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
MultiSampling = 4
# Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
AspectRatio = 1
# Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)
BufferSwapMode = 0
# Frame buffer size is the factor of N64 native resolution.
UseNativeResolutionFactor = 0
# Bilinear filtering mode (0=N64 3point, 1=standard)
bilinearMode = True
# Max level of Anisotropic Filtering, 0 for off
MaxAnisotropy = True
# Enable color noise emulation.
EnableNoise = False
# Enable LOD emulation.
EnableLOD = True
# Enable hardware per-pixel lighting.
EnableHWLighting = False
# Use persistent storage for compiled shaders.
EnableShadersStorage = False
# Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)
CorrectTexrectCoords = 0
# Render 2D texrects in native resolution to fix misalignment between parts of 2D image.
EnableNativeResTexrects = False
# Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
EnableLegacyBlending = False
# Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.
EnableFragmentDepthWrite = True
# Use GLideN64 per-game settings.
EnableCustomSettings = True
# Enable frame and|or depth buffer emulation.
EnableFBEmulation = True
# Copy auxiliary buffers to RDRAM
EnableCopyAuxiliaryToRDRAM = False
# Enable N64 depth compare instead of OpenGL standard one. Experimental.
EnableN64DepthCompare = False
# Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo.
DisableFBInfo = True
# Read color buffer by 4kb chunks (strict follow to FBRead specification)
FBInfoReadColorChunk = False
# Read depth buffer by 4kb chunks (strict follow to FBRead specification)
FBInfoReadDepthChunk = True
# Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=Double Buffer, 3=Triple Buffer)
EnableCopyColorToRDRAM = 2
# Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render)
EnableCopyDepthToRDRAM = 2
# Enable color buffer copy from RDRAM.
EnableCopyColorFromRDRAM = False
# Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)
txFilterMode = 2
# Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ
txEnhancementMode = 0
# Deposterize texture before enhancement.
txDeposterize = False
# Don't filter background textures.
txFilterIgnoreBG = False
# Size of filtered textures cache in megabytes.
txCacheSize = 100
# Use high-resolution texture packs if available.
txHiresEnable = False
# Allow to use alpha channel of high-res texture fully.
txHiresFullAlphaChannel = True
# Use alternative method of paletted textures CRC calculation.
txHresAltCRC = False
# Enable dump of loaded N64 textures.
txDump = False
# Zip textures cache.
txCacheCompression = True
# Force use 16bit texture formats for HD textures.
txForce16bpp = False
# Save texture cache to hard disk.
txSaveCache = False
# Path to folder with hi-res texture packs.
txPath = "...AppData/Roaming/Mupen64Plus/hires_texture"
# Path to folder where plugin saves texture cache files.
txCachePath = "...AppData/Roaming/Mupen64Plus/cache"
# Path to folder where plugin saves dumped textures.
txDumpPath = ".../AppData/Roaming/Mupen64Plus/texture_dump"
# File name of True Type Font for text messages.
fontName = "arial.ttf"
# Font size.
fontSize = 18
# Font color in RGB format.
fontColor = "B5E61D"
# Force gamma correction.
ForceGammaCorrection = False
# Gamma correction level.
GammaCorrectionLevel = 2
# Show FPS counter.
ShowFPS = False
# Show VI/S counter.
ShowVIS = False
# Show percent counter.
ShowPercent = False
# Show internal resolution.
ShowInternalResolution = False
# Show rendering resolution.
ShowRenderingResolution = False
# Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
CountersPos = 8
I'm still unable to reproduce it (I tested Mario Kart 64 PAL and tried to copy your settings). You have a number of non-default settings. I would backup your mupen64plus.cfg file, and just uses the defaults + txFilterMode=2 to see if it still crashes, if it doesn't you'll need to track down what combination of settings is causing the problem for you.
Default and smoothing also crashes the emulator. But I will try the newest builds.
I can't reproduce it too. I tested 32bit and 64bit builds for windows.
Tested with newest build and it is gone. o_0 Happy that the issue is gone, but the root cause is unknown.
If texture smoothing is activated the emulator is going to crash. In Mupen64Plus you have to enter "txFilterMode = 2" in the config to reproduce the issue. After the configuration, start a game and the emulator will crash.