kukugt / mupen64plus

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Banjo Tooie freezes when entering Unga Wunga's chamber in Mayahem Temple #101

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Describe your system:
 - Linux distribution: Kubuntu Hardy Heron, KDE 3.5.9 DE, no composition in use
 - Machine type: (32-bit or 64-bit) 32-bit
 - Mupen64Plus version: v1.3 release as well as v1.3-development rev 495
from SVN
 - Plugins used: Various combinations of.. Rice Video 1.3, Rice 1.3-dev,
glN64 v0.4.1, Glide64 Wonder Plus (5-31-08 22:33:48 build), Mupen64 Audio
v0.2, JttL's SDL Audio 1.3, No Audio Plugin, Blight's SDL input v0.0.10,
Mupen64 basic input.

For visual artifacts, give:
- game name and CRC/MD5 hash (printed on console)
       [RiceVideo] Found ROM 'BANJO TOOIE', CRC 9aaae9c2aa705d47-45

 - description of the artifact (missing polygons, flashing, wrong colors,
etc): Black Screen during load/save transition

Describe the problem:

      When entering Unga Wunga's (caveman) chamber in "Mayahem Temple", the
game shows the jiggy transition effect while Banjo and Kazooie run into the
doorway, the sound stops, and the game stays at a black screen. I can load
a save state at this point, and I've used the savestate to test different
plugin combinations and configurations. So far I have not found a
combination or set of plugin settings one that works, although to be
honest, the same thing happens regardless of plugin combination. I have
also gone elsewhere in the game and done things to generate a save
(obtained another empty honeycomb, learned more moves, etc) and come back,
and the issue still persists. I finally compiled the latest build according
to directions in the Wiki, and the issue occurs in this build as well.

Please provide any additional information below.

The game also seems to freeze randomly during other transitions, affects
other emulators, and some have suggested that this is due to the way
Banjo-Tooie saves game progress.

Original issue reported on code.google.com by divideov...@gmail.com on 1 Jun 2008 at 4:47

Attachments:

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Sorry, I didn't include all save files for the game. Attached are the savestate 
I use
to test plugins, the mpk and eep files as well.

Original comment by divideov...@gmail.com on 1 Jun 2008 at 4:52

Attachments:

GoogleCodeExporter commented 8 years ago
I started a new game on Mupen 64 v0.5, with Rice Plugin 6.1.0, JttL's SDL Audio
Plugin 1.3, Blight's SDL v0.0.10 plugin (all included with Mupen 64 v0.5). The 
game
crashes randomly, but using save states I was able to get back to the same 
position
in the game, this time with doing as little as possible to get there. No other
Jiggy's obtained (except for the one you have to get in order to access Mayahem
Temple). I had no issues in the original Mupen64 until that point in the game as
well, and when I got there the issue was the same. 

I've also tried all three CPU core modes, and all three result in the same 
problem,
in both emulators.

Original comment by divideov...@gmail.com on 1 Jun 2008 at 6:06

GoogleCodeExporter commented 8 years ago
Here's more information about the ROM from the console. . 

Compression: .zip
Imagetype: .z64 (native)
Rom size: 33554432 bytes (or 32 Mb or 256 Megabits)
MD5: 40E98FAA24AC3EBE1D25CB5E5DDF49E4
80 37 12 40
ClockRate = f
Version: 144a
CRC: c2e9aa9a 475d70aa
Name: BANJO TOOIE
Manufacturer: Nintendo
Cartridge_ID: 3742
Country: USA
PC = 80000400
EEPROM type: 1

Original comment by divideov...@gmail.com on 1 Jun 2008 at 6:10

GoogleCodeExporter commented 8 years ago
I'd like to add that I'm having the exact same problem as divideoverflow. 

Original comment by Tensai.N...@gmail.com on 1 Jun 2008 at 9:24

GoogleCodeExporter commented 8 years ago
One more comment. . Under Wine 1.0-rc3, Project 64 1.6, using all Jabo Plugins
included (Jabo Direct3D 1.6 for Graphics) and setting the CPU to Interpreter 
instead
of Recompiler, I'm able to get a more or less stable game, with good 
performance, and
the ability to enter and exit Unga Wunga's cave repeatedly. As a result, I have
determined that the ROM itself is not bad. I'd much prefer that I were running 
BT
under an open source emulator without Wine adding another layer of abstraction 
and
emulation to an already demanding emulation load.

Original comment by divideov...@gmail.com on 1 Jun 2008 at 9:48

GoogleCodeExporter commented 8 years ago
This issue still occurs with the release version of 1.4, with Rice Video 1.4, 
JttL
SDL Audio 1.4, and Blight's SDL Input Plugin 0.0.10. Please note that both with
versions 1.3 and 1.4, there is no console output concerning any error, and only 
the
game itself freezes. The Mupen64plus GUI remains responsive, does not freeze or 
lock
up. In fact, the saved state I posted can be reloaded without stopping and 
starting
the emulator. You can run into the door, the jiggy transition is shown, you can 
wait
as long as you like and then hit F7.. you're back outside the doorway. This may 
be of
no consequence of course, depending on what Mupen64plus is supposed to do when
loading a state, but I figured I'd mention it. 

Original comment by divideov...@gmail.com on 16 Jun 2008 at 3:57

GoogleCodeExporter commented 8 years ago
I appear to be having this issue as well on Mac OS X.  Freezes also occur on 
other
occasions at random, but this issue is reproducible.

Original comment by chris...@gmail.com on 1 Dec 2008 at 1:35

GoogleCodeExporter commented 8 years ago
Unforunatley, the problem is STILL here in the 1.5 beta version for all systems
(including mac osx). I have looked it up, and it appears that turning off 
dynarec
solves the problem, but i have no idea on how to turn it off.

Is there a way to turn off dynarec and use the Rice video plugin? 

Original comment by agsgym...@hotmail.com on 4 Jun 2009 at 5:24

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
This will also not work with pure interpreter. I have uploaded a savegame right
before the command which propably gets interpreted wrong
http://www.mediafire.com/?nvgjntdgzq2

it is at 0x8001c360 mtc1 $a1, $f16

Original comment by sven@narfation.org on 8 Oct 2009 at 6:10

GoogleCodeExporter commented 8 years ago
$a1 is 0xFFFFFFFF8034AFB0

Original comment by sven@narfation.org on 8 Oct 2009 at 6:12

GoogleCodeExporter commented 8 years ago
[deleted comment]
GoogleCodeExporter commented 8 years ago
Just as note for further investigation (with fix for bug 285):

normalised FGR Before execution:
start-----------FGR
00 0000001700000116
01 801c906c00000017
02 00000a8000000008
03 0000000000000005
04 0000000000000005
05 000000000000007f
06 000000000000012d
07 0000000000000001
08 000000008000e800
09 0000000080198323
10 0000000000000004
11 0000000000000004
12 0000000000000000
13 00000000ffffffff
14 0000000000000000
15 00000000ffffffff
16 00000000801976b0
17 0000000000000000
18 0000000000000c00
19 0000000000000081
20 0000000040ee823d
21 00000000ffffffff
22 00000000bd07e637
23 00000000ffffffff
24 00000000bd89b922
25 00000000ffffffff
26 000000003f7f6b9e
27 0000000000000000
28 0000000000000000
29 0000000000000000
30 0000000000000000
31 0000000000000000
end-------------FGR

After execution:
start-----------FGR
00 0000001700000116
01 801c906c00000017
02 00000a8000000008
03 0000000000000005
04 0000000000000005
05 000000000000007f
06 000000000000012d
07 0000000000000001
08 000000008000e800
09 0000000080198323
10 0000000000000004
11 0000000000000004
12 0000000000000000
13 00000000ffffffff
14 0000000000000000
15 00000000ffffffff
16 000000008034afb0
17 0000000000000000
18 0000000000000c00
19 0000000000000081
20 0000000040ee823d
21 00000000ffffffff
22 00000000bd07e637
23 00000000ffffffff
24 00000000bd89b922
25 00000000ffffffff
26 000000003f7f6b9e
27 0000000000000000
28 0000000000000000
29 0000000000000000
30 0000000000000000
31 0000000000000000
end-------------FGR

Original comment by sven@narfation.org on 10 Oct 2009 at 1:04

GoogleCodeExporter commented 8 years ago
So this savegame is more related to bug 286, but doesn't help to resolve the 
real
issue. I will create a new savegame with more information later, but my current 
guess
that it is related to the Exception/Interrupt handling.

Original comment by sven@narfation.org on 10 Oct 2009 at 7:15

GoogleCodeExporter commented 8 years ago
Updated savestate can be found at http://www.mediafire.com/?2o03zh2h10t

Interesting opcode add 80031ae4
sw $t2, 0x0010($t3)

$t2 is 0x000000001FC007C0
$t3 is 0xFFFFFFFFA4800000

Original comment by sven@narfation.org on 10 Oct 2009 at 7:52

GoogleCodeExporter commented 8 years ago
SW() will write 0x1FC007C0 at 0xA4800010 using write_word_in_memory. This done 
by
write_si. This will do it using (0x10) "si_register.si_pif_addr_wr64b = word;" 
and
"dma_si_write();".
So, it does pif manipulation and adds a new interrupt.

Original comment by sven@narfation.org on 10 Oct 2009 at 8:08

GoogleCodeExporter commented 8 years ago
Issue 238 has been merged into this issue.

Original comment by richard...@gmail.com on 12 Jan 2010 at 9:58

GoogleCodeExporter commented 8 years ago
I have the same issue on Linux using available ubuntu debian package.

Screen gets black when entering the opened door behind the switch on the floor.

I can still reload previous saved state. 

I had this same behavior in another area, there it solved itself by stoping and
reloading and using the in game save function, i was able to access the area 
where it
blacked out before.

I tried a lot of options and various save combinations. Nothing worked at the 
spot
described above in the thread.

Original comment by pe...@dasparadoxon.de on 16 Feb 2010 at 8:36

GoogleCodeExporter commented 8 years ago
Here is a save file from the same rom, entering the same chamber (Unga Wunga 
Cave)
from a different entrance (this time from within the Terrydactyland level). I 
too
have tried many different configurations, to no avail.

Just walk into the cave you see when you load the save state. I hope this helps.

Original comment by kdub...@gmail.com on 17 Feb 2010 at 9:38

Attachments:

GoogleCodeExporter commented 8 years ago
I have the same problem...

Finally did it exist any solution?
Or not to hope.
Thanks!

Original comment by alkismav...@hotmail.com on 21 May 2013 at 8:45

GoogleCodeExporter commented 8 years ago
@alkismavridis@hotmail.com:

I only have a hack at the moment. At least it can be used when you want to 
continue the game.

Original comment by s...@narfation.org on 21 Jul 2013 at 7:58

Attachments:

GoogleCodeExporter commented 8 years ago
This game needs a DelaySI setting of False in the mupen64plus.cfg Core section. 
The patch to make this setting usable will be sent as pull request to Richard 
soon

Original comment by s...@narfation.org on 13 Dec 2013 at 2:51

GoogleCodeExporter commented 8 years ago
Pull request was merged

Original comment by s...@narfation.org on 14 Dec 2013 at 12:18

GoogleCodeExporter commented 8 years ago
Wow. Thanks for following this up :) I can't wait to try the fix!

Original comment by chris...@gmail.com on 14 Dec 2013 at 12:20

GoogleCodeExporter commented 8 years ago
Can you please sent me whatever it is you sent the others and tell me what to 
do im not a coder lol i just want to beat the game and i cant get passed that 
entry without it freezing. Feel free to email me and i can send you whatever 
you need. 

Original comment by ryan.ma...@gmail.com on 8 Aug 2014 at 3:27