Open linkthehylian opened 1 year ago
Hm, does that crash happen there consistently for you, or was it just a one time (or two if it happened before) fluke? Also, are you using HD Project 1.1 there, or just vanilla?
Seems crash is inside PSMTXInverse
, called from inside MotionMove
(663226 in 1.1.0) - looks like the PartsPtr->pParent_6C->mat_C
pointer passed to PSMTXInverse
might be set to some invalid addr (0xC?)
Then the code in PSMTXInverse
runs fld dword ptr [ecx+18h]
which tries reading from 0xC + 0x18 = 0x24, causing Access violation reading location 0x00000024.
Don't really know how that would happen though, unless something is corrupting the pointer somehow. (E: ah, it's set to 0xC because mat_C is at 0xC, so I guess pParent_6C must be set to 0... still not sure why that would be so though, only thing I see that sets it to 0 is the cCoord constructor... maybe this MotionMove code is trying to run before the cParts has fully inited?)
E2: looks like MotionMove
was called from cObj18::move
, my guess is some cPart gets added to the cObj18's part list, and then cObj18::move
is being ran before the cPart pParent_6C
was set to point to the cObj18 itself, weird thing to happen, possibly an issue with threading/timing?
(or could this be happening at end of cutscene only? maybe pParent_6C is being cleared because the cPart is being deleted, but cObj18::move
still gets called... haven't actually seen any code that clears pParent_6C yet though)
Not sure what cObj18 actually is yet, seems to check different chara types & runs PlClothMoveXXX on itself, maybe it's a cutscene stand-in of certain chara models?
I'm not sure unfortunately. I opened the game again and area jumped just to make sure and after skipping the cutscene it was fine. It seems to only happen whenever I'm just playing through the game normally.
I'm using HD project 1.1 as well.
I talked to a friend earlier and they stated that a lot of speedrunners apparently encounter this crash as well, but it's supposedly very rare.
Idk when I plan to try running the game again. But the next time I do and it does happen, I'll be sure to attach another crash log.
Got another crash, still using JP 1.0.6. It wasn't in the same area. But rather after killing Krauser and attempting to insert the medallions to progress to the next area.
It happened immediately after opening my inventory and pressing the Insert key which is what automatically brings you to the treasures menu.
Might be a weird thought, but I possibly might be spamming the keys too fast for the game to keep up which is causing the crash?
Looks like that crash is inside _aligned_malloc
, only thing I can think of that would make that fail is if the games runs out of memory, or maybe something to do with the games heap code, possible game didn't actually run out of memory, but the heaps that the game allocs did... also seems only 10000 things can be allocated via that func (g_Allocations array only has 10000 entries), maybe that limit is being reached.
The earlier crash you posted where pParent_6C
was 0 could also be caused by same thing too, hopefully we can add some extra logging for stuff like that so we'll at least have some idea of the cause (also it seems _aligned_malloc
/Hap_AllocMem
does try to log some memory info if alloc fails, but that uses printf
that we don't catch atm...)
The dumps you posted might also have some info about the heaps included, will need to look into that some more.
Managed to make it crash again right before the Clock Tower. I was spamming the ESC key to skip everything as well like before.
设法让它在钟楼前再次坠毁。我正在发送垃圾邮件 ESC 密钥以像以前一样跳过所有内容。
Like you, I collapsed in front of the clock tower, which probably troubled me for a long time
看起来崩溃在里面,我唯一能想到的会失败的是如果游戏内存不足,或者可能与游戏堆代码有关,可能游戏实际上并没有耗尽内存,但游戏分配的堆确实...似乎只有 10000 个东西可以通过该 func 分配(g_Allocations数组只有 10000 个条目),也许正在达到该限制。
_aligned_malloc
您之前发布的 0 崩溃也可能是由同样的事情引起的,希望我们可以为这样的东西添加一些额外的日志记录,这样我们至少会对原因有所了解(如果 alloc 失败,似乎/确实会尝试记录一些内存信息,但这使用我们不捕获 atm......
pParent_6C``_aligned_malloc``Hap_AllocMem``printf
您发布的转储可能还包含有关堆的一些信息,需要进一步研究。
I collapsed in front of the clock tower like his problem
4-1
This problem has been going on for a long time
@leon861107 any chance you can try the 1.7.7.6 build and see if that has the clock tower crash issue? I wonder if it's caused by something added in 1.8...
https://github.com/nipkownix/re4_tweaks/releases/tag/1.7.7.6
@leon861107有机会尝试 1.7.7.6 版本,看看它是否有钟楼崩溃问题?我想知道这是否是由 1.8 中添加的内容引起的......
https://github.com/nipkownix/re4_tweaks/releases/tag/1.7.7.6
I remember 1.7.7.6 is the same problem,
Because the whole game crashed at this point, I was impressed
I'll take time to play it again and have a look at this place
@leon861107有机会尝试 1.7.7.6 版本,看看它是否有钟楼崩溃问题?我想知道这是否是由 1.8 中添加的内容引起的......
https://github.com/nipkownix/re4_tweaks/releases/tag/1.7.7.6
If you keep playing and don't close the game, you will absolutely collapse at this place
But if you play off and on, nothing will happen
@leon861107有机会尝试 1.7.7.6 版本,看看它是否有钟楼崩溃问题?我想知道这是否是由 1.8 中添加的内容引起的......
https://github.com/nipkownix/re4_tweaks/releases/tag/1.7.7.6
I covered 1.8 with 1.7.7.6, clock tower didn't collapse, but merchants and enemies were all garbled, and it was restored after re-reading the file
I just tested it again, and the character sticker issue is the reason why I use another mod,
Version 1.7.7.6 still pops up behind the telescope in front of the bell tower, but it seems to only happen after you play continuously.
I ran into another crash. I'm guessing it's also memory related since it happened when attempting to load into a new area through a door.
@linkthehylian could you try playing with the build from https://github.com/nipkownix/re4_tweaks/actions/runs/4322069750 ? That should hopefully put some extra info in the log file next time it has a crash like this. (grab the release build from that page)
@linkthehylian could you try playing with the build from https://github.com/nipkownix/re4_tweaks/actions/runs/4322069750 ? That should hopefully put some extra info in the log file next time it has a crash like this. (grab the release build from that page)
You got it! I'll do another run with this build and see if it happens again. If it does, I'll attach another log.
Got it to crash. Here's the log from the build you provided.
Validation
Describe your issue here (drag+drop ZIP to attach it)
I was doing a run of Resident Evil 4 on Professional. And after the cutscene where Leon uses his binoculars and sees Ashley being taken away, the game stopped for a second and then just closed.
This isn't the first time it's happened either. I remember it happening a while back during another run as well. I'm not sure why I didn't report it.
I'm using the JP 1.0.6 executable. Here's the crash dump the game generated.
bio4.exe.20230106215352.zip
In case you wanna know the specific room via area jump: Stage 2 - R214