Comments (18)
The only one I remember is when draining the Kakariko well by learning the Song of Storms in the windmill. There is another way to get it to crash when not using Protect Memory, but it depends which self-mod code you are using so is not consistently describable.
from project64.
Also, Super Smash Bros does not work with Angrylion's or Shunyuan's plugin, with protect memory and cpu recompiler enabled.
Wouldn't it fail with LLE graphics plugins in general and not just angrylion's then?
from project64.
Try testing with 8 MB expansion pak emulated.
That exception might be triggered off of an access violation when doing DMA, which could go up to a 16 MB address.
from project64.
For Super Smash Bros, z64gl and Jabo 1.7 both work. When I try running Angrylion's for Super Smash Bros, I get an error message saying "Breakpoint found at N64 System\Mips\Memory Virtual Mem.cpp 1692".
Just tried 8mb and that didn't fix the problem either, for Jet Force Gemini.
from project64.
This is also a problem in Zelda OOT.
from project64.
^ That would be unfortunate since Zelda OOT actually requires memory protect.
There are self-mod method combos that make it "playable" without protect memory, but it may and very well can crash at some point or another.
from project64.
I investigated the crash during the intro cutscene in Jet Force Gemini with GLideN64 and the recompiler. It only crashes with the PJ64 recompiler, the interpreter works. With other emulators there's no crash. If I disable protect memory and use savestates I can get past the point where the emulator crashes.
If protect memory is enabled PJ64 gives GLideN64 the command to fill RDRAM but with completely wrong values. GLideN64 does this and the emulator crashes
from project64.
When I debugged that game with GlideN64, I noticed that for some reason, GlideN64 has a problem with exception handling. The plugin doesn't work on my computer, so I have to debug it on a remote machine π . If you can help me with getting it to compile for zilmar spec, I'd be willing to debug it again.
from project64.
There's a guide here: https://github.com/gonetz/GLideN64/wiki/Build-From-Source-(Windows)
If you don't want to build qt you can download GLideNUI.lib here: https://drive.google.com/file/d/0B0YqMPjGo3B2Y1lfVi1yOENBV3M/view?usp=sharing
You can put it in src/GLideNUI/release. I've built the release build with debug information and used it for debugging because I didn't want to deal with Qt
The plugin doesn't work on my computer, so I have to debug it on a remote machine π
I think it should be possible to make the plugin compatible with older hardware. It's based on glN64 and this plugin used to work on every gpu. On older GPUs some new features might need to be disabled. But the combiner can be problematic because it has been rewritten using GLSL 3.30.
from project64.
But the combiner can be problematic because it has been rewritten using GLSL 3.30.
That probably explains the strange colors I'm seeing. Anyway, I'll see about testing JFG with GLideN64 when I can.
from project64.
if a game has code in a block (4kb) the memory is protected against writes. If there is a write then you will get a crash yes, but the exception handler of pj64 should handle this, clear the recompiled code at this address and write to the memory.
So the exception handler in what ever plugin needs to let the crash happen, so pj64 can handle it.
from project64.
If there is a write then you will get a crash yes, but the exception handler of pj64 should handle this, clear the recompiled code at this address and write to the memory.
The issue is that you exception handler doesn't handle certain x86 instructions. Although I don't know what GLideN64 is doing, so it is possible that it's doing something wrong for JFG. I just remember that when using Angrylion's RDP in Super Smash Bros with Protect Memory, it used to crash. I haven't enabled Protect Memory for that game in a long time, so I don't know if it's still an issue, but I'm fairly certain it never got fixed.
Maybe if I get around to testing, I'll let you know what the instruction was.
from project64.
if it is an unhanded x86 that should be easy enough to add in
from project64.
Easy, but time consuming π . Anyway, I just tried using SHunyuan's and it crashed with this instruction
mov word ptr [eax+ecx*2],si
There's a lot more instructions to support though. Maybe I can review some of the stuff I wrote down a while back, if you're interested in adding more instructions.
from project64.
I can't seem to get Zelda OOT to work anymore, on Protect Memory. Anyone else able to get it working? I was going to try fixing the debugger crash, but I can't even boot this game lol.
from project64.
I would like to look into figuring out a good way to do self modifying code detection. Does anyone know where crashes happen in Zelda OOT when not using Protect Memory?
from project64.
Thanks π . I'll try testing that out.
from project64.
@project64 please take a look: gonetz/GLideN64#764
from project64.
Related Issues (20)
- [Bug]: PokΓ©mon Puzzle League (France) produces an SP DMA READ error HOT 3
- [Grid Mode]: HOT 3
- [Bug]:
- [Bug]: Downloads page on pj64-emu.com website not working HOT 2
- [Feature request]: Increase the maximum number of Cheats able to be turned on. HOT 1
- plugins glide64 add 3dfx option HOT 4
- V-Rally Edition 99 issues HOT 7
- Cannot join Discord channels HOT 3
- [Bug]: Banjo Tooie freezes at intro screen with wrong camera angle HOT 2
- [Bug]: I Cant Disable My Fast Run Cheat In B3313
- Save state cannot be loaded HOT 12
- [Bug]: Stuttering with all the plugins HOT 16
- [Bug]: Blues Brothers 2000 can't get past the alligator in Sewer in Chicago HOT 6
- [Bug]: various game not reaching the title screen. HOT 9
- [Issue]: Save files are locked even after ending emulation
- [Bug]: Xbox 360 controller doesn't respond when playing HOT 1
- [Feature request]: OpenXR support / VR HOT 2
- my project 64 has this problem CN64System::EmulationStarting:exception caught file n64system/n64system.cpp line:680 how do I solve this problem in the emulator HOT 1
- [Bug]: Black screen on every game; no video and audio HOT 9
- [Feature request]: Interactive Table of Contents HOT 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
π Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. πππ
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google β€οΈ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from project64.