[BUG] Any game crash enabling interpolation on ZSNESW 1.42
Moderator: ZSNES Mods
[BUG] Any game crash enabling interpolation on ZSNESW 1.42
If you to load the Super Metroid or any game, activating interpolation sound during the game, its ZSNES 1.42 go crash, however if you to activate the interpolation before loading the game, the interpolation go to function normally. In the ZSNES 1.36 this normal functional process and not crash.
Version: ZSNESW WIP 2003/3/21 to 2005/02/24, ZSNESW Official 1.40 to 1.42
ROM File Name: Super Metroid (JU).zip or another
Checksum: OK
Video: 640x480 DR FULL
Hardware: PII 400, 128mb ram, NVidia TNT2 Ultra 32mb
SO: Windows XP PRO SP-1, DirectX 9, Official drives of nvidia
Version: ZSNESW WIP 2003/3/21 to 2005/02/24, ZSNESW Official 1.40 to 1.42
ROM File Name: Super Metroid (JU).zip or another
Checksum: OK
Video: 640x480 DR FULL
Hardware: PII 400, 128mb ram, NVidia TNT2 Ultra 32mb
SO: Windows XP PRO SP-1, DirectX 9, Official drives of nvidia
Last edited by BaD.BoY on Fri Feb 25, 2005 7:25 am, edited 7 times in total.
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Sorry for my bad english...
Sorry for my bad english...
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The Same Bug happens every time I try to enable/disable
a sound Interpolation.
It seem to happen on any game that is loaded.
I haved this problem for a long time going back,
I cannot remember how far back this problem goes
in the WIP Chain.
I tried: 7th Saga, yess it is a good dump
,
as is all the roms I have.
Here is the Data:
Those Because I still don't understand Exactly what
it does I have just left it off all the time, that goes for the
Video Interpolation too.
Don't tell me, the development team hasn't fixed this bug in the 1.4 release, that's soon to come out.
What File does the Sound Interpolation Source reside in?
Because it is in C, maybe I will take a look(),
I had classes three classes up to Data Structures in C, those I have not
touched a piece of Source code in about 2-2.5 years.
Fall of 2002.
I did keep all of my books those, plus I have about a dozen other books
in ever from Java, Java Script, C, C++, VisualBasic6+.Net, plus a few others.
Mostly Siting in a closet in the basement collecting dust.
My only real problem is lack of my OWN machine w/ SPEED,
and the Compiler&Etc, Software.
I will Admit I don't know a Damn thing about Asembler.
I know Rambling on here, sorry for geting some what off topic,
I am done for know.
a sound Interpolation.
It seem to happen on any game that is loaded.
I haved this problem for a long time going back,
I cannot remember how far back this problem goes
in the WIP Chain.
I tried: 7th Saga, yess it is a good dump

as is all the roms I have.
Here is the Data:
Code: Select all
---------------------Internal ROM Info----------------------
File: 7th-Saga.smc
Name: THE 7TH SAGA Company: Enix
Header: SWC Bank: HiROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 12 Mb
Country: USA Video: NTSC
ROM Speed: 120ns (FastROM) Version: 1.0
Checksum: Good 0x009E CRC32: B3ABDDE6
--------------------------Database--------------------------
Name: 7th Saga, The
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
Those Because I still don't understand Exactly what
it does I have just left it off all the time, that goes for the
Video Interpolation too.
Don't tell me, the development team hasn't fixed this bug in the 1.4 release, that's soon to come out.


What File does the Sound Interpolation Source reside in?
Because it is in C, maybe I will take a look(),

I had classes three classes up to Data Structures in C, those I have not
touched a piece of Source code in about 2-2.5 years.

Fall of 2002.
I did keep all of my books those, plus I have about a dozen other books
in ever from Java, Java Script, C, C++, VisualBasic6+.Net, plus a few others.
Mostly Siting in a closet in the basement collecting dust.
My only real problem is lack of my OWN machine w/ SPEED,
and the Compiler&Etc, Software.
I will Admit I don't know a Damn thing about Asembler.
I know Rambling on here, sorry for geting some what off topic,
I am done for know.
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The debugger only exists in the DOS port of zsnes, AFAIK....but please do prove me wrong.joe_devore wrote:Is there anyway to force the Win Zsnes to Debug?
I think this question might have been already been asked.
So we can find this BUG and SQUASH IT.
Last edited by Agozer on Sat Dec 18, 2004 1:45 pm, edited 1 time in total.
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No, you seem to be Completely correct about the debugger.Agozer wrote:The debugger only exist in the DOS posrt of zsnes, AFAIK....but please do prove me wrong.joe_devore wrote:Is there anyway to force the Win Zsnes to Debug?
I think this question might have been already been asked.
So we can find this BUG and SQUASH IT.
I tried to load the Win Version from a Dos-Prompt from within
Windows w/ the "-d" appended to the end for the debugger.
It loads just like normal, No debugger those.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
I tried to Debug the Hard way, by trial and error(errors are good).
This is the results of testing.
-------------------------------------------------------------------------------
Please note I am using the 10-24-04 release
I used "7th-Saga" as the Test Rom.
I tested all 3 interpolations.
Code: Select all
1=crashed, 0=NoCrash:
CrashStat --
1 -- Gaussian
1 -- Cublic Spline
1 -- 8-Point
The bug was NOT present when the Sound was disabled from the GUI.
Using the Sound Enable/Disable Switch.
When First sound Starts, and then I try to Enable a Sound Interpolation Switch,
Bug occurs, and causes a total Crash & Exit.
Low Pass Filters Fine, it seems that they are un effected while sound is playing.
Sound Sampling Rates
Sound is Enabled for these Tests, and is playing.
Code: Select all
Sampling Rates:
0=NoSound&NoCrash, 1=Sound&Crashes, 2=NoAudableSound&Crashes
CrashStats --
1 -- 8Khz
1 -- 11Khz
1 -- 16Khz
1 -- 22Khz
1 -- 32Khz
1 -- 44Khz
1 -- 48Khz
At any of the Sampling Rates,
and while sound was Both Enabled and playing.
It stilled crashed.
My Conslusion of this test is that the Sampling Rate does not appear to be effecting the bug at all.
I tried to look through the Source for the a point that might be the choke point.
Maybe an Interupt error in the "SPC700.ASM" file.
It could be that the GUI crashes when the Interpolation tries to Interupt the Current playing music to enable any of the Interpolation types, and
Fails to do so because of the bug.
However, maybe it succeded in activating the interpolation,
but when it tried to resume the SPC emulation of the Music,
failed at this point, A memory or Pointer error????
This ofcourse is a Theoretical guess, under the understanding that
SPC700 is the Sound Engine of the Emu.
I thought it might have even been an error in the GUI.asm code,
Please remembe I do not Know any Asembler, So I am fishing for a
Needle in a Hay-Stack.
Correct me where I am Wrong, please.
Here are a list of places there is some thing in these places that
might help with this BUG SQUASHING.
GUI.asm
lines::--> 2,550 -to- 2,570. some things relating to sound cfg??
I choose the above files because I guessed they might be the best location to look.
Hey, I at least tried to look, through that asembler PSYCHO HELL,
nightmare.
OK, I tried I hope the Info I provided will help the Development team.
Nice bug report, joe_devore!
.
Just a little nit-picky suggestion though - did you try restarting Zsnes after disabling SPC emulation? In my experience, at least, changes to the "Disable SPC Emulation" checkbox don't take effect until you restart the emulator. That is, if I check the box in the middle of a game without restarting, there will still be sound output, which would certainly mean the SPC is still being emulated . Checking the box then restaring the emulator does get rid of sound output and fixes the bug for me, at least.

Just a little nit-picky suggestion though - did you try restarting Zsnes after disabling SPC emulation? In my experience, at least, changes to the "Disable SPC Emulation" checkbox don't take effect until you restart the emulator. That is, if I check the box in the middle of a game without restarting, there will still be sound output, which would certainly mean the SPC is still being emulated . Checking the box then restaring the emulator does get rid of sound output and fixes the bug for me, at least.
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Well, no.zidanax wrote:Nice bug report, joe_devore!.
Just a little nit-picky suggestion though - did you try restarting Zsnes after disabling SPC emulation? In my experience, at least, changes to the "Disable SPC Emulation" checkbox don't take effect until you restart the emulator. That is, if I check the box in the middle of a game without restarting, there will still be sound output, which would certainly mean the SPC is still being emulated . Checking the box then restaring the emulator does get rid of sound output and fixes the bug for me, at least.
I didn't reset the game after Disabling the SPC Emu,
but the point here is to find the bug, FIX it so we can play roms,
WITH sound.
I just tried it, NoSound, NoBug, w/ SPC Disabled, and SoundEnabled.
This ofcourse still defeats the purpose of fixing the bug.
It would be just unthinkable to play a old favorite or a new one never
tried before w/o sound.
Audio/Music is a KEY factor in Games.
Has anyone High up read this Post yet (Developers, Etc)?
I say, With a FULL, development studios Installed and all neccesary
files&Source on hand, A TEST rom like Final Fantasy's or Chrono Trigger,
Etc.
Compile and Active Debug this Program when it is running, Like I did in
"Data Structures", but ofcourse that was done completely in "C".
Would be nice, but I would need a Whole lot-o-Ram and a Speed CPU,
to do it with, all of which I do not have.
Hi, I don't know if this will be helpful, but I used Inspector IIXII to log crash data.
http://home.ripway.com/2005-1/235510/cr ... 001503.zip
This is log when activated interpolation.
Version: ZSNES WIP 01/31/2005
ROM File Name: Super Metroid (JU).zip or another
Checksum: OK
Video: 512x448 R
Hardware: PII 400, 128mb ram, NVidia TNT2 Ultra 32mb
SO: Windows XP PRO SP-1, DirectX 9, Official drives of nvidia
http://home.ripway.com/2005-1/235510/cr ... 001503.zip
This is log when activated interpolation.
Version: ZSNES WIP 01/31/2005
ROM File Name: Super Metroid (JU).zip or another
Checksum: OK
Video: 512x448 R
Hardware: PII 400, 128mb ram, NVidia TNT2 Ultra 32mb
SO: Windows XP PRO SP-1, DirectX 9, Official drives of nvidia
Last edited by BaD.BoY on Thu Feb 03, 2005 3:41 am, edited 1 time in total.
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Sorry for my bad english...
Sorry for my bad english...
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WIP 3/21/03 (source) crash.3/21/03
Signed saturation fix for gaussian interpolation (Thanks kode54) (Pagefault)
3/17/03
Timing Tweaks(Pagefault)
Interpolation Fix (Pagefault)
SPC Core Tweaked (Pagefault)
Optimizations (should be MUCH faster) (Pagefault)
Added Burning effect (Pagefault)
Fixed a small bug in SPC saving (Pagefault)
Updated linux video code to windows version (Pagefault)
Improved sound quality (Pagefault)
LoROM SRAM mapping fix (Pagefault)
Default configuration update (Pagefault)
More code cleaned up (Pagefault)
Updated video code (Pagefault)
3/16/03
Fixed a few urls in the docs (ipher)
Timing update fix (Pagefault)
Fix motion blur text in GUI (Pagefault)
WIP 3/16/03 (source), no problem enabling interpolation
ipher, I tried to download the wip 3/17/03, but link is broken.
http://www.ipherswipsite.com/files/zsne ... W_0317.zip
EDIT:
My backtrace enabling Gaussian in Slackware 10.1 using WIP 2005-04-11 debug:
Code: Select all
---------------------Internal ROM Info----------------------
File: 7th-Saga.smc
Name: THE 7TH SAGA Company: Enix
Header: SWC Bank: HiROM
Interleaved: No SRAM: 64 Kb
Type: Normal + Batt ROM: 12 Mb
Country: USA Video: NTSC
ROM Speed: 120ns (FastROM) Version: 1.0
Checksum: Good 0x009E CRC32: B3ABDDE6
--------------------------Database--------------------------
Name: 7th Saga, The
Country: USA Version: 1.0
Port 1: Gamepad Port 2: Gamepad
[Switching to Thread 16384 (LWP 1993)]
0x00002b11 in ?? ()
----------------------------------------------------
(gdb) bt
#0 0x00002b11 in ?? ()
#1 0x0807d909 in EchoStereoInterpolated.NotNoise1b () at cpu/dspproc.asm:3805
#2 0x0807f25f in ..@1159.EndofProcessNEnvsi () at cpu/dspproc.asm:5230
#3 0x080d1a12 in SoundProcess () at linux/sdlintrf.asm:1158
#4 0x40df4d1e in ?? ()
#5 0x0831eeff in GUIMousePtr ()
#6 0xbffff4f0 in ?? ()
#7 0xbffff4b4 in ?? ()
#8 0x00001301 in ?? ()
#9 0x00000001 in ?? ()
#10 0x400d0c01 in pthread_keys () from /lib/libpthread.so.0
#11 0x00000200 in ?? ()
#12 0x40df4d1e in ?? ()
#13 0x0831eeff in GUIMousePtr ()
#14 0xbffff4f0 in ?? ()
#15 0xbffff4d4 in ?? ()
#16 0x00001301 in ?? ()
#17 0x00000001 in ?? ()
#18 0x400d0c01 in pthread_keys () from /lib/libpthread.so.0
#19 0x08e3d148 in ?? ()
#20 0x080d39c7 in UpdateVFrame () at linux/sdllink.c:1063
(gdb) bt full
#20 0x080d39c7 in UpdateVFrame () at linux/sdllink.c:1063
ptr = (short int *) Cannot access memory at address 0xfffffff5
----------------------------------------------------
(gdb) ni
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
[Thread 49156 (LWP 2007) exited]
Program received signal SIGTRAP, Trace/breakpoint trap.
[Switching to Thread 49156 (LWP 2007)]
0x400cb3c1 in __linuxthreads_death_event () from /lib/libpthread.so.0
(gdb) bt
#0 0x400cb3c1 in __linuxthreads_death_event () from /lib/libpthread.so.0
#1 0xbf3ffab8 in ?? ()
#2 0xbf3ffa20 in ?? ()
#3 0x00000000 in ?? ()
#4 0x00000000 in ?? ()
#5 0x0e017007 in ?? ()
#6 0x00000000 in ?? ()
#7 0x00ff37b4 in ?? ()
#8 0xbf3ffa90 in ?? ()
#9 0x40016ca0 in ?? ()
#10 0x4002f604 in ?? () from /usr/lib/libSDL-1.2.so.0
#11 0x403b3ff4 in ?? () from /lib/libc.so.6
#12 0x403b3ff4 in ?? () from /lib/libc.so.6
#13 0x400c1164 in ?? () from /lib/libpthread.so.0
#14 0x400bf000 in ?? ()
#15 0x400896ac in ?? () from /usr/lib/libSDL-1.2.so.0
#16 0xbf3ffd9c in ?? ()
#17 0xbf3ffa78 in ?? ()
#18 0x4034f3ec in select () from /lib/libc.so.6
#19 0x00000000 in ?? ()
#20 0x400811d8 in SDL_Delay () from /usr/lib/libSDL-1.2.so.0
Previous frame inner to this frame (corrupt stack?)
----------------------------------------------------
(gdb) ni
0x400cb3c3 in __linuxthreads_death_event () from /lib/libpthread.so.0
(gdb) bt
#0 0x400cb3c3 in __linuxthreads_death_event () from /lib/libpthread.so.0
#1 0x400c53a4 in __pthread_do_exit () from /lib/libpthread.so.0
#2 0xbf3ffab8 in ?? ()
----------------------------------------------------
(gdb) ni
0x400cb3c4 in __linuxthreads_death_event () from /lib/libpthread.so.0
(gdb) bt
#0 0x400cb3c4 in __linuxthreads_death_event () from /lib/libpthread.so.0
#1 0xbf3ffab8 in ?? ()
#2 0xbf3ffa20 in ?? ()
----------------------------------------------------
(gdb) ni
0xbf3ffab8 in ?? ()
(gdb) bt
#0 0xbf3ffab8 in ?? ()
#1 0xbf3ffa20 in ?? ()
#2 0x00000000 in ?? ()
----------------------------------------------------
(gdb) ni
0xbf3ffabc in ?? ()
(gdb) bt
#0 0xbf3ffabc in ?? ()
#1 0x00000000 in ?? ()
#2 0x00000000 in ?? ()
...
#500 0x00000000 in ?? ()
----------------------------------------------------
(gdb) ni
0xbf3ffabd in ?? ()
(gdb) bt
#0 0xbf3ffabd in ?? ()
#1 0x00000000 in ?? ()
#2 0x00000000 in ?? ()
...
#500 0x00000000 in ?? ()
----------------------------------------------------
(gdb) ni
Program received signal SIGSEGV, Segmentation fault.
0xbf3ffabd in ?? ()
(gdb) bt
#0 0xbf3ffabd in ?? ()
#1 0x00000000 in ?? ()
#2 0x00000000 in ?? ()
...
#500 0x00000000 in ?? ()
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Sorry for my bad english...
Sorry for my bad english...