ZSNES Crashing

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Nach
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ZSNES Crashing

Post by Nach »

I want to make sure ZSNES is stable. I'm sick of random crashing here and there.

Therefore, I would like bug reports on crashing.

Please post what you can do to make ZSNES crash. And only on the latest version, I don't want to hear about crash bugs from v1.42. People who are able to should use CVS instead of ipher's builds.

Also, only replicatable crashes, not, well once somehow I clicked a few times and it crashed but I'm not sure...

If it's related to a ROM, I need full ROM info, and a list of settings.

Make sure to mention your port too.

And just to be sure we all know what a crash is.
Crashing is when in DOS you get booted to DOS prompt with numbers on the screen. In Windows you have ZSNES close down on you and Xp users get a message about calling home. In Linux you get the SDL Parachute Deployed.

I don't care if some random game gives you a black screen or freezes in game and you have to go back into the GUI and load something else.
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blackmyst
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Post by blackmyst »

July 10th WIP, windows port
OS: Windows 2000 professional

When triple buffering is enabled, Zsnes crashes with a standard illegal operation message when switching from fullscreen to windowed mode and then back to fullscreen, either by using alt+enter or the fullscreen button in the top right.

This does not happen if triple buffering is disabled.

It also doesn't happen when switching to fullscreen when the initial state at Zsnes' startup was any windowed mode. After having switched back to windowed mode and then fullscreen mode once more, however, it crashes again.


I've tried a few combinations of different fullscreen + windowed modes, and it doesn't seem to make a difference.

The crash happens whether a game is loaded or not.
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Post by Clements »

I cannot reproduce the above... I switched in and out of Fullscreen with TB enabled many times and no crash.
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Post by xamenus »

I'm not sure if this is info you want, it's not exactly an interface related crash; it's specific to a SuperFX game, but it still gives me a crash dialog...

ZSNES Win, latest CVS as of July 10, 2005
OS: Windows XP Home SP2

Winter Gold will crash ZSNES after I begin a race. Just push a directional key to either the left or right and the crash will occur. I get the standard "zsnesw.exe has encountered an error and needs to close" dialog from Windows XP.

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NSRT v3.3 RC2 - Nach's SNES ROM Tools

---------------------Internal ROM Info----------------------
       File: Winter Gold (E).sfc
       Name: FX SKIING NINTENDO 96  Company: Nintendo
     Header: None                      Bank: LoROM
Interleaved: No                        SRAM: 512 Kb
       Type: Super FX2 + Batt           ROM: 16 Mb
    Country: Euro/Asia/Oceania        Video: PAL
  ROM Speed: 200ns (SlowROM)       Revision: 1.0
   Checksum: Good 0x9D87              CRC32: 0F8378A6
        MD5: 5794995D6D7BB06BFC87FEC2F40CCC80
--------------------------Database--------------------------
   Name: Winter Gold
Country: Europe                 Revision: 1.0
 Port 1: Gamepad                  Port 2: Gamepad
Genre 1: Sports                  Genre 2: Misc

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Post by washuu108 »

I was able to reproduce blackmyst's bug after a few tries using XP SP2 and 6/3 CVS. Haven't encountered it yet using my build based off 6/25 CVS though. Edit: Couldn't get it using latest (as of the time of this post) CVS either.

Reproduced IceFox's bug using latest CVS.
Nach
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Post by Nach »

Sorry about deleting.
Fated... wrote:Windows XP home sp1, ZSnes WIP 1.43. Earlier versions had the problem also.
When a game is running, and sound is playing, entering the GUI with sound options open (using left click enabled for opening GUI) and enabling 8 point interpolation crashes to desttop. Fullscreen mode crash does not report it as an error on windows, but windowed mode does.
This is a crash I can replicate as many times as I try it. I have used a couple of sound chips since using ZSnes, but the problem was still there.
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Post by CyberBotX »

7/24 WIP, Linux Port (on FreeBSD)
OS: FreeBSD 5.4

I've tried this out with a few games. I set sound up to 32000 Hz with Sound Buffering on and no interpolation. I'll let the games play some music, then go to the GUI. When I go into the sound options and even try to check any interpolation mode, ZSNES crashes with the SDL Parachute Deployed message. If no sound was playing at the time that I mess with the sound settings, everything is fine. But it only seems to happen if the emulator was playing sound when you go into the GUI and try to choose another interpolation setting. Changing the frequency doesn't cause any problems.
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Post by BaD.BoY »

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Sorry for my bad english...
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Post by grinvader »

While we're at it...

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Aug 03 01:48:07 <kevman>        I know how to crash Zsnes :P
Aug 03 01:48:22 <DrNach>        how?
Aug 03 01:48:43 <kevman>        Hmm.... I'm having trouble repeating it well...
Aug 03 01:49:09 <kevman>        One second, I think I have it.
Aug 03 01:50:26 <grinvader>     so ?
Aug 03 01:50:26 <kevman>        Well, its obscure, but it is a bug.
Aug 03 01:50:39 <grinvader>     if it is using the sound interpolation, it's known
Aug 03 01:51:00 <kevman>        OK, load Kirby superstar, and during the intro,
hold down FF and tap rewind.
Aug 03 01:51:32 <kevman>        FF = turbo.
Aug 03 01:58:05 <grinvader>     sound on or off ?
Aug 03 01:58:09 <kevman>        On.
Aug 03 01:58:48 <grinvader>     INDEED
Aug 03 02:02:14 <grinvader>     Program received signal SIGSEGV, Segmentation fault.
Aug 03 02:02:14 <grinvader>     [Switching to Thread 16384 (LWP 21239)]
Aug 03 02:02:14 <grinvader>     0x00000000 in ?? ()
Aug 03 02:02:14 <grinvader>     (gdb) bt
Aug 03 02:02:14 <grinvader>     #0  0x00000000 in ?? ()
Aug 03 02:02:14 <grinvader>     #1  0x080a7edd in membank0r8reg () at cpu/memory.asm:3284
Aug 03 02:02:14 <grinvader>     #2  0x080e3df1 in COpA6x8 () at cpu/e65816c.inc:957
Aug 03 02:02:14 <grinvader>     #3  0x080a3b00 in execloop.startagain () at cpu/execute.asm:832
Aug 03 02:02:14 <grinvader>     #4  0x080a37eb in reexecuteb2.soundta () at cpu/execute.asm:389
Aug 03 02:02:14 <grinvader>     #5  0x0805ca63 in zstart () at uic.c:290
Aug 03 02:02:14 <grinvader>     #6  0xbffff1e4 in ?? ()
Aug 03 02:02:14 <grinvader>     #7  0x00000001 in ?? ()
Aug 03 02:02:14 <grinvader>     #8  0xbffff198 in ?? ()
Aug 03 02:02:14 <grinvader>     #9  0xbffff170 in ?? ()
Aug 03 02:02:14 <grinvader>     #10 0x4c47cff4 in ?? () from /lib/libc.so.6
Aug 03 02:02:14 <grinvader>     #11 0x00000000 in ?? ()
Aug 03 02:02:14 <grinvader>     #12 0x00000000 in ?? ()
Aug 03 02:02:14 <grinvader>     #13 0x00000000 in ?? ()
Aug 03 02:02:14 <grinvader>     #14 0x082f4cc0 in versionNumber ()
Aug 03 02:02:14 <grinvader>     #15 0x082f4aa4 in versionNumber ()
Aug 03 02:02:14 <grinvader>     #16 0xbffff188 in ?? ()
Aug 03 02:02:14 <grinvader>     #17 0x0804c565 in _init ()
Aug 03 02:02:14 <grinvader>     Previous frame inner to this frame (corrupt stack?)
Aug 03 02:03:06 <grinvader>     seems like CopA6x8 is faulty
Aug 03 02:03:13 <grinvader>     at the same time...
Aug 03 02:03:20 <DrNach>        grinvader, WTH did you do?
Aug 03 02:03:21 <grinvader>     turbo + rewind is asking for trouble
Aug 03 02:03:33 <grinvader>     <kevman> OK, load Kirby superstar, and during the intro, hold down FF and tap rewind.
Aug 03 02:03:41 <DrNach>        oh
Not really surprising.
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Post by creaothceann »

*bump* Is it topic still an issue? This link might help: http://www.kuro5hin.org/story/2002/3/2/231139/4300

The comments say that it's long known stuff though. :?
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Nach
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Post by Nach »

This topic is still an issue, and that thread there doesn't really say anything.

We have no way of automatically grabbing crash data. If someone does know how to create a crash, we either have that someone or one of the developers who can replicate it do a backtrace.

It's excellent that Jonas Quinn and I got ZSNES to compile with MinGW, because it allowed me to do backtraces for ZSNESW.
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