So easiest and best fix would be actually setting interpreter core as default CPU, and adding some notifications for the problems involved with dynarec core. If one has x86-64 CPU I am quite sure it is also powerful enough to run interpreter version. Then I feel it would be more simple to use interpreter core as default which is more compatible. Memory timings are not accurate there f.e. Dynarec core is implemented in a way that some game have bugs with that. However there's other issues that I see here. So if there would be a way to specify memory layout so that psxRegs would end up always within 32bit address space, then it would fix it. Given all that, it seems like the right fix would be to use a different scratch register in `recBNE`, but I don't know which other registers are scratch (EDX perhaps?) nor do I know how to find all the *other* places where this might be a problem.Ĭomments: ** Comment from web user: ckain ** This explains why the problem triggered with (Debian's build of) kernel 4.1.0 - that kernel changed the way the address space is laid out formerly psxRegs must have always been reachable at a 32-bit absolute(?) address. Unfortunately, gdb can't show me the value of `p` nor `pr`, but I deduce from where we are that SPTR32(pr) and UPTR32(pr) are both false, and - knowing somewhat of x86 assembly - that the problem is with where the psxRegs global has been placed in memory. So basically the problem here is that both `recBNE` and `MEMADDR_OP` are trying to use EAX as a scratch register. WriteVARROP(RexRB(w, reg, X86_TEMP), opl, op) Sptr pr = MEMADDR_(p, 5 + opl + (w || reg >= 8) + off) Void MEMADDR_OP(bool w, unsigned opl, u64 op, bool isreg, int reg, uptr p, sptr off) `CMP32MtoR` is just shorthand for a particular invocation of `MEMADDR_OP`. (I'm testing with release 1.9.93.) The key part of the stack trace when the assertion fires is I don't see anything in ix86-64.c that is *obviously* kernel-dependent - it's a JIT back-end for the CPU emulator, isn't it? - and there isn't anything obviously wrong in a strace log (attached), either.Ĭomments: ** Comment from web user: zwol ** So I believe the problem is game-independent. libpcsxcore/ix86_64/ix86-64.c:160: MEMADDR_OP: Assertion `!isreg || reg != 0' failed.Ī window appears briefly but never shows anything but a black fill. $ pcsxr -nogui -cdfile ROMs/Xenogears/Xenogears\ \(disc\ 1\).bin On x86-64 when running under Linux kernel 4.1.0 or later, pcsxr crashes on startup with an assertion failure in ix86-64.c, e.g. I haven't reached a disc transition with it yet, but I will sooner or later, and there's no point in my continuing to play if I can't switch discs to continue the game. I'm essentially stuck on multiple games with this issue, since I've also been playing FFIX. (I'm quite new to emulation, so I don't know much about it yet.) iso somewhere, assuming isos don't have this problem, which seems ridiculous considering I own a physical copy of the game.) If there's another fix, or someone could explain the process of changing a quick-save to me, I'd love to hear it. The only potential fix I've seen that I haven't tried, as frankly I don't know how to, is to change a quick-save from the disc change screen to load up from disc 2 rather than disc 1. Quick-saving at the change disc screen and trying to reload said save on disc 2 just gets me an error. I've tried pausing the game before ejecting the disc and unpausing once I've swapped, but the emulator just stops responding, or doesn't register any change - which is the exact same result as not pausing at all. And the Mac version of PCSX-R doesn't come with a built-in Change Disc feature of any kind that I'm aware of. However, I've reached the end of Valkyrie Profile disc 1, and now I find that there's no functional way for me to change to the next disc, as it doesn't offer a save-to-next-disc end-of-disc feature. I've been running PCSX-R on my Macbook Pro, and it's quite functional aside from some minor stuttering issues I can ignore. I am able to see the memory cards in the application but am unable to save my game.Īny help would be greatly appreciated as a lot of effort has been spent trying unsuccessfully to make this app work,Ĭomments: ** Comment from web user: Timshii ** Memory card ~/Documents/Pcsxr/Memory Cards/Mcd002.mcr failed to load!" Memory card ~/Documents/Pcsxr/Memory Cards/Mcd001.mcr failed to load!"
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