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  1. #1
    EmuTalk Member
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    Mupen64 crashes when dynamic recompiler is used

    I'm using the Linux version of the program (0.4) and when I try to start a game I get this message...

    memory initialized
    [glN64]: (II) Initializing SDL video subsystem...
    [glN64]: (II) Getting video info...
    [glN64]: (II) Setting video mode 640x480...
    demarrage r4300
    dynamic recompiler
    Signal number 11 caught:
    errno = 0 (Success)

    Anyone have any ideas how to fix it or why it isn't working? I'm using the default plugins..



    UPDATE: It works with Rice's video plugin, but I want to play Zelda which distorts the graphics on that plugin.

    UPDATE2: Alsa plugin and all other audio plugins crash also. The default one plays, but I can't chane the buffer size without a crash..
    Last edited by GaMMa; May 28th, 2005 at 16:16.


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  2. #2
    linux gaming enthusiast aminalshmu's Avatar
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    use jttl's SDL audio plugin, it works great for Zelda OOT. also the glN64 plugin works perfectly for me with that game...

  3. #3
    EmuTalk Member
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    Hacked the source to get jttl-sdl to compile, but it does

    (II) JttL's sound plugin version 1.2
    (II) Initializing SDL audio subsystem...
    Signal number 17 caught:
    errno = 0 (Success)
    Last edited by GaMMa; May 29th, 2005 at 03:53.

  4. #4
    Moderator Hacktarux's Avatar
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    Do you mean it only crashes with dynarec ? or does it crash too with interpreter ? If it crashes with all the cores, are you using gentoo's portage ? It looks like their scripts are breaking something in mupen64... You can also try to download precompiled binaries.

  5. #5
    EmuTalk Member
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    Unfortunately the precompiled binaries are GTK1. I think the Gentoo version patches the source with the GTK patch and what not.. I should have made 2 seperate threads for this. Dynamic Recompiler crashes all the time unless I use Rice's plugin. glN64 doesn't work with it (both core and plugin compiled by me).

    2nd problem: I can't get anything other than the default sound plugin running. jttl's sdl and alsasnd both crash on startup with an error code 17.

  6. #6
    Moderator Hacktarux's Avatar
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    Ok, well, i'm almost sure it's gentoo patch issue, i can't do anything...

  7. #7
    EmuTalk Member
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    Got things working.. I think a combination of scrict CFLAGS and the Gentoo patches broke everything . Works great now though

    EDIT: I'm still getting random crashes every now and then though. It seems when I go to a new area in Zelda it decides to crash. I saw an old thread that suggested uncommenting a line as a solution, but in .4 that line is uncommented...
    Last edited by GaMMa; May 30th, 2005 at 07:20.

  8. #8
    EmuTalk Member ciruZ's Avatar
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    GaMMa: I guess it's better when you test the precompiled binary first and test if it works there. Gentoo often breaks a lot with their ugly patches (and that's the reason why this distro IMO sucks a lot).

  9. #9
    EmuTalk Member
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    I've build a 0.5 binary inside my x86 chroot manualy to make sure
    it's not Gentoo's Portage or some of the patches.

    I still get the segfault when it wants to initialize the "Dynamic Recompiler".

    I'm running and the x86 32bit binary on my AMD64 system.
    (i only have x86_64 machines no real x86, and all the people
    i know which could fix the type issues to build a real 64bit
    binary are busy )

    I also looked at the patch for 0.5 and it only changes paths
    from "share/mupen64/" to "lib/mupen64/" and an "rm" to "rm -f"
    Other than that, the build file changes the CFLAGS to the global
    configured ones.

    But as i said, to be 100% sure i've built the binaries manualy and still
    got that issue. Ofcourse it could still be a distro issue like GCC4.1
    or glibc2.4 etc. I also tried lowering the optimisation to -march=i686 -O2
    only. I'll try with a prebuilt binary later.

  10. #10
    EmuTalk Member
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    Ok, i've now downloaded the "official" binaries from the mupen64
    homepage and it exactly segfaults the same way with "Dynamic Recompiler"

    So it's not a build, but either a bug or a runtime component issue.

    It also happens when i try with dummy audio and software gfx so
    it doesn't seem plugin related.

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