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Discussion Starter · #1 · (Edited)
Okay, this is in reference to some errors that occasionally show up in Zelda Wind Waker in places like the Tower of the Gods. They were originally fixed in the late 1200's, but for some reason unknown to me, they're back. Anyway, I think I've traced the error to the following function:

entry__13mDoExt_bpkAnmFP12J3DModelDataf
8000dff0: stwu sp, -0x0010 (sp)
8000dff4: mflr r0
8000dff8: stw r0, 0x0014 (sp)
8000dffc: addi r4, r4, 88
8000e000: bl ->0x8000E2F4
8000e004: lwz r0, 0x0014 (sp)
8000e008: mtlr r0
8000e00c: addi sp, sp, 16
8000e010: blr
It's a great function, really. But for some completely inexplicable reason, by the time the game is running, it has turned into this:

entry__13mDoExt_bpkAnmFP12J3DModelDataf
8000dff0: stwu sp, -0x0010 (sp)
8000dff4: mflr r0
8000dff8: stw r0, 0x0014 (sp)
8000dffc: addi r4, r4, 88
8000e000: b ->0x80011F80
8000e004: JITblock 16256
8000e008: JITblock 934
8000e00c: addi sp, sp, 16
8000e010: blr
Note in particular the fact that a bl instruction to one address has turned into a b instruction from an entirely different address.

In the original code, the hex values for the three modified instructions are as follows:

480002f5
80010014
7c0803a6

I have absolutely no idea why this is happening, but I do know this: in the corrupted code, the three instructions that have changed have the following hex values:

48003f80
00003f80
000003a6

It would appear that 8 bytes of instructions have been overwritten with 3f8000003f800000.

No idea why this is, but it's not a coincidence, I know that much.
 

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The exact same thing happens in Resident Evil 4 on a branch were the result is always corrupted using JIT core, I haven't been able to find why it fails though :(

Thanks for the report by the way :thumb:
 

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Yeah, hopefully someone might be able to figure this out soon enough.

In Resident Evil 4 the crashes only usually occur when accessing the inventory, map, treasure and file screens. In RE4 you'll be able to access these screens only once, trying to access these a second time will crash the game and emulator.

So is the Windwaker and RE4 issues similar, in that if one is fixed, it'll fix the other? I don't get why RE4 only crashes when accessing these screens but normal ingame play is fine, can anyone explain why this is?
 

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Thanx Maratanos !!!=) Could someone inform Dolphin team about this and show them this info please ?:) Maybe tell this to Ector or make a post in google's code page ?:) Resident Evil 4 is one of the best games for GC and it will be fully playable if this bug will be fixed =)
 
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