Guest frostwork Posted June 18, 2006 Share Posted June 18, 2006 Hi! Me again Just played some minutes without sound. Everything seems to work fine so far. Only issue, which very likely isn't ppc-related is the missing possibility to save as of lack of the GUISAVE python module... cheers frostwork Link to comment
Avenger Posted June 18, 2006 Share Posted June 18, 2006 Heh, it isn't missing! Or... you have BG1? Hmm, i'll write it in a minute! Link to comment
Avenger Posted June 18, 2006 Share Posted June 18, 2006 Program received signal SIGSEGV, Segmentation fault. [switching to Thread 814879968 (LWP 16764)] ACMImp::PlayListManager () at ACMImp.cpp:159 159 MusicReader->read_samples( ( short* ) static_memory, ACM_BUFFERSIZE >> 1 ); (gdb) where #0 ACMImp::PlayListManager () at ACMImp.cpp:159 #1 0x0f1b72ec in ACMImp::PlayListManager () at ACMImp.cpp:157 #2 0x0f1b72ec in ACMImp::PlayListManager () at ACMImp.cpp:157 #3 0x0f1b72ec in ACMImp::PlayListManager () at ACMImp.cpp:157 #4 0x0f1b72ec in ACMImp::PlayListManager () at ACMImp.cpp:157 Previous frame inner to this frame (corrupt stack?) (gdb) cheers frostwork <{POST_SNAPBACK}> Try to catch this with valgrind! It is almost surely a 64 bits vs. 32 bits problem. The ACM decoder was originally written for 32 bits. [edit] either the acm reader, or openal itself is super buggy Link to comment
Guest Guest Posted June 18, 2006 Share Posted June 18, 2006 Hi again! > Try to catch this with valgrind! I would but it still exits on creating the Main Surface: -------- [sDLVideo]: Creating Main Surface...[OK] disInstr(ppc): unhandled instruction: 0x7E2902AC primary 31(0x1F), secondary 684(0x2AC) ==23276== valgrind: Unrecognised instruction at address 0xF72BE5C. ==23276== Your program just tried to execute an instruction that Valgrind ==23276== did not recognise. There are two possible reasons for this. ==23276== 1. Your program has a bug and erroneously jumped to a non-code ==23276== location. If you are running Memcheck and you just saw a ==23276== warning about a bad jump, it's probably your program's fault. ==23276== 2. The instruction is legitimate but Valgrind doesn't handle it, ==23276== i.e. it's Valgrind's fault. If you think this is the case or ==23276== you are not sure, please let us know and we'll try to fix it. ==23276== Either way, Valgrind will now raise a SIGILL signal which will ==23276== probably kill your program. ==23276== ==23276== Process terminating with default action of signal 4 (SIGILL) ==23276== Illegal opcode at address 0xF72BE5C ==23276== at 0xF72BE5C: ConvertAltivec32to32_prefetch (in /usr/lib/libSDL-1.2.so.0.7.3) ==23276== by 0xF710FAC: SDL_SoftBlit (in /usr/lib/libSDL-1.2.so.0.7.3) ==23276== by 0xF741BEC: SDL_LowerBlit (in /usr/lib/libSDL-1.2.so.0.7.3) ==23276== by 0xF7432B0: SDL_ConvertSurface (in /usr/lib/libSDL-1.2.so.0.7.3) ==23276== by 0xF745D30: SDL_DisplayFormat (in /usr/lib/libSDL-1.2.so.0.7.3) ==23276== by 0xF7C22C4: SDLVideoDriver::CreateDisplay(int, int, int, bool) (SDLVideoDriver.cpp:122) ==23276== by 0xFF338DC: Interface::Main() (Interface.cpp:625) ==23276== by 0x10001974: main (GemRB.cpp:53) [sDLVideo]: Creating Back Buffer...==23276== ---------- Now with an extra "Altivec" error... maybe I really should fall back to an older sdl... (Grrrrr) >It is almost surely a 64 bits vs. 32 bits problem. >The ACM decoder was originally written for 32 bits. Maybe I missunderstand you, but the Pegasos is a 32-bits machine > either the acm reader, or openal itself is super buggy Mmmmh, which of both would be better? friendly, Marcel Link to comment
Avenger Posted June 18, 2006 Share Posted June 18, 2006 oops, sorry, i thought it is a 64 bit + big endian machine Btw, i've uploaded the bg1 savegame script + an SDL video fix. It was a memory corruption problem, but i don't think it will fix the bug we hunt. [edit] I think you should not revert back to the old sdl. At least, it doesn't really count. It seems to me, that valgrind doesn't recognise that machine code. At least both versions bug out with the SAME machine code, this seems more and more like a legitimate machine code unknown by valgrind. So, maybe really post a valgrind bug message, or try to look for a valgrind update. Link to comment
Guest frostwork Posted June 19, 2006 Share Posted June 19, 2006 Hi Avenger! >Btw, i've uploaded the bg1 savegame script + an SDL video fix. It was a memory corruption problem, >but i >don't think it will fix the bug we hunt. Just built up the new cvs: The strange valgrind error still exists & unfortunately gemrb segfaults when trying to save: ---------- [KEYImporter]: Searching for GUISAVE.chu...[FOUND] [KEYImporter]: Searching for guisrsvb.mos...[FOUND] Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading [KEYImporter]: Searching for guistscr.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guisrsvc.bam...[FOUND] [KEYImporter]: Searching for guistmsc.bam...[FOUND] Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Label::OnMouseUp Label::OnMouseUp Label::OnMouseUp Label::OnMouseUp [KEYImporter]: Searching for guisrrqb.mos...[FOUND] Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading [KEYImporter]: Searching for carot.bam...[FOUND] [KEYImporter]: Searching for guisrsve.mos...[FOUND] [KEYImporter]: Searching for guisrrqc.bam...[FOUND] [KEYImporter]: Searching for guistmsc.bam...[FOUND] Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading Special Button Control, Skipping Image Loading [KEYImporter]: Searching for guils.chu...[Found in GemRB Override] [KEYImporter]: Searching for gprogbar.mos...[FOUND] [KEYImporter]: Searching for gtrbpbg.mos...[FOUND] [KEYImporter]: Searching for gtrbpbar.mos...[FOUND] [KEYImporter]: Searching for gtrbpcap.mos...[FOUND] Special Button Control, Skipping Image Loading [KEYImporter]: Searching for GUILS02.mos...[ERROR] [KEYImporter]: Searching for GTRBPSK.mos...[FOUND] [KEYImporter]: Searching for defsound.2da...[Found in GemRB Override] [KEYImporter]: Searching for defsound.2da...[Found in GemRB Override] [KEYImporter]: Searching for AJANTISS.bmp...[FOUND] Segmentation fault -------------- OK I'll keep the latest sdl & bugreport to the valgrind crew asap One question, but I have no idea if it is appropriate: Would it be very hard to use the sdl-mixer instead of openal? Cheers Marcel Link to comment
Guest frostwork Posted June 19, 2006 Share Posted June 19, 2006 Ha, and me again! Just tried Planescape with new version - crash after having finished the char. gdb prints out the following (no matter if with or without installed libACMImporter.so: ---------------- [KEYImporter]: Searching for eivene.cre...[FOUND] Program received signal SIGSEGV, Segmentation fault. [switching to Thread 805438656 (LWP 31590)] 0x0fabc36c in strncpy () from /lib/libc.so.6 (gdb) where #0 0x0fabc36c in strncpy () from /lib/libc.so.6 #1 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #2 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #3 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #4 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #5 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #6 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #7 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #8 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #9 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #10 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #11 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 #12 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 ---Type <return> to continue, or q <return> to quit--- -------------- Maybe this helps to find an other bug (I'm sure it's somewhere in Interface.cpp:3860 ) cheers Marcel Link to comment
Waywocket Posted June 19, 2006 Share Posted June 19, 2006 One question, but I have no idea if it is appropriate:Would it be very hard to use the sdl-mixer instead of openal? <{POST_SNAPBACK}> Fairly hard, yes. OpenAL provides a 3D positional audio API, whereas SDL_Mixer just provides a (fairly primitive) playback API. In order to use SDL_Mixer then, GemRB would have to include its own code to perform the sound localization. Link to comment
Guest frostwork Posted June 19, 2006 Share Posted June 19, 2006 Hi! Oh, ok, thanks for explanation! I didn't want to sound impolite, I just only was curious friendly, Marcel Link to comment
Avenger Posted June 19, 2006 Share Posted June 19, 2006 I think there is a 3d lib for sdl sound too, but we first need to separate the acm loader from the openal code and then provide plugins for both openal and sdl sound This is not top priority, for me at least. Link to comment
Avenger Posted June 19, 2006 Share Posted June 19, 2006 The random item crash was caused by the recent zaurus fix I've fixed it, it will be soon in the CVS. Link to comment
Guest frostwork Posted June 19, 2006 Share Posted June 19, 2006 Hi! To be honest I've absolutely no idea what the random item crash is, but it's good to hear that it's fixed cheers, Marcel Link to comment
Avenger Posted June 20, 2006 Share Posted June 20, 2006 Hi! To be honest I've absolutely no idea what the random item crash is, but it's good to hear that it's fixed cheers, Marcel <{POST_SNAPBACK}> from your crash log: #0 0x0fabc36c in strncpy () from /lib/libc.so.6 #1 0x0ff6eaa8 in Interface::ResolveRandomItem (this=0x10013008, itm=0x11a7f258) at Interface.cpp:3860 Link to comment
Guest frostwork Posted June 20, 2006 Share Posted June 20, 2006 Opps, blind... Mmmh, hey cool to hear that it is fixed Time to grab a new cvs cheers frostwork Link to comment
Guest frostwork Posted June 20, 2006 Share Posted June 20, 2006 Hi! Just built the new cvs & hey the random item crash is gone The game (planescape) seems to work quiet good (no sound of course...). I woke up, talked to the skull, walked around opened some cabinets, picked up the dagger, talked to the undead... The I opened the "options button" & while it was open I opened the inventory screen via the inventory-button on the bottom right of the screen. The script didn't seem to like that somehow: -------- [KEYImporter]: Searching for AMSPLL.bam...[FOUND] [KEYImporter]: Searching for *.bam...[ERROR] [GUIScript]: Runtime Error: Traceback (most recent call last): File "./GUIScripts/pst/GUICommonWindows.py", line 374, in SelectionChanged SelectionChangeMultiHandler () File "./GUIScripts/pst/FloatMenuWindow.py", line 356, in FloatMenuSelectAnotherPC UpdateFloatMenuWindow () File "./GUIScripts/pst/FloatMenuWindow.py", line 190, in UpdateFloatMenuWindow GemRB.SetButtonSprites (Window, Button, GetActorPortrait (pc, 'FMENU'), 0, 0, 1, 2, 3) RuntimeError: BAM not found [GameControl]: More than one bottom window! [KEYImporter]: Searching for GUIMG.chu...[FOUND] [KEYImporter]: Searching for mgmos1.mos...[FOUND] [KEYImporter]: Searching for wmarlft.bam...[FOUND] [KEYImporter]: Searching for wmarrgt.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgmemsp.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for mgknwns.bam...[FOUND] [KEYImporter]: Searching for IVSLOT.bam...[FOUND] [KEYImporter]: Searching for IVSLOT.bam...[FOUND] max_mem_cnt is: 2 mem_cnt is: 0 [KEYImporter]: Searching for clskills.2da...[Found in GemRB Override] [GameControl]: More than one bottom window! [KEYImporter]: Searching for *.bam...[ERROR] [GUIScript]: Runtime Error: Traceback (most recent call last): File "./GUIScripts/pst/GUIMG.py", line 46, in OpenMageWindow SetSelectionChangeHandler (None) File "./GUIScripts/pst/GUICommonWindows.py", line 227, in SetSelectionChangeHandler SelectionChanged () File "./GUIScripts/pst/GUICommonWindows.py", line 374, in SelectionChanged SelectionChangeMultiHandler () File "./GUIScripts/pst/FloatMenuWindow.py", line 356, in FloatMenuSelectAnotherPC UpdateFloatMenuWindow () File "./GUIScripts/pst/FloatMenuWindow.py", line 190, in UpdateFloatMenuWindow GemRB.SetButtonSprites (Window, Button, GetActorPortrait (pc, 'FMENU'), 0, 0, 1, 2, 3) RuntimeError: BAM not found Freeing script 0202trg1 because its refcount has reached 0. Freeing script 0202trg2 because its refcount has reached 0. Freeing script 0202fort because its refcount has reached 0. Freeing script ar202d1 because its refcount has reached 0. Freeing script 0202dhal because its refcount has reached 0. Freeing script 0202iven because its refcount has reached 0. Freeing script 0202vaxi because its refcount has reached 0. Freeing script 0100dab1 because its refcount has reached 0. Freeing script 0202z782 because its refcount has reached 0. Freeing script 0202z596 because its refcount has reached 0. Freeing script 0202z825 because its refcount has reached 0. Freeing script ar0202 because its refcount has reached 0. Freeing script pcname because its refcount has reached 0. Freeing script pcmorte because its refcount has reached 0. Freeing script baldur because its refcount has reached 0. [KEYImporter]: Searching for defsound.2da...[Found in GemRB Override] ----------- I hope this long post is somehow helpful! Btw I have the german version, so I hope you know what I mean with my descriptions above cheers Marcel Link to comment
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