Two9A Posted February 20, 2005 Share Posted February 20, 2005 The emu crashes right after i do, if it's using the DS.dllAnd for me as well.It seems that I KEEP running out of VRAM. I pushed the allocation up to 128k the other day, and I've just had to push up to 256k. I'll be in the megs before long. Should be all good now Link to comment Share on other sites More sharing options...
kevinbro Posted February 20, 2005 Share Posted February 20, 2005 The emu crashes right after i do, if it's using the DS.dllAnd for me as well.It seems that I KEEP running out of VRAM. I pushed the allocation up to 128k the other day, and I've just had to push up to 256k. I'll be in the megs before long. Should be all good now <{POST_SNAPBACK}> let me guess more the allocation is the better Link to comment Share on other sites More sharing options...
Two9A Posted February 20, 2005 Share Posted February 20, 2005 let me guess more the allocation is the betterThere is of course, one problem. I don't have that much RAM here; before long, I'll be heading into the realms of using swap space to run the emulator. And that's when things get dog slow. Link to comment Share on other sites More sharing options...
Dooz Posted February 20, 2005 Share Posted February 20, 2005 Still crashes for me, unless you didn't upload it yet. Link to comment Share on other sites More sharing options...
kevinbro Posted February 20, 2005 Share Posted February 20, 2005 let me guess more the allocation is the betterThere is of course, one problem. I don't have that much RAM here; before long, I'll be heading into the realms of using swap space to run the emulator. And that's when things get dog slow.<{POST_SNAPBACK}> yeah so why did you have to switch to the bad pc anyway Link to comment Share on other sites More sharing options...
Two9A Posted February 20, 2005 Share Posted February 20, 2005 yeah so why did you have to switch to the bad pc anywayBecause the "good" one, which wasn't so good in the first place, went all wonky and then died. Being on a slow box will eventually be incentive for me to write that dynarec, so don't worry. All will be well. Still crashes for me, unless you didn't upload it yet.There may be issues with OpenGL and selecting a texture context; I know at least one person who got back to me on that. Problem is, it shouldn't crash, just bail out. I dunno what's going on there. Link to comment Share on other sites More sharing options...
Dooz Posted February 20, 2005 Share Posted February 20, 2005 Would it help to show you the error report I get when it crashes? Link to comment Share on other sites More sharing options...
Two9A Posted February 20, 2005 Share Posted February 20, 2005 Would it help to show you the error report I get when it crashes?Actually, it would help a little if you could throw up the log.txt; grab the newest Zip, and see how that does. Link to comment Share on other sites More sharing options...
Dooz Posted February 20, 2005 Share Posted February 20, 2005 [20050220.23:08:26] [20050220.23:08:26] Opening log file: C:\dsemu-0.0.1b\dsemu-0.0.1e\log.txt [20050220.23:08:26] LOG: Starting session. [20050220.23:08:26] WND: Initialised. [20050220.23:08:27] WND: Menu option: File/Open. [20050220.23:08:29] ARM7: ROM file: C:\dsemu-0.0.1b\TetrisARM9.bin [20050220.23:08:29] MMU: Memoryspace allocation complete. [20050220.23:08:29] ARM7: Initialised. [20050220.23:08:29] GPU: VRAM allocated. [20050220.23:08:29] GPU: Initialised. [20050220.23:08:29] OpenGL: Pixel format found. [20050220.23:08:29] OpenGL: Pixel format selected. [20050220.23:08:29] OpenGL: Rendering context created. [20050220.23:08:29] OpenGL: Rendering context selected. [20050220.23:08:29] MMU: ROM size: 12236 bytes. [20050220.23:08:29] MMU: Reset. [20050220.23:08:29] ARM7: Reset. [20050220.23:08:29] Main: Emulator initialised. [20050220.23:08:29] WND: Menu option: Debug/Pause. [20050220.23:08:31] WND: Menu option: Debug/Run. [20050220.23:08:31] COPRO: Write to cpF c7/c5 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c7/c6 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c0 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c1 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c2 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c3 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c4 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c5 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c6 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c7 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c6/c0 op 0/0 from r0 [20050220.23:08:31] COPRO: Write to cpF c5/c0 op 0/3 from r0 [20050220.23:08:31] COPRO: Write to cpF c2/c0 op 0/1 from r0 [20050220.23:08:31] COPRO: Read from cpF c1/c0 op 0/0 to r0 [20050220.23:08:31] COPRO: Write to cpF c1/c0 op 0/0 from r0 What I did was turn off load and run, opened dsemu.exe, opened the tetrisarm9.bin, pressed F4, then BOOM. Link to comment Share on other sites More sharing options...
Two9A Posted February 20, 2005 Share Posted February 20, 2005 Ok, that's not what I was expecting, to be honest. I was hoping it'd be a problem with OpenGL; at least I've verified that to occur. Looks like a CPU core issue, but that can't be right, since it runs fine here. Now I'm confused Link to comment Share on other sites More sharing options...
Dooz Posted February 21, 2005 Share Posted February 21, 2005 I tend to have that effect on people Oh, you mean the emulator... Link to comment Share on other sites More sharing options...
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