| カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
|---|---|---|---|---|---|
クラッシュ/フリーズ | 重要 (本体) | 解決済み | 修正済み | 2008-02-04 21:19 | 2022-08-05 15:28 |
| テスター | john_iv | 担当者 |   | ソース | barcrest/mpu4mod2sw.cpp |
| バージョン | 0.120u4 | 発生バージョン | 修正バージョン | 0.123u3 | |
| 修正コミット | プルリク | ||||
| フラグ | 旧BugID | mpu4_0120u4red | |||
| セット | mpu4met0, mpu4tst2, mpu4utst | ||||
| セット詳細 |
m4clr - MPU4 Meter Clear ROM m4tst - MPU4 Unit Test (Program 4) m4tst2 - MPU4 Unit Test (Program 2) | ||||
| 概 要 | 起動時にクラッシュする。 | ||||
| 詳 細 | Unit test / meter clear etc. crash out on launch. Here's the results of starting the game from w/in the debugger w/ F5 and then a backtrace. This test bed [Vista64 MameD 32bit] has 2Gigs of memory, built w/ latest tools fwiw. C:\Games\Classics\MAME>gdb mamed GNU gdb 6.6 Copyright (C) 2006 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i686-pc-mingw32"... (gdb) run mpu4met0 Starting program: C:\Games\Classics\MAME/mamed.exe mpu4met0 Error: dll starting at 0x771c1000 not found. Error: dll starting at 0x75f51000 not found. Error: dll starting at 0x771c1000 not found. Error: dll starting at 0x770f1000 not found. Loaded symbols for C:\Windows\system32 tdll.dll Loaded symbols for C:\Windows\syswow64\kernel32.dll Loaded symbols for C:\Windows\syswow64\advapi32.dll Loaded symbols for C:\Windows\syswow64\rpcrt4.dll Loaded symbols for C:\Windows\syswow64\secur32.dll Loaded symbols for C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.6000.16386_none_5d07289e07e1d100\comctl32.dll Loaded symbols for C:\Windows\syswow64\msvcrt.dll Loaded symbols for C:\Windows\syswow64\gdi32.dll Loaded symbols for C:\Windows\syswow64\user32.dll Loaded symbols for C:\Windows\syswow64\shlwapi.dll Loaded symbols for C:\Windows\SysWOW64\dinput.dll Loaded symbols for C:\Windows\SysWOW64\winmm.dll Loaded symbols for C:\Windows\syswow64\ole32.dll Loaded symbols for C:\Windows\syswow64\oleaut32.dll Loaded symbols for C:\Windows\SysWOW64\oleacc.dll Loaded symbols for C:\Windows\SysWOW64\dsound.dll Loaded symbols for C:\Windows\SysWOW64\powrprof.dll BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .text BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .rdata BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .data BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .text BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .rdata BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .data BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .text BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .rdata BFD: C:\Windows\SysWOW64\atiumdva.dll: Warning: Ignoring section flag IMAGE_SCN_MEM_NOT_PAGED in section .data Program received signal SIGSEGV, Segmentation fault. 0x00f131b7 in layout_element_scale (dest=0x0, source=0x0, sbounds=0xb347e4c, param=0xb881fdc) at src/emu/rendlay.c:374 374 bounds.min_x = render_round_nearest(component->bounds.x0 * dest->width); (gdb) bt #0 0x00f131b7 in layout_element_scale (dest=0x0, source=0x0, sbounds=0xb457e4c, param=0xb4b1fdc) at src/emu/rendlay.c:374 #1 0x00f131b7 in layout_element_scale (dest=0xb457e40, source=0x80000000, sbounds=0x80000000, param=0x1da41fc8) at src/emu/rendlay.c:374 #2 0x00f131b7 in layout_element_scale (dest=0xb161f90, source=0xb161fa0, sbounds=0x27fa7c, param=0xb461fe8) at src/emu/rendlay.c:374 #3 0x00f131b7 in layout_element_scale (dest=0xb161f90, source=0x42700000, sbounds=0x3dc, param=0x3f800000) at src/emu/rendlay.c:374 #4 0x00f131b7 in layout_element_scale (dest=0xb141e9c, source=0x0, sbounds=0x0, param=0x0) at src/emu/rendlay.c:374 #5 0x00f131b7 in layout_element_scale (dest=0xb141e9c, source=0xa7a1d70, sbounds=0x27fbe8, param=0x2b97450) at src/emu/rendlay.c:374 #6 0x00f131b7 in layout_element_scale (dest=0x0, source=0x0, sbounds=0xbf040000, param=0x8e1bc9) at src/emu/rendlay.c:374 #7 0x00f131b7 in layout_element_scale (dest=0x2b975b0, source=0x3b9aca00, sbounds=0x0, param=0xa763ffff) at src/emu/rendlay.c:374 #8 0x00f131b7 in layout_element_scale (dest=0xa791d70, source=0x0, sbounds=0xdf820000, param=0x470de4) at src/emu/rendlay.c:374 #9 0x00f131b7 in layout_element_scale (dest=0x0, source=0x1, sbounds=0xbf040000, param=0x8e1bc9) at src/emu/rendlay.c:374 #10 0x00f131b7 in layout_element_scale (dest=0x18, source=0x0, sbounds=0x1, param=0x0) at src/emu/rendlay.c:374 #11 0x00f131b7 in layout_element_scale (dest=0x341e58, source=0x331f08, sbounds=0x17111c0, param=0x96) at src/emu/rendlay.c:374 #12 0x00f131b7 in layout_element_scale (dest=0x3, source=0x2d1ff4, sbounds=0x24b0690, param=0x4) at src/emu/rendlay.c:374 #13 0x00f131b7 in layout_element_scale (dest=0x3, source=0x2d1ff4, sbounds=0x3d, param=0x27ffdc) at src/emu/rendlay.c:374 #14 0x00f131b7 in layout_element_scale (dest=0x7efde000, source=0x0, sbounds=0x27ff90, param=0x40124b) at src/emu/rendlay.c:374 #15 0x00f131b7 in layout_element_scale (dest=0x1, source=0x0, sbounds=0x27ffac, param=0x75fd19f1) at src/emu/rendlay.c:374 #16 0x00f131b7 in layout_element_scale (dest=0x7efde000, source=0x27ffec, sbounds=0x7752d109, param=0x7efde000) at src/emu/rendlay.c:374 #17 0x00f131b7 in layout_element_scale (dest=0x7efde000, source=0x27502c, sbounds=0x0, param=0x0) at src/emu/rendlay.c:374 #18 0x00f131b7 in layout_element_scale (dest=0x401280, source=0x7efde000, sbounds=0x0, param=0x78746341) at src/emu/rendlay.c:374 #19 0x00f131b7 in layout_element_scale (dest=Cannot access memory at address 0x8 ) at src/emu/rendlay.c:374 Backtrace stopped: previous frame inner to this frame (corrupt stack?) From JWallace: Looks like there's something wrong with the actual layout code for those games, based on that backtrace. My initial thoughts were that there was a problem with the port from AGEMAME, but I can't understand why that would be platform specific. | ||||
| 再現手順 | |||||
| 追加情報 | |||||
| 添付ファイル | |||||