Cxbx-reloaded: Turok freeze on second level load (second load screen)

Created on 26 Feb 2017  Â·  18Comments  Â·  Source: Cxbx-Reloaded/Cxbx-Reloaded

Turok: Evolution now freezes upon loading the second level, but a few builds back it worked. Now when you go to the second level it just freezes. EDIT:This is while loading a autosave from the start of the game, but even but starting a new game it still freezes. (like this)
freeze
But in the older build, it goes on and loads the next level/next part of the level
nonfreeze
Just to show when in the game I'm talking about and what it's supposed to do:
https://youtu.be/hU1L2p7hzKY?t=180
The build from that video also isn't the latest for that day. It was recorded hours before a new update.
xbe info dump:

XBE information generated by Cxbx-Reloaded (Version -Trace (Feb 21 2017))

Title identified as "Turok Evolution"

Dumping XBE file header...

Magic Number : XBEH
Digitial Signature :
AE9751DA74E01600E72D99744ABCD04E
B9D901B768F50D33D54DA3427D5B0185
D8372A01F374D3B5421C438A9513D1B0
281296543E2F703641231C72C40D0FF1
B101B1169DB77AB4D9DFF06E18C5163D
A90576A7EFDC9BA9622BDC1FDE607C0C
278058FA111E55BB23703D5B353577E8
0079BA002BCC9DDDBFE1E657EBDFE346
B7E208BD6E355541B6A22D9547DB2EB3
C3F4178D211CC08B24E0204883793A13
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F69F8B3EF4A54426C3A73B2B85BE7A97
8F64D51C58829792A722734E60DFC280
186684F5262F78BD9D3E119FC8D50F16
14E11C16094CF07E95E184D7012541F2
F501ED0AE0F88F50C1CA2739F05D3902

Base Address : 0x00010000
Size of Headers : 0x000009A0
Size of Image : 0x00252380
Size of Image Header : 0x00000178
TimeDate Stamp : 0x3D5421FC (Fri Aug 9 13:11:40 2002)
Certificate Address : 0x00010178
Number of Sections : 0x0000000B
Section Headers Address : 0x00010354
Init Flags : 0x00000001 [Mount Utility Drive] [Format Utility Drive] [Limit Devkit Run Time Memory to 64MB] [Setup Harddisk]
Entry Point : 0x94848D24 (Retail: 0x3C78DA8F, Debug: 0x0001106F)
TLS Address : 0x001FA8DC
(PE) Stack Commit : 0x00010000
(PE) Heap Reserve : 0x00100000
(PE) Heap Commit : 0x00001000
(PE) Base Address : 0x00010BE0
(PE) Size of Image : 0x002702E0
(PE) Checksum : 0x00000000
(PE) TimeDate Stamp : 0x3D5421FB (Fri Aug 9 13:11:39 2002)
Debug Pathname Address : 0x000106B6 ("C:\Projects\NewTech\Turok4\RXBOXDEV\Game_ForXBOX.exe")
Debug Filename Address : 0x000106DA ("Game_ForXBOX.exe")
Debug Unicode filename Address : 0x00010694 (L"Game_ForXBOX.exe")
Kernel Image Thunk Address : 0xEFAE5252 (Retail: 0xB4C312E4, Debug: 0x001FA300)
NonKernel Import Dir Address : 0x00000000
Library Versions : 0x00000008
Library Versions Address : 0x00010614
Kernel Library Version Address : 0x00010624
XAPI Library Version Address : 0x00010614
Logo Bitmap Address : 0x000106EC
Logo Bitmap Size : 0x000002B2

Dumping XBE Certificate...

Size of Certificate : 0x000001DC
TimeDate Stamp : 0x3D5AB621 (Wed Aug 14 12:57:21 2002)
Title ID : 0x41430004
Title : L"Turok Evolution"
Alternate Titles IDs : 0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
0x00000000
Allowed Media : 0x00FFFFFF
Game Region : 0x00000001
Game Ratings : 0x00000002
Disk Number : 0x00000000
Version : 0x00000001
LAN Key : 55E48566C13A52818A7A785E687182A9
Signature Key : 9A3E0FFAFE44F22614121B13778AFEF7
Title Alternate Signature Keys :
32606C5858425E5854F3709F5BE53C1F
2A98F0B06FC10CDE72A7D76F884593CD
91E7B8E0ABD12C728BC914B37F2A535E
FE488225CBDBF2EE28D85EDCF777F717
105724E4DFD9DE58BB534DA4EB972D99
D2A0970EFDBA7A5C23A6BBA62B1C6883
0CCB418566B7E4E3BD1674E17B8C29E5
8D1BB47F5973AC476F711571D983F433
ACAF89B5221438701BC77FD13E1231CF
3D890373CE48FEFA9BDAB2C83F506B85
EFE0993A4FE571B758776EC2D8ADEA96
B423D187A413D4D2A5A67E2BEDF126EE
20E86E1D51740373B427E7D90CAE8503
711E608F483890D569EE3EA3CF93B142
A206A5E1A31E334C9E71E9026BA2E90E
B137B514E895B5F85E9685BBCC1732EC

Dumping XBE Section Headers...

Section Name : 0x000105D2 (".text")
Flags : 0x00000000 (Preload) (Executable) (Head Page RO)
Virtual Address : 0x00011000
Virtual Size : 0x00181470
Raw Address : 0x00001000
Size of Raw : 0x00181470
Section Name Address : 0x000105D2
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105BC
Tail Shared Reference Count Addr : 0x000105BE
Section Digest : C608DA7CEFA37168B63601B180673216200FAD4F

Section Name : 0x000105D8 ("D3D")
Flags : 0x00000001 (Writable) (Preload) (Executable)
Virtual Address : 0x00192480
Virtual Size : 0x00012C9C
Raw Address : 0x00183000
Size of Raw : 0x0000F630
Section Name Address : 0x000105D8
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105BE
Tail Shared Reference Count Addr : 0x000105C0
Section Digest : B70AD383085C7D7271FE2F31A260C9BB8CC834F3

Section Name : 0x000105DC ("D3DX")
Flags : 0x00000001 (Writable) (Preload) (Executable)
Virtual Address : 0x001A5120
Virtual Size : 0x00000540
Raw Address : 0x00193000
Size of Raw : 0x00000540
Section Name Address : 0x000105DC
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105C0
Tail Shared Reference Count Addr : 0x000105C0
Section Digest : 3B84E9B1FC5E7828399A6B129E76DC1ECA7214B0

Section Name : 0x000105E1 ("XGRPH")
Flags : 0x00000001 (Writable) (Preload) (Executable)
Virtual Address : 0x001A5660
Virtual Size : 0x00008EB0
Raw Address : 0x00194000
Size of Raw : 0x00008238
Section Name Address : 0x000105E1
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105C0
Tail Shared Reference Count Addr : 0x000105C2
Section Digest : 17F97EAF9A568D7E277986FDB4B37A6567C203F9

Section Name : 0x000105E7 ("DSOUND")
Flags : 0x00000001 (Writable) (Preload) (Executable)
Virtual Address : 0x001AE520
Virtual Size : 0x0001D9BC
Raw Address : 0x0019D000
Size of Raw : 0x0001D774
Section Name Address : 0x000105E7
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105C2
Tail Shared Reference Count Addr : 0x000105C4
Section Digest : F635FBA657B5736C471E06CD449B2DD9D7C2D5B1

Section Name : 0x000105EE ("XMV")
Flags : 0x00000001 (Writable) (Preload) (Executable)
Virtual Address : 0x001CBEE0
Virtual Size : 0x000272B4
Raw Address : 0x001BB000
Size of Raw : 0x000272A4
Section Name Address : 0x000105EE
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105C4
Tail Shared Reference Count Addr : 0x000105C6
Section Digest : CCBEBE09A03E0B068855B77410DA73DF6D494F7C

Section Name : 0x000105F2 ("XPP")
Flags : 0x00000001 (Writable) (Preload) (Executable)
Virtual Address : 0x001F31A0
Virtual Size : 0x00007144
Raw Address : 0x001E3000
Size of Raw : 0x00007144
Section Name Address : 0x000105F2
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105C6
Tail Shared Reference Count Addr : 0x000105C8
Section Digest : 12F4D54DDA94F4A22538C5ABF549DC53E02660AB

Section Name : 0x000105F6 (".rdata")
Flags : 0x00000000 (Preload) (Executable)
Virtual Address : 0x001FA300
Virtual Size : 0x0003C34C
Raw Address : 0x001EB000
Size of Raw : 0x0003C33C
Section Name Address : 0x000105F6
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105C8
Tail Shared Reference Count Addr : 0x000105CA
Section Digest : 2DBABC42361E44E49521B9E3B619BCF315D62D43

Section Name : 0x000105FD (".data")
Flags : 0x00000001 (Writable) (Preload) (Executable)
Virtual Address : 0x00236660
Virtual Size : 0x00022394
Raw Address : 0x00228000
Size of Raw : 0x00018438
Section Name Address : 0x000105FD
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105CA
Tail Shared Reference Count Addr : 0x000105CC
Section Digest : C79CB018B20179BE1C76C78B801C2A82657C2507

Section Name : 0x00010603 ("DOLBY")
Flags : 0x00000000 (Preload) (Executable) (Tail Page RO)
Virtual Address : 0x00258A00
Virtual Size : 0x00007180
Raw Address : 0x00241000
Size of Raw : 0x0000716C
Section Name Address : 0x00010603
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105CC
Tail Shared Reference Count Addr : 0x000105CE
Section Digest : C8C9142DCCBD31BDCA9A2D94E0ACC47C2048D615

Section Name : 0x00010609 ("$$XTIMAG")
Flags : 0x00000000 (Inserted File) (Head Page RO) (Tail Page RO)
Virtual Address : 0x0025FB80
Virtual Size : 0x00002800
Raw Address : 0x00249000
Size of Raw : 0x00002800
Section Name Address : 0x00010609
Section Reference Count : 0x00000000
Head Shared Reference Count Addr : 0x000105CE
Tail Shared Reference Count Addr : 0x000105D0
Section Digest : BC358C3909F8063FEDC3F09F7427C704583A6007

Dumping XBE Library Versions...

Library Name : XAPILIB
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Library Name : XBOXKRNL
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Library Name : LIBCMT
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Library Name : D3D8
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Library Name : D3DX8
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Library Name : XGRAPHC
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Library Name : DSOUND
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Library Name : XMV
Version : 1.0.4627
Flags : QFEVersion : 0x0001, Retail, Approved

Dumping XBE TLS...

Data Start Address : 0x00000000
Data End Address : 0x00000000
TLS Index Address : 0x0024EAA0
TLS Callback Address : 0x00000000
Size of Zero Fill : 0x0000000C
Characteristics : 0x00000000

game-compatibility regression

Most helpful comment

This stone always seems to render wrong.
ytsettings

All 18 comments

Now the game runs too fast so I can't manage to get past the first bit :D I'll get there some day

Turn on VSYNC in the video settings, that will limit the games frame rate. On the Xbox some titles rely on VSYNC for timing, Turok seems to be one of them.

@LukeUsher I have VSYNC on, it locks to 60FPS, but the speed is way too fast. (i'd say twice to three times)

@BenNottelling Could that be because the game doesn't run at a consistent 60FPS on real hardware? With Burnout, which runs at 60FPS at all times, the game plays at exactly the right speed with V-Sync on. With V-Sync off, it plays as fast as it possibly can.

@DisorderIy I'm sure that's exactly what it is, I tried locking it to 30fps with the AMD settings panel, but it didn't lock the fps. Do you know how I could lock it to 30fps? Also just a thought, but perhaps choosing between 30 and 60 fps VSYNC would be a good option to add?

Actually, JIT LLE shouldn't matter, as it isn't implemented yet

Passed second load screen for me (no LLEs)

I tested Turok (US version) on the last build two days ago before the newest PR with libyuv video & pitch fixes that was pulled in just now. And I see that vertex shading or the whole in-game graphics look absolutely rock-solid or at least I think so. No black textures. Tested on Nvidia GeForce GTX 750 Ti (Not recently updated driver). Oh well, I gave up on continuing as the controls are better off with a gamepad.
My test of Futurama (US version) cannot be helped as like some others an exception code error message stopped it going past the first intro screen.

2017-04-16_1st-test

It seems you're lucky then, as other tests do show render bugs. The latest report on Frogger is a good example. Anyway, thanks for reporting this, we love getting good news and nice screenshots!

Turok is being emulated much better, i test it on most every build, the only issue is with being underwater and the HUD. I also experience some vertexes not being rendered on my RX480 so it would seem the emulator favors Nvidia GPUs

This stone always seems to render wrong.
ytsettings

... that's been that way since Cxbx first started running Turok.

Shogun

I've given up on that rock, lol

I may re-use this issue page if that's OK. But I seem to have a similar problem as Battlestar Galactica. On the first one or two tries the game didn't show the movie video (PR #383 - Overlay fixes?) except for the splash screen and Acclaim intro. But after getting to the menu and ingame I restarted the game again but was never able to enter the menu again, like in BG.
I think this seems to be a caching problem introduced by the new PR #384 (Implement HLE cache).

Below is the corrupted video (which seemed to run indefinitely) after the previous time when I was able to reach the menu):
2017-apr-21 _caching-problem_can t-enter-menu- -game

  • Emulators of game console's video of this game uploaded on Mar 4, 2017 with (Feb22.2017) build:
    https://www.youtube.com/watch?v=-k_qqdPuN7U
    "Intel i3-3240 3.4 GHz (MB MSI B75A-G43),
    Nvidia GTX 1050ti 4GB (MSI Gaming X),
    RAM 8GB DDR3-1600 MHz (Kingston HyperX),

    Windows 10 x64 Pro (ForceWare 378.66)

Turok: Evolution (Xbox)
Status: Half-Playable / Ingame
Realtime Footage"

It's okay - I appreciate the effort. Most regressions are probably due to the HLE cache, but overlay changes have given me headaches too. One thing I did notice: overlays work much better in debug builds then in release builds - I don't​ know why...

Oh, hell, yes. I was finally able to get in-game in this game! I don't know which PR may have enabled that but I got the latest master with PR #450 (Pushbuffer related improvements).
JSRF still works (Though with those surface linking glitches in random places on the player's model). But Battlestar Galactica and Namco Museum still cannot go far.

It would seem that this has happened again.. It froze right before the loading screen
![capture](https://user-images.githubusercontent.com/17304943/28

capture

This issue was moved to Cxbx-Reloaded/game-compatibility#186

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