Game-compatibility: Test Drive Off-Road: Wide Open [IG-001] [1.01]

Created on 15 Aug 2017  Â·  34Comments  Â·  Source: Cxbx-Reloaded/game-compatibility

Issues

  • crashes after the menues

_From @furrya on April 30, 2017 6:13_

Cxbx-Reloaded Version 394aee6b (Apr 29 2017)


The game has full sound emulation in the intro videos, but it's has lack of the textures at the menu and instantly crashes before I can start the game
screenshot_1
screenshot_2
screenshot_3
screenshot_4
screenshot_5
screenshot_6
screenshot_7
screenshot_8


KrnlDebug.txt

_Copied from original issue: Cxbx-Reloaded/Cxbx-Reloaded#412_

issue-video region-us-canada state-interactive type-retail xdk-3911 xdk-3925

All 34 comments

Seeing these scrambled graphics reminded me of something that I forgot to do, which will probably fix this: disable the OOVPA registration on XgIsSwizzledFormat (by replacing PATCH in all it's occurrences with DISABLED). Could you try that yourself, and tell us how that affects this title?

Oh, wait. The swizzle trick i suggested might not work yet, as my texture conversion improvements are not yet merged (they need to be stabilized first)

_From @furrya on April 30, 2017 7:8_

@PatrickvL Oh, ok. I will try this trick after the conversion will be implimented. The texture conversion is great work, good luck to you and whole project. ^^

And yes, running it still causes the same problems.
#
@CakeLancelot I've dumped the XBE.

@CakeLancelot I've dumped the XBE.

Ok? Please upload the resulting text file made by Cxbx-R, but do not post links to any of the games files. I've removed any offending links.

@CakeLancelot You said to dump the XBE, I would have assumed that this is what you meant.
#
@CakeLancelot also, is archival not part of the initiative?
#
@CakeLancelot where does it dump the file?
#
@CakeLancelot My mistake, it does not generate an error message with a newer version of the program, it just refuses to work, generating the same graphical artifacts past the title sequence. An older version of the program did not run the XBE at all, instead just flatlining immediately. Do you want me to try and grab the dump from that? It does not seem that it would be very useful.

to dump the XBE means to dump the xbe info using the "dump xbe info to
file" function inside "Edit" menu of Cxbx.

2017-11-18 14:46 GMT+08:00 pleasseleavealone notifications@github.com:

@CakeLancelot https://github.com/cakelancelot You said to dump the XBE,
I would have assumed that this is what you meant.

—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub
https://github.com/Cxbx-Reloaded/game-compatibility/issues/118#issuecomment-345422915,
or mute the thread
https://github.com/notifications/unsubscribe-auth/APnC7a9UI1-BtkbvcoG58HStNr9vbySzks5s3n1TgaJpZM4O3izO
.

@CakeLancelot where does it dump the file?

Wherever you specify. The option is under Edit > Dump Xbe Info To... > File...

@CakeLancelot also, is archival not part of the initiative?

Archival in emulation is typically not done this way, instead hashes are released in order to verify game dumps. (see a site like redump for example)

I see you copy/pasted the dump into a comment, it would be much preferred if you instead uploaded it as an attachment. (drag and drop your file)

@CakeLancelot so does region US-CANADA relate to what region the game was compatible with?

@CakeLancelot so does region US-CANADA relate to what region the game was compatible with?

It is the region stated in the xbe dump. This the one in the file you provided:
Game Region : 0x00000001
1 would be us/canada, 2 would be japan, and 4 would be pal/other. There can be combinations of them - for example 7 would be region free. (1+2+4)

If you wish to continue discussion on the matter refer to either the gitter or discord. Conversations should be moved there in order to reduce clutter on the issue tracker.

@CakeLancelot so, discussion on this topic cannot continue past submitting the dump file? Or can I continue talking about the file itself?

@CakeLancelot so, discussion on this topic cannot continue past submitting the dump file? Or can I continue talking about the file itself?

I would redirect any talk about Cxbx-R's dumped file to those two places as it doesn't exactly retain to the issue at hand. Things such as what you encountered while emulating the game, what error messages appear, regressions, etc. can be posted here.

@CakeLancelot Will this thread be updated when the problem is solved?

@CakeLancelot Will this thread be updated when the problem is solved?

It is up to contributors to keep testing the game and check for changes with each Cxbx-R update. When someone reports a change in status I will update the page accordingly.

Also, keep an eye out for merges of code commits that have a description indicating improvements to things that might relate to a title crashing - retests can determine if such a change makes some title(s) run further.

Game is still crashing as of 12/14/17 (update)

(and yes, I know not much progress can be made in only 26 days)

Even has the same exact graphical glitch on the start screen, all the boxes are in the same place (it generates fuzzy boxes on the second and last frame it generates before freezing)

Could you post a kernel log and/or the exception you got? Thanks
(To get the exception, just do CTRL + C in the exception window and post it here)

@Margen67 could you try to pinpoint the exact commit that led to this regression (see above for builds that did work better)

It's probably caused by my PsCreateSystemThreadEx change. I've created a note to fix it.

As of the latest release build, the intro loads through the logos and to the intro cutscene, but after "give me fuel give me fire" it immediately cuts to the list of music used in the game, and then crashes. So it's gotten further than last time. (Other than when it was able to get to a broken version of the menu)

Exception from the crash:

Cxbx-Reloaded

Received Exception Code 0xC0000094 @ EIP := 0x04079016

Press "OK" to terminate emulation.

Press "Cancel" to debug.

OK Cancel

Great news; it manages to get to "input controller" and plays a demo of the gameplay, which could mean it's able to run the actual game now. Just have to get a controller set up. This is with the latest release version as of yesterday.
#
Well, nope, it appears the intro video is probably just FMV and not AI running the course. Snapshot 1 Snapshot 2
intense errors with the model loading are seen in both the vehicle selection menu and in the game, with the FPS dropping to 1 eventually, and the match unable to be started (unless you wait a very long time, I'd suspect) though at least the match time GUI, minimap, etc shows up. This is nice progress versus the game barely launching. The menus are fully usable.

If there's a way to fix this by editing the way the graphics are processed in the settings, please tell me, though I'm guessing no and it's just more work needs to be done on emulating how the Xbox rendered models and textures.

The "issue regression" tag can probably be removed now. It's actually doing better than before.

Edit: Thanks.

Also, shouldn't the state be changed to "state-interactive"? The menu is accessible and usable.

Edit: thanks.

Game still boots and works in the menus, doesn't crash. Game can launch races, but runs incredibly slowly because it has no clue how to render the cars, just drawing them as a mess of polygons. This can be seen in the garage, which somehow runs fine but all the cars are just blurs.

Game boots fully, menus work properly, and cars now actually render in the menus and when loaded into maps. As for maps and many guis, however, they don't work. Maps have the same issues they used to, although the game seems to run slightly better in them despite not rendering properly.

#
Screenshots:
freeroam_select
hummer_mod
Hummer_modfied
hummer_pro
hummer_softtop

#
And some wheel textures don't wrap onto the wheels correctly, but compared to the previous issues it's minor.
weeee

#
image
what maps render as

#
All in all, great progress has been made.

#
image
pause menu also properly opens when loaded into maps.

#
image
Also this can happen in races

@newusernameforwebsite Use the edit button, please.

@Margen67 Is there no way to spoiler images so they don't fill up the whole page?

image
Now you can see the area without no bugs (so far)
but still run so slow!
tested on 6350aba

This PR # 2048 (Optimize vertex stream cache for partial buffer access), dated November 27, 2020, was tested by an user and stated that it helped with this game's performance.

User's comment:

The minimum fps in Test Drive Off-Road: Wide Open during gameplay has increased from <1 to 6.

Game runs at around 10fps on my system now, with only a few texture bugs. A big improvement.

Was this page helpful?
0 / 5 - 0 ratings