Game-compatibility: Quantum Redshift [MS-021] [1.04]

Created on 21 Aug 2017  路  20Comments  路  Source: Cxbx-Reloaded/game-compatibility

Wikipedia

Issues

  • Crash on title screen

_From @jarupxx on December 15, 2016 6:12_

tested on 988e2fc5caae5a4b693d285e578fd2362c91e558
I follow the message that I pressed the start button, however nothing happens.

quantum redshift

_Copied from original issue: Cxbx-Reloaded/Cxbx-Reloaded#30_

issue-video region-us-canada state-interactive type-retail xdk-4721

All 20 comments

_From @LukeUsher on December 23, 2016 14:50_

No idea what's going on here, my best guess would be one of the XAPI functions is not being correctly intercepted.

I don't have access to this game right now, but I'll have a look after Christmas, I think it's quite easy to find.

@jarupxx Is this a duplicate of issue #280?
It's the other way around : #280 (after fixing the reported regression) became a duplicate of this issue, so that one will be closed now.

_From @furrya on April 2, 2017 1:27_

Now, it's passing away the controller error
screenshot_3

_From @furrya on April 11, 2017 1:40_

When hardware video mode is enabled strange error appears in this game
5445
KrnlDebug.txt

But, when I have run it's with harware video mode off, the game gets to the white screen now after the title
title
45

Cxbx Reloaded 8dd3487232bac263d5e8a6b8edc1d97f01e396fb (Apr 11 2017)

KrnlDebug.txt

_From @jarupxx on May 12, 2017 9:5_

Tested on PR #458. The controller does work properly and reaches in-game. About the missing textures, I hope it helps investigation of @blueshogun96.
http://shogun3d-cxbx.blogspot.jp/2011/01/more-on-quantum-redshift.html

ss1
ss2

_From @blueshogun96 on May 12, 2017 18:54_

Great work. This is one of my favourite Xbox games, and I am greatly interested in it. I read up on the fix for controller input issues and I'll give a few other titles a go that had the issue, such as metal slug 3.

Shogun

_From @jarupxx on May 13, 2017 0:54_

Well, it became work controller by reconnecting. However, It is necessary to recognize the controller without reconnecting.

@LukeUsher Could you look into this?

_From @LukeUsher on May 13, 2017 8:29_

Input shouldn't be a problem anymore after the latest merge, please report if there is a problem

_From @jarupxx on May 13, 2017 10:24_

Tested with PR #460. Does not responded to input yet.
I reading the log, it seems that XInitDevices is called only for the function related to the input.

[0x1554] EmuXapi.cpp : EmuPatch_XInitDevices(
   dwPreallocTypeCount  : 2
   PreallocTypes        : 001A85B0
);

KrnlDebug.txt

_From @LukeUsher on May 13, 2017 10:36_

Hmm. Perhaps XInitDevices is still incorrect.

_From @jarupxx on May 13, 2017 11:51_

You might already be aware of this but I found information on XInitDevices.

XBMC calls XInitDevices(0, NULL) which results in a default initialization.
MAME calls XInitDevices with a preallocated list of devices to look for.
http://coinopsproject.freeforums.org/trackballs-for-dummies-help-with-coinops-3-t94-20.html

Quantum Redshift not calls XInitDevices(0, NULL). It seems necessary to do "something" other than a default initialization.

_From @ObiKKa on May 13, 2017 20:55_

Yes, same for me after PR 461 (Although this thing jaruppx referred to was based on a previous PR). Pressing on any key doesn't help to get the game past the first splash screen that I see, similar to some screens above.
2017-may-14_ splash-crash _01

_From @jarupxx on May 15, 2017 22:44_

Tested with PR #469. The controller is fully working now. Resolved by PR 460, 465, 469. Great work!

Tested with Version 52afb762. Controller support still works.

Testing with the latest master, there seems to be some graphical regressions at the title screen which needed me to rely on wireframe. Furthermore, the Intro videos don't render, but audio plays fine, and additionally, the UI colors seem to be very wrong, but I didn't need to rely on wireframe to see those thankfully.
The game crashes when attempting to use the virtual keyboard:

KrnlDebug.txt
Xbe.txt

Cxbx-Reloaded
---------------------------
Received Exception Code 0xC0000005 @ EIP := 0x040784B5

  Press "OK" to terminate emulation.
  Press "Cancel" to debug.
---------------------------
OK   Cancel   
---------------------------

capture
capture1

I just tested this game with the latest master, and the graphics problems in the above screenshots seems to be fixed. The player character in the last screenshot looks a bit... scary :P

qr1
qr2
qr3
qr4
qr5

The game crashes when starting a race and when trying to load an existing profile.
Upon start of the game with the debug version of CXBX-R, about stack corruption. See the screenshot below:

err

When I did a kerneldump with the debug version, it ended up with a filesize of more than 200MB, so I guess I can't attach that here.

Dumps
Xbe.txt
KrnlDebug.zip

Status

Current behavior:
It renders stuff now! Loops on loading screen

Screenshots

image

Additional Information

build ddb20fec

I鈥檓 impressed that it actually renders correctly. Since the middle of Cxbx it has had broken geometry.

Not sure if this is still the case, but it also hung on the old Cxbx during loading. The reason was because a call to CreateTexure failed (512x512 DXT) but creating a false positive didn鈥檛 help either so it might be something else.

Shogun

Current logging state. Still hanging on a endless loop of the error you see at the log's end
KrnlDebug.txt

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