Opened 3 years ago
Closed 19 months ago
#12598 closed defect (outdated)
GRIM: Grim Fandango crashes after displaying splash.bm on 3DS
Reported by: | BallM4788 | Owned by: | BallM4788 |
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Priority: | normal | Component: | Engine: Grim |
Version: | Keywords: | 3ds n3ds grim fandango crash grime | |
Cc: | Game: | Grim Fandango |
Description (last modified by )
Platform: New Nintendo 3DS
Game Version: Both original CD-ROM release and Remastered, English (presumably occurs for all other versions as well).
ScummVM version: First observed in commit 78ec256, persists through all later commits as of July 11, 2021.
Description: When starting up Grim Fandango, the startup splash image of Manny and Glottis in the Bone Wagon displays for around 10 seconds before the system crashes.
Replication: Start Grim Fandango.
Notes:
- Backtrace log and crash dump are from two separate crashes. This is because, for some reason, detatching the remote debugger after a segfault only causes ScummVM to crash; the user is kicked back to the 3DS Home Screen and told that the system will restart.
- In the provided backtrace log, the line "WARNING: !!!! Trying to call MakeSectorActive without a scene!" appears 5 times. This is a known flaw, and may or may not be related to this ticket's issue.
EDIT: Attached different crash log along with crash screenshot with registers and other info.
Attachments (6)
Change History (20)
by , 3 years ago
Attachment: | GRIM backtrace.txt added |
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comment:1 by , 3 years ago
Description: | modified (diff) |
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by , 3 years ago
Attachment: | GRIM crash_dump.dmp added |
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comment:2 by , 3 years ago
Description: | modified (diff) |
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by , 3 years ago
Attachment: | GRIM crash_dump screen shrunk.jpg added |
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comment:3 by , 3 years ago
Description: | modified (diff) |
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Priority: | normal → high |
comment:4 by , 3 years ago
comment:5 by , 3 years ago
After getting (slightly) more competent at gdb, I think I've come up with more helpful information. It seems like ScummVM might be crashing when trying to read the Circle Pad or something. Maybe there's something wrong with how the 3DS backend has buttons mapped?
by , 3 years ago
Attachment: | GRIM gdb thorough.txt added |
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comment:6 by , 3 years ago
Description: | modified (diff) |
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Keywords: | grime added |
comment:9 by , 3 years ago
Also, here's a parsed version of the "GRIM crash_dump.dmp" file from 6 weeks ago.
by , 3 years ago
Attachment: | GRIM crash_dump parsed.txt added |
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comment:10 by , 3 years ago
Summary: | 3DS, GRIM: Crashes after splash image display → GRIM: Grim Fandango crashes after displaying splash.bm on 3DS |
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comment:11 by , 3 years ago
I figured out how to alter grim.cpp
so that the debug console pops up as soon as the GRIM engine debugger is set up. Using that, I was able to set debug flags and get a proper debug log. This one has all the debug channels activated except EventRec, Detection, and lua.
by , 3 years ago
Attachment: | GRIM_DEBUGGER_LOG.txt added |
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comment:12 by , 3 years ago
Priority: | high → normal |
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comment:13 by , 3 years ago
It definitely seems to be a memory issue. In builds with only the GRIM engine enabled, more objects are able to be loaded before crashing than in builds where all stable engines are enabled. Previously uploaded logs have been from builds with Grim Fandango and Riven enabled, which crashes at the same point as builds with only Grim enabled.
comment:14 by , 19 months ago
Owner: | set to |
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Resolution: | → outdated |
Status: | new → closed |
Closing in favor of ticket:14407
Okay, I found an issue from 2014 with the same problem on another ARM device (a linux laptop):
https://forums.scummvm.org/viewtopic.php?f=1&t=15919
https://github.com/residualvm/residualvm/issues/1073
It looks like the issue remained open all the way up until ResidualVM was merged into ScummVM, so I'm not sure if it was closed from being fixed or from the ResidualVM repo being archived.