[Scummvm-devel] Fwd: PS2 : stack madness
Bertrand Augereau
bertrand_augereau at yahoo.fr
Tue Apr 7 22:36:25 CEST 2009
Hi,
Is there a big stack allocation somewhere related?
For instance a templated stack array or a malloca for storing a few temporary lines or something?
Bertrand
--- En date de : Mar 7.4.09, sunmax at libero.it <sunmax at libero.it> a écrit :
> De: sunmax at libero.it <sunmax at libero.it>
> Objet: Re: [Scummvm-devel] Fwd: PS2 : stack madness
> À: "max" <max at quendi.de>
> Cc: "scummvm-devel" <scummvm-devel at lists.sourceforge.net>
> Date: Mardi 7 Avril 2009, 22h18
> Hi there!
>
> > Good, that looks indeed like a stack smasher
>
> Yes. It seems some way resolution related...
>
> > > Can we force COMI to start (well, kinda...) at
> 320x240 and see
> > > if this makes a difference?
> >
> > Not really.
>
> ... everything is possible ;-)
>
> If we force screenWidth = 320 and _screenHeight = 240 in
> scumm.cpp initGraphics the stack corruption seems (I better
> be careful - sometime they come back) to go away.
>
> Of course it's completely useless to run COMI, but it
> might
> give us some more hints (luckily is not a red herring)
>
> All this falls back to the the PS2 backend where the EE
> buffer
> where Scumm is rendering before we upload them as textures
> are
> allocated - weirdly enough does not matter how big those
> buffers
> are (I tried to allocate them 4/8x bigger), If scumm.cpp
> width and
> height are 640x480 we got the stack smash. So it does not
> seems so
> straightforward as just writing pass one of those buffers.
>
>
> > That's all up to the GUI code. Which indeed may do
> things
> > differently in a different resolution
>
> Yes, that's what I meant.
>
> Is there any way the scaler setting might influence that?
>
> (similarly to the crash with Sam'n'Max Help - which
> was only
> happening with a certain configuration).
>
>
> More questions:
>
> 1. Which other portions of the platform backend could be
> affected
> by a higher scr resolution? (I think I checked the
> checkable
> but you never know...)
>
> 2. Is there a downloadable demo of a later HE game that
> uses
> Scumm engine at 640x480? So that we can broaden our
> tests?
>
>
> > Yeah, we'll squish 'em ;)
>
> We shall overcome!
>
> Thanks!
> -max
>
>
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