[Scummvm-devel] NDS black screen

Neil Millstone neil at millstone.demon.co.uk
Wed Jul 7 23:31:32 CEST 2010


Hi Max and Team,

As I mentioned to Max after he merged my changes into the trunk, I added 
a few fixes for  compilation using the latest Devkitpro, and at that 
time everything appeared to work fine on the DS port.

In any case, Tony very helpfully narrowed the problem down to a single 
revision

Tony Puccinelli wrote:
> Neil,
>
> Found the revision that breaks it (took me long enough :P). The log 
> entry follows:
>
> ------------------------------------------------------------------------
> r49767 | sev | 2010-06-15 03:48:39 -0700 (Tue, 15 Jun 2010) | 9 lines
>
> GUI: Implement radiobuttons.
>
> Implement radiobuttons in GUI. Also closes FR #2821529:
> "GUI: volume and subtitles speed sliders".
>
> Subtitle toggle button is replaced by three radiobuttons grouped
> by a single group.
>
> Updated translations and themes.
> ------------------------------------------------------------------------
>
> Thanks,
>
> Tony
>  

I kind of assumed I'd have to fix this one since I'm the only person 
besides Tony who can run this port, but I'm not sure when I will next 
have any time to spend on ScummVM.  I've had a look through the changes 
in this changelist, and nothing sticks out as a problem for the DS 
port.  In fact, I can't see how any of this would affect starting a 
game, unless the problem was somehow in the destructor of the new GUI 
radio button/radio button group code.

This sort of crash happens often and my usual method of dealing with 
this sort of crash is to scatter the code with printf and watch where it 
gets to before crashing.  Sometimes this can take many hours and real 
life tends to get in the way!

Anyway, if nobody can figure out the problem with the GUI code I will 
eventually get round to it.

Thanks,

- Neil




Yontam Barnoy wrote:
> Yes, that's the issue I'm talking about. Tony says that switching to
> an earlier revision works. I just want to make sure that when he's
> done and we merge back to the trunk, it'll be as smooth as possible.
>
> Yotam
>
> On Tue, Jul 6, 2010 at 10:16 AM, Max Horn <max at quendi.de> wrote:
>   
>> Am 06.07.2010 um 05:32 schrieb yotam barnoy:
>>
>>     
>>> I have a report that the NDS in trunk currently starts up games with a
>>> black screen. Can this be verified?
>>>       
>> I assume you are talking about Tony? and the issue he reported on saturday?
>>
>> I am not sure whether we have any other person besides Neil here who can test the NDS build (knowing how to use an NDS emulator for this would be helpful), though you could try on the forums.
>>
>> Anyway, a more classic approach to debugging this might be needed. First off, Tony, ?does a binary you build from the 1.1.0 branch work? If so, it's likely that trunk has some issues; if not, your cross compiler setup has issues (e.g. you are using DevKitPro r30, and this new SDK may have introduced regressions in our code compared to some older SDK versions).
>>
>> If it *does* work for 1.1.0, then it shouldn't be the SDK but rather a regression in our code base. I would recommend bisecting back on trunk between the 1.1.0 branch point and now. Of course this is made more difficult by the fact that Neil tends to update his port only after branching without backporting the changes to trunk immediately (Neil, this really makes figuring out when we caused a regression in your port a lot, lot harder :/).
>> So, in addition to bisecting, you may also need to figure out when we last merged NDS changes back from the release branch into trunk, and try before/after that. Possibly with some extra manual tweaks to get everything to compile.
>>
>>
>> Bye,
>> Max
>>     
>
>
>
> ------------------------------
>
> Message: 5
> Date: Tue, 6 Jul 2010 11:22:48 +0200
> From: Max Horn <max at quendi.de>
> Subject: Re: [Scummvm-devel] NDS black screen
> To: yotam barnoy <yotambarnoy at gmail.com>
> Cc: ScummVM devel <scummvm-devel at lists.sourceforge.net>
> Message-ID: <00428F41-74EA-45D3-AD39-CFC319B6D370 at quendi.de>
> Content-Type: text/plain; charset=us-ascii
>
>
> Am 06.07.2010 um 09:19 schrieb yotam barnoy:
>
>   
>> Yes, that's the issue I'm talking about. Tony says that switching to
>> an earlier revision works. I just want to make sure that when he's
>> done and we merge back to the trunk, it'll be as smooth as possible.
>>     
>
> It would be good if he could narrow down which revision(s) work and which don't. Git bisect is quite helpful for that (if he happens to use git-svn), but it can also be done manually).
>
> Cheers,
> Max
>
>
> ------------------------------
>
> Message: 6
> Date: Tue, 06 Jul 2010 13:01:03 +0200
> From: Marcus Comstedt <marcus at mc.pp.se>
> Subject: Re: [Scummvm-devel] NDS black screen
> To: Max Horn <max at quendi.de>
> Cc: ScummVM devel <scummvm-devel at lists.sourceforge.net>,	yotam barnoy
> 	<yotambarnoy at gmail.com>
> Message-ID: <yf9iq4sswls.fsf at chiyo.mc.pp.se>
> Content-Type: text/plain; charset=us-ascii
>
>
> Max Horn <max at quendi.de> writes:
>
>   
>> I am not sure whether we have any other person besides Neil here who
>> can test the NDS build (knowing how to use an NDS emulator for this
>> would be helpful),
>>     
>
>
> Something like this seems to make it start at least:
>
> dlditool Mpcf.dldi scummvm-a.nds
> desmume --cflash-image=fsimage.fat scummvm-a.nds
>
> where fsimage.fat is a FAT filesystem image with your game files, and
> the dlditool and Mpcf.dldi are available from
> <http://dldi.drunkencoders.com/>.
>
>
>   // Marcus
>
>
>
>
>
> ------------------------------
>
> Message: 7
> Date: Tue, 6 Jul 2010 14:45:33 +0200
> From: Max Horn <max at quendi.de>
> Subject: Re: [Scummvm-devel] NDS black screen
> To: ScummVM devel <scummvm-devel at lists.sourceforge.net>
> Message-ID: <4826B2D4-CD8D-44D0-A4F6-A61147316416 at quendi.de>
> Content-Type: text/plain; charset=us-ascii
>
> Hi Marcus,
>
> excellent, thanks! I'll try to summarize what I did, step by step, maybe somebody wants to clean this up and put it on a wiki page...
>
> First off, I noticed that "dlditool" is contained in the devkitarm files I had already installed, excellent.
>
> Next I searched for "Mpcf.dldi"; which I finally found on
> <http://dldi.drunkencoders.com/index.php?title=GBA_Movie_Player_%28Compact_Flash%29>.
>
> I already had downloaded desmume from http://desmume.org/ before; on Mac OS X, to invoke it from the command line, one has to dig into the .app bundle, so instead of just "desmume" I had to enter
>
>  /PATH/TO/desmume.app/MacOS/desmume --cflash-path=/PATH/TO/GAMES scummvm-a.nds
>
> Note that I did not use a fat filesystem image, but rathe a path to a directory on my computer, that was easier for me (I have no idea how to make a fat image :).
>
> This shows the scummvm launcher for me, yay. However, so far I have not figured out how to proceed; in particular, the stylus emulation does not seem to work for me (maybe the mac port is too buggy).
>
>
> Cheers,
> Max
>
>
> ------------------------------
>
> Message: 8
> Date: Tue, 06 Jul 2010 14:51:05 +0200
> From: Marcus Comstedt <marcus at mc.pp.se>
> Subject: Re: [Scummvm-devel] NDS black screen
> To: Max Horn <max at quendi.de>
> Cc: ScummVM devel <scummvm-devel at lists.sourceforge.net>
> Message-ID: <yf97hl86afa.fsf at chiyo.mc.pp.se>
> Content-Type: text/plain; charset=us-ascii
>
>
> Max Horn <max at quendi.de> writes:
>
>   
>>  /PATH/TO/desmume.app/MacOS/desmume --cflash-path=/PATH/TO/GAMES scummvm-a.nds
>>
>> Note that I did not use a fat filesystem image, but rathe a path to a directory on my computer, that was easier for me (I have no idea how to make a fat image :).
>>     
>
> Great that --cflash-path work for you.  For me, it results in desmume
> calling fclose(NULL), which gives a segfault...  :-/
>
>
>   // Marcus
>
>
>
>
>
> ------------------------------
>
> Message: 9
> Date: Wed, 07 Jul 2010 16:58:13 +0800
> From: James 'Ender' Brown <ender at scummvm.org>
> Subject: Re: [Scummvm-devel] NDS black screen
> To: ScummVM devel <scummvm-devel at lists.sourceforge.net>
> Message-ID: <4C3441A5.1050109 at scummvm.org>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> FWIW, I've noticed desmume to be slightly more tolerant of memory 
> over-usage than the real hardware is.
>
> Back when I was playing with the NDS port myself, I often got a black 
> screen instead of the launcher because
> an engine tried to allocate more memory than was available when its 
> GameDetector was called.
>
> May bear no relation to this problem, I just felt like posting :)
>
>  - Ender
>
> Max Horn wrote:
>   
>> Hi Marcus,
>>
>> excellent, thanks! I'll try to summarize what I did, step by step, maybe somebody wants to clean this up and put it on a wiki page...
>>
>> First off, I noticed that "dlditool" is contained in the devkitarm files I had already installed, excellent.
>>
>> Next I searched for "Mpcf.dldi"; which I finally found on
>> <http://dldi.drunkencoders.com/index.php?title=GBA_Movie_Player_%28Compact_Flash%29>.
>>
>> I already had downloaded desmume from http://desmume.org/ before; on Mac OS X, to invoke it from the command line, one has to dig into the .app bundle, so instead of just "desmume" I had to enter
>>
>>  /PATH/TO/desmume.app/MacOS/desmume --cflash-path=/PATH/TO/GAMES scummvm-a.nds
>>
>> Note that I did not use a fat filesystem image, but rathe a path to a directory on my computer, that was easier for me (I have no idea how to make a fat image :).
>>
>> This shows the scummvm launcher for me, yay. However, so far I have not figured out how to proceed; in particular, the stylus emulation does not seem to work for me (maybe the mac port is too buggy).
>>
>>
>> Cheers,
>> Max
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>>     
>
>
>
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