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mame_libretro.dll for x86/32-bit windows appears to be broken. #20
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confirmed here. using latest buildbot retroarch_x86 and mame_libretro.dll x86(direct downloads, not from online updater) |
I'm also seeing the same thing. It just crashes with
32-bit Windows, 32-bit RetroArch 1.4.1 (recent nightly), tried x86 mame_libretro.dll from RA's online updater and directly http://buildbot.libretro.com/nightly/windows/x86/latest/mame_libretro.dll.zip |
Is there anyone who has any idea what's causing this? |
Soory I Dont have a 32 bit windows. So i need a proper debug backtrace before looking at. |
How exactly would one get the appropriate backtrace on windows? |
I would like to know this too. I would really like to get the mame core working in 32-bit Windows and if I can help then I'd be more than happy to do so. |
mame is updated to 183 core(latest mame-dev) and the 32bit core in buildbot has been also updated to this version(at least by looking at build date of the mame_libretro.dll). mame-dev notes there 32bit related issues that crash mame so the new commit is worth testing. sadly it still crashes on my end(retroarch 32bit) im not entirely sure if its related because i am using a 64bit windows(which normally should not be an issue). |
This is the error I get: http://imgur.com/e3z7p9p How can one get the gdb bt/log when this error occurs? |
this might not be related, but i managed to use a decent android device to run retroarch on. downloaded RA-fortunately its 32bit version good for the test. downloaded latest mame_libretro from online updater and it runs FINE, sadly though it has been updated to 0.183 so probably this previous version has 32-bit related issues. for some reasons(again) windows buildbot has been lazy and builds are always late. |
I've tried the latest buildbot versions (and they say 0.183) and it still crashes. Can anything be done about this? I'd be more than happy to provide debug info if I knew of a viable back trace method for win32. Also note that retroarch_debug.exe still seems to be unusable on 32-bit windows as well - it's always crashed no matter what version, so I hope there is a method that doesn't require its use. |
What about 0.184? |
@Margen67 Still crashes for me the same way when loading a rom. |
@Margen67 It still crashes for me as well in the same manner as previously. |
Fair warning: MAMEdev is likely to deprecate and possibly even remove 32-bit Windows support by the end of the year. You get a free 20% speed boost in MAME by going 64-bit, we don't understand why anyone would turn that down :) |
@rb6502 |
There's a few, but GroovyMAME largely has moved all the cabinet/15 kHz monitor people to Win 7 so the XP holdouts are few and far between now. I imagine whenever we make it official there'll be some grumbling, but we've been advising people to go 64-bit for a decade now. |
"MAMEdev is likely to deprecate and possibly even remove 32-bit Windows support by the end of the year." As long as 32-bit MAME exists, could we at least get a working 32-bit windows MAME core for RA? It still crashes in the same way and not just in XP. The stand alone 32-bit MAME runs just fine in 32-bit windows (including XP), just not the corresponding RA cores. Having at least one working version for the core would be nice as people who are still using such 32-bit windows can at least use an older version later on when 32-bit MAME becomes discontinued. Right now there is nothing that appears to work. "we've been advising people to go 64-bit for a decade now." Not everyone has that option though. There are A LOT of people using 32-bit windows for various reasons out there, not to mention there are still new computers sold with 32-bit that I've seen, and frankly just dropping support for it seems a little short sighted. |
Well, the older MAME cores (the non-upstream MAME cores) would still remain a viable option for 32bit x86. RetroArch and libretro itself will retain backwards compatibility with older architectures and OSes for the record. In fact, our whole motto is to be as backwards-compatible as possible, with @bparker06 even going for Windows 9x/DOS. For upstream MAME core though, we will just go along with the flow of whatever the upstream project does. |
@twinaphex The problem isn't MAME itself, as 0.185 runs on 32-bit Windows just fine, including XP, it's just its RA core counter-part that just crashes no matter what, which is very strange and really should be addressed. It would be nice to have at least one version that works (can actually run) before 32-bit versions cease being released. Has anyone any idea why it just crashes? I'd love to help with debugging but I'd need to know what I need to do that on windows. |
I wasn't talking about MAME itself being a problem or not, not sure where you deduced that. Anyway, I don't know what the problem is quite honestly. It's also not a current priority, the current priority is getting RA 1.6.0 out of the door. |
that's odd , I’ve just compiled pacman driver using i686-w64-mingw32 from my linux64 and it seem to works fine with wine and the last x86 retroarch.7z . if someone can try it on a real windows ( on real x86 windows and on 64bits with Wow64 ) |
BTW why recipe for X86 use PTR64=1 ? the above core is compiled using
|
i havent compile mame_libretro in a while now, but i was one who confirmed
32bit mame core issue with help from @gordon-fish. 32bit mame core still
did not run on 32bit retroarch under Windows 64. i was not able to get
proper gdb before since error window was a Visual C runtime error
window(or something, im not familiar debugging this)
…On Tue, May 30, 2017 at 7:05 AM, not6 ***@***.***> wrote:
BTW why recipe for X86 use PTR64=1 ?
https://github.com/libretro/libretro-super/blob/master/
recipes/windows/cores-windows-x86_dw2-generic
the above core is compiled using
export MINGW32=/usr
make OSD="retro" verbose=1 RETRO=1 NOWERROR=1 OS="linux" TARGETOS="windows" CONFIG="libretro" NO_USE_MIDI="1" PTR64=0 GCC="mingw32-gcc" -j10 SUBTARGET=midyunit SOURCES=src/mame/drivers/midyunit.cpp
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It strange that it dos not works for you on windows 64 with the core i post above, |
@r-type @retro-wertz I can also confirm the Visual C++ error see here based crash, and this occurs on actual 32-bit windows as well as running 32-bit RA and 32-bit MAME core on 64-bit windows (I tested the latter in a Win 7 VM, the former on a real XP classic gaming machine that can run even the latest stand alone MAME seemingly perfectly.) As gordon said, it would be really nice to have this working. |
So the core i upload above does the same crash for you ? Note : it's a only a midyunit drivers core ,so working only with
|
@r-type I didn't notice the dl.free.fr link above, I'll test that.... ...and I /was/ able to load smashtv.zip with that core (though loading any game not in that list, like puckman.zip, results in a plain "retroarch.exe has encountered a problem and needs to close." box, presumably due to the lack of other drivers in this core as you said.) So there seems to be hope now :) |
yes it's only a tiny core with just midyunit drivers , so other games will crash . Thanks for the feedback. I think the problem is only on the from buildbot recipe , I opened a issue at libretro-super repo maybe @twinaphex could look at when it will be available (but I know that the libretro team is very busy with 1.6 release). |
in the waiting you can try this one. to tell if it works for you. |
@r-type Thanks. Seems to work with several random arcade games that I threw at it. I tried to load a coleco vision game (coleco\congo.zip) and it looks like it's starting to load but ends up dying, and I'm guessing this is expected as I'm assuming from the filename of this core that it only contains arcade drivers? Thanks again. |
@r-type |
nice , BTW ,i didn't see a x86 core on builbot , then I suppose it failed at some point , have to see a log to where it break (as x86 compilation working for me). |
Yes, there is an admin page that lets you see the buildbot update in realtime. Maybe @bparker06 could give you a user login for it so you can view the buildbots status. |
Ok , thanks , |
Here is the log: http://p.0bl.net/39140 |
ok this is a know bug with gcc 6.2 |
Just for the info, I tried the latest win x86 from buildbot yesterday and it still crashes. |
the mame x86 core from buildbot is dated to 22/05/2017 . |
@r-type I just updated it to 6.3, so hopefully it will work now. |
It appears to work now: http://i.imgur.com/eAGkxzd.png |
nice , we can hopefully close this one ! |
I downloaded http://buildbot.libretro.com/nightly/windows/x86/2017-06-13_RetroArch.7z, and the latest http://buildbot.libretro.com/nightly/windows/x86/latest/mame_libretro.dll.zip and it still crashes like before. |
@gordon-fish try to download the full version of Retroarch.7z and re-test. and if possible, re-upload a new log based on it. |
the buildbot one failed also for me with wine. |
@r-type I don't have the buildlog but I also used x86 wine and didn't have any issues, but my OS was set to Windows 10. Is yours perhaps set to XP? |
Yes setting to XP , but the strange is that my own build ( mame arcade posted above) work fine with XP setting. also I use this command line to build , not the Makefile.libretro. export MINGW32=/usr also i use thread model posix not win32. |
Just to be clear, mamearcade_libretro.dll (https://ufile.io/c2dko that @r-type posted) works fine, I can load and play 1942 or Puckman [is there a way to load clones, like Pac-Man?] just fine, but using the official mame_libretro.dll it crashes just like before with the VC++ box. |
i guess buildbot mame will always not work, since it has never updated since 2-9-2016....
you better compile it yourself if you want to get latest.
|
I just wanted to share that It's still crashing for me as well, and in
the same way as before, with the latest build from buildbot that I
downloaded and tested just prior to typing this.
…On 6/14/2017 11:11 AM, retro-wertz wrote:
ok noted. im trying to get 32bit linux installed hopefully if it still has
the same error i can get log.
On Thu, Jun 15, 2017 at 1:31 AM, gordon-fish ***@***.***>
wrote:
> Just to be clear, mamearcade_libretro.dll (https://ufile.io/c2dko that
> @r-type <https://github.com/r-type> posted) works fine, I can load and
> play 1942 or Puckman [is there a way to load clones, like Pac-Man?] just
> fine, but using the official mame_libretro.dll it crashes just like
before
> with the VC++ box.
>
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@retro-wertz What do you mean? The date on the core is 06-13-2017. Does anyone have a backtrace of this so we can see what's going on? |
@bparker06 - hmm, this must indeed be new set of compile mame 32bit core based on datestamp inside the zip. im sure this was not the case the last time i posted.. anyways the problem with me and gordon before when we first tried troubleshooting the issue, is getting the logs from gdb. because of the Visual C++ something runtime error window, since when you press close, gdb stack becomes empty(or something). sadly i do not have 32bit windows installed anymore to check and test things. @gordon-fish -fish can you check? it does seem to have new timestamp. if possible just download directly from buildbot https://buildbot.libretro.com/nightly/windows/x86/latest/ UPDATE: i just rememberd. the problem was not that it did not compiled before, but it did compile fine and still it would cause runtime error when loaded. so its possible the one in buildbot is newly compiled but still would not run. |
Same here, no difference from before. The "mamearcade" dll works fine as
I said before, so it does seem like it's simply how it's being built
that's the problem, right? So it would seem this would be a relatively
easy fix, or is there something more to it?
…On 6/19/2017 16:51 PM, szr8 wrote:
I just wanted to share that It's still crashing for me as well, and in
the same way as before, with the latest build from buildbot that I
downloaded and tested just prior to typing this.
On 6/14/2017 11:11 AM, retro-wertz wrote:
> ok noted. im trying to get 32bit linux installed hopefully if it
still has
> the same error i can get log.
>
> On Thu, Jun 15, 2017 at 1:31 AM, gordon-fish ***@***.***>
> wrote:
>
> > Just to be clear, mamearcade_libretro.dll (https://ufile.io/c2dko that
> > @r-type <https://github.com/r-type> posted) works fine, I can load and
> > play 1942 or Puckman [is there a way to load clones, like
Pac-Man?] just
> > fine, but using the official mame_libretro.dll it crashes just like
> before
> > with the VC++ box.
> >
> > —
> > You are receiving this because you were mentioned.
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> or mute
> > the thread
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@retro-wertz <https://github.com/retro-wertz> I downloaded it just now
(inside mame_libretro.dll.zip, mame_libretro.dll is dated 2017-06-21,
CRC: 11F586DA) and it still crashes like before.
…On 6/19/2017 19:14 PM, retro-wertz wrote:
@bparker06 <https://github.com/bparker06> - hmm, this must indeed be
new set of compile mame 32bit core based on datestamp inside the zip.
im sure this was not the case the last time i post regarding this..
anyways the problem with me and gordon before when we first tried
troubleshooting the issue, is getting the logs from gdb. because of
the Visual C++ something runtime error window, since when you press
close, gdb stack becomes empty(or something). sadly i do not have
32bit windows installed to confirm.
@gordon-fish <https://github.com/gordon-fish> can you check? it does
seem to have new timestamp. if possible just download directly from
buildbot https://buildbot.libretro.com/nightly/windows/x86/latest/
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I'm seeing the same thing. Crashes with the VC++ error and I really
don't know how to properly debug that. Is it actually being compiled the
same way was as that mamearcade.dll ? That one worked just fine, so I
can only assume this really comes down to compiler/build options, no?
…On 6/23/2017 17:26 PM, gordon-fish wrote:
@retro-wertz <https://github.com/retro-wertz> I downloaded it just now
(inside mame_libretro.dll.zip, mame_libretro.dll is dated 2017-06-21,
CRC: 11F586DA) and it still crashes like before.
On 6/19/2017 19:14 PM, retro-wertz wrote:
>
> @bparker06 <https://github.com/bparker06> - hmm, this must indeed be
> new set of compile mame 32bit core based on datestamp inside the zip.
> im sure this was not the case the last time i post regarding this..
>
> anyways the problem with me and gordon before when we first tried
> troubleshooting the issue, is getting the logs from gdb. because of
> the Visual C++ something runtime error window, since when you press
> close, gdb stack becomes empty(or something). sadly i do not have
> 32bit windows installed to confirm.
>
> @gordon-fish <https://github.com/gordon-fish> can you check? it does
> seem to have new timestamp. if possible just download directly from
> buildbot https://buildbot.libretro.com/nightly/windows/x86/latest/
>
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That was my thought as well given that the arcade-only dll appears to
work flawlessly for me. So it makes sense that the issue is with how the
official one is being compiled by buildbot methinks.
…On 6/23/2017 22:43 PM, szr8 wrote:
I'm seeing the same thing. Crashes with the VC++ error and I really
don't know how to properly debug that. Is it actually being compiled the
same way was as that mamearcade.dll ? That one worked just fine, so I
can only assume this really comes down to compiler/build options, no?
On 6/23/2017 17:26 PM, gordon-fish wrote:
> @retro-wertz <https://github.com/retro-wertz> I downloaded it just now
> (inside mame_libretro.dll.zip, mame_libretro.dll is dated 2017-06-21,
> CRC: 11F586DA) and it still crashes like before.
>
> On 6/19/2017 19:14 PM, retro-wertz wrote:
> >
> > @bparker06 <https://github.com/bparker06> - hmm, this must indeed be
> > new set of compile mame 32bit core based on datestamp inside the zip.
> > im sure this was not the case the last time i post regarding this..
> >
> > anyways the problem with me and gordon before when we first tried
> > troubleshooting the issue, is getting the logs from gdb. because of
> > the Visual C++ something runtime error window, since when you press
> > close, gdb stack becomes empty(or something). sadly i do not have
> > 32bit windows installed to confirm.
> >
> > @gordon-fish <https://github.com/gordon-fish> can you check? it does
> > seem to have new timestamp. if possible just download directly from
> > buildbot https://buildbot.libretro.com/nightly/windows/x86/latest/
> >
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@r-type I finally got around to setting up a build environment and cloned the master from this repo, built with just TARGET=mame PTR64=0, got the same crash with the .dll it produced. Then I tried with SUBTARGET=arcade and it crashed the same way as before (same with SUBTARGET=mess too.) How did you you build your mamearcade_libretro.dll that you posted? I still have it and if I use that, I can load mame roms just fine. So I'm really interested in what you might have done differently. Was there anything you modified? Different make options? Something else perhaps? I really really want to solve this whole problem and I'm more than willing to do what ever is needed. |
I've been banging my head for a while trying to fix this, (since I have 2 windows 10 machines that worked fine, and an old Windows 7 laptop that that just refused to run the latest mame_libretro.dll.... figured it must be some configuration issue. Just wondering if x86/32bit support for Mame is dropped? or is there a workaround? I use the same romset between the 3 machines, that's why I favored the latest MAME core. |
@imkrut Standalone mame still runs fine on 32-bit XP, and this is why I don't understand why the 32-bit mame core doesn't work as well I've tried building from sources, but got the same results. I tried using various gdb.exe that I've found but none of them yielded anything. I really wish I knew how to properly debug this. I would use RA debug exe but that one doesn't appear to run on XP. |
Closing old issues. Please reopen if it is still relevant. |
I've been able to confirm with others that the 32bit mame_libretro.dll will not start, but will crash RetroArch when attempting to load any rom (arcade or console; tried Coleco Vision games and arcade PacMan and a few others for testing that all run fine under stand alone 0.182.)
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