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Re: Porting to AmigaOS4 thread

Subject: Re: Porting to AmigaOS4 thread
by Capehill on 2019/4/4 18:55:18

@Raziel

Debugged little bit more and put a trap instruction inside dead canary detector. It seems that there is some bitmap freed:

Quote:

(0x64D93E40) [engines/fullpipe/fullpipe.cpp:162] scummvm:free()+0x1a4 (section 8 @ 0x236C8)
(0x64D93E90) [engines/fullpipe/fullpipe.cpp:162] scummvm:free()+0x1a4 (section 8 @ 0x236C8)
(0x64D93EC0) [engines/fullpipe/gfx.cpp:715] scummvm:_ZN8Fullpipe6BitmapD1Ev()+0x50 (section 8 @ 0x36EE8)
(0x64D93EE0) scummvm:_ZN6Common14DefaultDeleterIN8Fullpipe6BitmapEEclEPS2_()+0x38 (section 8 @ 0x3D548)
(0x64D93F00) [engines/fullpipe/gfx.cpp:255] scummvm:_ZN6Common9ScopedPtrIN8Fullpipe6BitmapENS_14DefaultDeleterIS2_EEE5resetEPS2_()+0x34 (section 8 @ 0x3D59C)
(0x64D93F30) [engines/fullpipe/gfx.cpp:422] scummvm:_ZN8Fullpipe7Picture11freePictureEv()+0xf0 (section 8 @ 0x375BC)
(0x64D93F50) [engines/fullpipe/gfx.cpp:412] scummvm:_ZN8Fullpipe7PictureD2Ev()+0x30 (section 8 @ 0x377C0)
(0x64D93F70) scummvm:_ZN8Fullpipe11StaticPhaseD2Ev()+0x44 (section 8 @ 0xA47C8)
(0x64D93F90) scummvm:_ZN8Fullpipe12DynamicPhaseD2Ev()+0x34 (section 8 @ 0xA482C)
(0x64D93FB0) scummvm:_ZN8Fullpipe7StaticsD0Ev()+0x54 (section 8 @ 0xA48B0)
(0x64D93FD0) scummvm:_ZN6Common14DefaultDeleterIN8Fullpipe7StaticsEEclEPS2_()+0x44 (section 8 @ 0xA3A58)
(0x64D93FF0) [engines/fullpipe/statics.cpp:145] scummvm:_ZN6Common8for_eachIPPN8Fullpipe7StaticsENS_14DefaultDeleterIS2_EEEET0_T_S8_S7_()+0x44 (section 8 @ 0xA3AB4)
(0x64D94010) [engines/fullpipe/statics.cpp:115] scummvm:_ZN8Fullpipe15StaticANIObjectD0Ev()+0x68 (section 8 @ 0xA21E0)
(0x64D94030) [engines/fullpipe/scene.cpp:124] scummvm:_ZN8Fullpipe5SceneD0Ev()+0x118 (section 8 @ 0x84BBC)
(0x64D94060) [engines/fullpipe/gameloader.cpp:421] scummvm:_ZN8Fullpipe10GameLoader11unloadSceneEi()+0xf8 (section 8 @ 0x2BB44)
(0x64D94090) [engines/fullpipe/gameloader.cpp:387] scummvm:_ZN8Fullpipe10GameLoader12preloadSceneEii()+0x254 (section 8 @ 0x2CB2C)
(0x64D940F0) [engines/fullpipe/gameloader.cpp:572] scummvm:_ZN8Fullpipe10GameLoader13updateSystemsEi()+0xc8 (section 8 @ 0x2CDC4)
(0x64D94110) [engines/fullpipe/modal.cpp:233] scummvm:_ZN8Fullpipe10ModalIntro6finishEv()+0xc4 (section 8 @ 0x62268)
(0x64D94130) [engines/fullpipe/modal.cpp:91] scummvm:_ZN8Fullpipe10ModalIntro4initEi()+0x54 (section 8 @ 0x64198)
(0x64D94170) [engines/fullpipe/fullpipe.cpp:630] scummvm:_ZN8Fullpipe14FullpipeEngine12updateScreenEv()+0x13c (section 8 @ 0x24000)
(0x64D94190) [engines/fullpipe/fullpipe.cpp:440] scummvm:_ZN8Fullpipe14FullpipeEngine3runEv()+0x5b8 (section 8 @ 0x25394)
(0x64D94320) [base/main.cpp:327] scummvm:_Z7runGamePK6PluginR7OSystemRKN6Common6StringE()+0xd48 (section 8 @ 0x80A0)
(0x64D94840) [base/main.cpp:599] scummvm:scummvm_main()+0xde8 (section 8 @ 0x953C)
(0x64DDA0E0) [backends/platform/sdl/amigaos/amigaos-main.cpp:79] scummvm:main()+0x260 (section 8 @ 0x6AF8)


It could be that heap corruption has something to do with endian issues. To fix endian issues, somebody would have to go through all file loading code in fullpipe engine.

Here is one obvious bug (but doesn't fix graphics):

https://github.com/scummvm/scummvm/blo ... s/fullpipe/utils.cpp#L260

It gives just bogus reading for BE.

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