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Crash with strong CRC #2839
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@Rosalie241 I checked the game from the provided save state. BTW, great texture pack! |
I can confirm your commit fixes the issue, it'd be odd if it's a core issue but I don't know. Thank you for checking and fixing it ❤️ |
An RMG user reported an issue with Donkey Kong 64 where the water turns invisible sometimes after I updated GLideN64, ROM MD5: Mupen64plus and Project64 savestates: wherethewater.zip so it seems that might not be a core issue, tested it on the latest stable Project64. |
Yes, it's my mistake. |
Confirmed that Paper Mario doesn't crash anymore and the DK64 water is working. The N64 logo in the Zelda games also looked wrong, but anymore.
No, the option shouldn't be needed to load in strong CRC dumped textures. The idea is to enable the option whenever a texture artist needs it, dump any problematic textures and deactive it again to maintain compatibility with previous hashes. Strong CRC hashes should work regardless of the option being enabled or not, it should be solely toggled for dumping. |
Yes, exactly. If the crash is fixed without regressions in other games, #2838 should be closed. |
I can confirm the issues have been fixed, I've also closed the PR I made. Thank you for looking into it ❤️ |
See gonetz#2839 for details.
An RMG user reported a crash when using a Paper Mario texture pack, after investigating, it crashes in GLideN64.
It happens because
buf.size()
is smaller thanbytesPerLine
inTxUtil::StrongCRC32
:surprisingly, I've also discovered that it happens without crashing too:
Texture pack: https://drive.google.com/file/d/1qi2tvLso7cSnFXrnilN-qoc1fCBW1B9j/view
Mupen64plus save state: state.zip
ROM MD5:
A722F8161FF489943191330BF8416496
I've opened #2838 as a workaround for now, which does fix the crash when the strong CRC option is disabled but isn't a proper fix, I do feel it makes sense to not calculate the strong CRC if the option hasn't been enabled but your opinion might differ.
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