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Blastfrog

Anything between 200 and 240 lines crashes

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Eternity really doesn't like resolutions from 201 to 239 lines.

Spoiler

eternity caused an Access Violation Exception (0xc0000005)
in module eternity.exe at 0023:004d1ff5.

Error occurred at 3/6/2016 13:50:08.
E:\DOOM\eternity.exe, run by Blastfrog.
Operating system: 6.1.7601
8 processors, type 586.
87% memory in use.
0 MB physical memory.
1046 MB physical memory free.
0 MB page file.
3076 MB paging file free.
2048 MB user address space.
1822 MB user address space free.
Access violation at bfaab443. The memory could not be read.

Context:
EDI: 0x0000009c ESI: 0xbfaab443 EAX: 0xbfaab443
EBX: 0x02eeb340 ECX: 0xfffffffe EDX: 0x005ac410
EIP: 0x004d1ff5 EBP: 0x000112e7 SegCs: 0x00000023
EFlags: 0x00210282 ESP: 0x0018fd90 SegSs: 0x0000002b

Bytes at CS:EIP:
8a 06 3c ff 0f 84 bf 00 00 00 8b 15 84 c1 63 00

Stack:
0x0018fd90: 0009aa1f 004d22a0 bfaab443 02eedcf0 ....."M.C.......
0x0018fda0: 00000037 0000009f 0000009f 01000514 7...............
0x0018fdb0: 00000000 004d1ff0 0018fdc0 004d3f6b ......M.....k?M.
0x0018fdc0: 02eeb340 0000009f 00000037 00000000 @.......7.......
0x0018fdd0: 00000001 004d0349 005ac410 02eeb340 ....I.M...Z.@...
0x0018fde0: 0032c960 00000000 00000085 00000002 `.2.............
0x0018fdf0: 0018fe58 0018fea8 0000011e 0054f2e5 X.............T.
0x0018fe00: 0032c960 02eeb340 00000001 005ac410 `.2.@.........Z.
0x0018fe10: 00000037 00000009 0018fe30 004d0423 7.......0...#.M.
0x0018fe20: 00586ba0 004d20a2 000000d2 000112e7 .kX.. M.........
0x0018fe30: 02eedcf0 0054f2e0 00000085 00000037 ......T.....7...
0x0018fe40: 005ac410 00000002 00000000 00000001 ..Z.............
0x0018fe50: 01000000 00000000 00000037 00451d54 ........7...T.E.
0x0018fe60: 00000002 00000085 00000037 005ac410 ........7.....Z.
0x0018fe70: 00586ba0 00000002 0059bd90 00000000 .kX.......Y.....
0x0018fe80: 004610ab 00586ba0 0018fea8 0018feac ..F..kX.........
0x0018fe90: 00000000 00000002 00000004 00589588 ..............X.
0x0018fea0: 00000008 00000037 00000008 00000043 ....7.......C...
0x0018feb0: 000000c8 004612cf 00000037 00000002 ......F.7.......
0x0018fec0: 00000000 0018ff48 00000000 00000001 ....H...........
0x0018fed0: 00000033 0018ff48 000000e0 0056c248 3...H.......H.V.
0x0018fee0: 00000033 00425000 0000015d 00000000 3....PB.].......
0x0018fef0: 00000033 000000e0 00000000 00000000 3...............
0x0018ff00: 00000033 000000e0 00000000 00000000 3...............
0x0018ff10: 00000001 00425226 0042722a 004c5548 ....&RB.*rB.HUL.
0x0018ff20: 004cab14 00000000 00000001 00000000 ..L.............
0x0018ff30: 0018ff24 0018f7e8 0018ff78 0051428c $.......x....BQ.
0x0018ff40: 00562088 00000000 0018ff88 005139df . V..........9Q.
0x0018ff50: 00000001 002f2498 002e9ac0 3ecbc4ec .....$/........>
0x0018ff60: 00000000 00000000 7efde000 00000000 ...........~....
0x0018ff70: 0018ff5c 0000066a 0018ffc4 00513cd9 \...j........<Q.
0x0018ff80: 3e85295c 00000000 0018ff94 7752338a \).>.........3Rw
0x0018ff90: 7efde000 0018ffd4 77b69f72 7efde000 ...~....r..w...~
0x0018ffa0: 038e964f 00000000 00000000 7efde000 O..............~
0x0018ffb0: 00000000 00000000 00000000 0018ffa0 ................
0x0018ffc0: 00000000 ffffffff 77ba71f5 7423accb .........q.w..#t
0x0018ffd0: 00000000 0018ffec 77b69f45 00682140 ........E..w@!h.
0x0018ffe0: 7efde000 00000000 00000000 00000000 ...~............
0x0018fff0: 00000000 00682140 7efde000 00000000 ....@!h....~....


===== [end of CRASHLOG.TXT] =====

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No, it doesn't. Only 320x200 and anything >= 320x240 is accepted. When that code was written, no one tested between 320x200 and 320x240, because, why would you?

If anything, we should only allow custom resolutions for 320x240 and higher, and anything lower than that gets 320x200. I can't think of any PC screens that would go under that resolution.

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My guess is to emulate some weird console hardware. Like how PSX Doom displays in 256x240, but it loses about sixteen pixels of vertical resolution to overscan, so the useful window is 256x224.

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Gez said:

My guess is to emulate some weird console hardware. Like how PSX Doom displays in 256x240, but it loses about sixteen pixels of vertical resolution to overscan, so the useful window is 256x224.


Those games also had custom graphics to match that fixed scale that never changed.

'Sides, Modern VGA doesn't work that way.

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Gez said:

My guess is to emulate some weird console hardware.

That is precisely it. I want my game to render in a fixed 400x224 and upscale from that like Chocolate Doom does. I would of course provide an option to double that for people who can't stand low res.

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Have you tested this on the latest git? There was a fix to a very critical routine called V_CopyRect that might have been implicated.

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