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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    PSX "Value too large" to launch after update

    Scheduled Pinned Locked Moved Help and Support
    psx not workinglr-psx-rearmedmultidisc
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    • S
      SteveXmetal @zeroblu3
      last edited by

      @zeroblu3 quick question zeroblu3, did yours work before updating like mine did?
      IF so what disk where you on? i got up to and played partway through the beginning of disk 2.

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        zeroblu3 @SteveXmetal
        last edited by

        @SteveXmetal
        yes it worked a few weeks ago before i updated retropie from the update script.
        I only tested if the game worked like 20 minutes into the first disc but now all i get is just a crash back to emulationstation.

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        • mituM
          mitu Global Moderator
          last edited by mitu

          What version of RetroPie are you using ? The 4.4 image or an older image updated to 4.4 ?
          @hhromic this looks suspiciously like a missing define for _FILE_OFFSET_BITS 64 (see https://github.com/RetroPie/EmulationStation/pull/468). Maybe caused by the recent zlib changes.

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            zeroblu3 @mitu
            last edited by

            @mitu
            i started a fresh build using the latest 4.4 image

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            • mituM
              mitu Global Moderator @zeroblu3
              last edited by mitu

              @zeroblu3 I don't fully understand your update - are you saying you started from a 4.4 fresh image, you updated and you got this problem ? Or that you're now, after noticing this problem, starting with a fresh 4.4 image ?
              Can you add more info about your system - https://retropie.org.uk/forum/topic/3/read-this-first ?

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                zeroblu3 @mitu
                last edited by

                @mitu
                oh sorry for the confusing answer. ^^
                I initially started a fresh build using the latest 4.4 image, put my games library on the Pi and just tested a few games including FFVIII, then updated retropie with the update script. Yesterday i decided to start FF and run into this problem.
                Sorry for my english too btw, i'm not a native speaker.

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                • Z
                  zeroblu3 @mitu
                  last edited by

                  @mitu
                  I'm running a Raspberry Pi 3B+ with a 2.5A power supply.
                  Linux retropie 4.14.98-v7+
                  Here is the full verbose runcommand.log https://pastebin.com/C5P65pq1

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                  • S
                    SteveXmetal @mitu
                    last edited by

                    @mitu I looked into the post that you linked to, this is what i suspected with large game files, however, this doesnt necessarily explain why a different and smaller FF8.pbp does not launch, while my larger FF9 file does. Aslo, i tested a few other larger files, like lunar star story 2, and all of those can work with no issues.

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                      zeroblu3 @SteveXmetal
                      last edited by

                      @SteveXmetal
                      I tried to run the FFVIII.PBP with the "non libretro" PCSX Rearmed emulator and it runs with no problems. If i try to run it with pcsx-rearmed-libretro it crashes to ES.

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                      • H
                        hhromic @mitu
                        last edited by hhromic

                        @mitu said in PSX "Value too large" to launch after update:

                        @hhromic this looks suspiciously like a missing define for _FILE_OFFSET_BITS 64 (see https://github.com/RetroPie/EmulationStation/pull/468). Maybe caused by the recent zlib changes.

                        Yes that is my exact guess about what is going on. However it puzzles me that I can't reproduce it on my system and that now @SteveXmetal reported it works for other games that are large too.

                        Yesterday I already backported the check for _FILE_OFFSET_BITS from the configure script in here: https://github.com/libretro/pcsx_rearmed/compare/master...hhromic:backport-largefile
                        Anyway I want to confirm if this works for @SteveXmetal and @zeroblu3, and then submit the patch upstream. Thanks for the heads-up in any case.

                        @SteveXmetal @zeroblu3 can you guys please try the following steps to patch the core and test the fix to confirm this helps with your problem?

                        ((now fixed upstream, no need to manual patch anymore))

                        During the build phase, make sure the flag -D_FILE_OFFSET_BITS=64 can be seen in the compiler commands output. Then test the games and let me know if they launch. Hopefully they do.

                        If confirmed working, I will send the patch upstream and then report back when is merged. Thanks for testing guys!

                        EDIT: @SteveXmetal @zeroblu3 guys can you confirm your roms are on th e SD card and not on a USB or network share? just to be sure of all the conditions. Thanks.

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                          SteveXmetal @hhromic
                          last edited by

                          @hhromic Thanks for helping out.

                          I ran the codesby exiting emulationstation, running typing them in order and reseting my machine when they were done (if there is a better way please let me know, still a bit new to this).

                          Still did not work. Checking the log, I got the same error.

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                            hhromic @SteveXmetal
                            last edited by hhromic

                            @SteveXmetal said in PSX "Value too large" to launch after update:

                            @hhromic Thanks for helping out.
                            I ran the codesby exiting emulationstation, running typing them in order and reseting my machine when they were done (if there is a better way please let me know, still a bit new to this).

                            That is okay, but resetting the machine is not necessary, you can just go back to emulationstation after building/installing and relaunch the emulator.

                            @hhromic said in PSX "Value too large" to launch after update:

                            During the build phase, make sure the flag -D_FILE_OFFSET_BITS=64 can be seen in the compiler commands output.

                            You verified that, right? (it's important to make sure the patch was applied correctly)

                            @hhromic said in PSX "Value too large" to launch after update:

                            EDIT: @SteveXmetal @zeroblu3 guys can you confirm your roms are on th e SD card and not on a USB or network share? just to be sure of all the conditions.

                            Can you confirm this too please?

                            One more thing, can you generate the md5sum of your PBP file like this (can take some time!):

                            md5sum "/home/pi/RetroPie/roms/psx/Final Fantasy8.PBP"
                            

                            And report back the hash? To double-check if I have the same file.

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                            • H
                              hhromic
                              last edited by

                              @SteveXmetal I updated the patch now with extra flags that might be needed. It's really hard to debug when I can't reproduce the problem. Can you try again the steps to patch, build and install the core and let me know if that worked?

                              You should see these in the compiler commands output now: -D_LARGEFILE_SOURCE -D_LARGEFILE64_SOURCE -D_FILE_OFFSET_BITS=64. Please make sure they are in your output.

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                              • Z
                                zeroblu3 @hhromic
                                last edited by

                                @hhromic
                                I followed your instructions.
                                I can confirm "_FILE_OFFSET_BITS=64" can be seen during the build process.
                                Here is the build log. https://pastebin.com/SpQmzr2H
                                FF8.PBP checksum is: 0e126228b6384c4414f9cc31eb4ce376 FF8.PBP

                                Went back in ES and tested FF8.PBP, works without problems now. :)
                                Here is the runcommand.log just in case. https://pastebin.com/vEEvFSjh

                                @SteveXmetal
                                are you using a PAL version of the game? if so you probably have to patch the bin/iso files before you create a PBP file.
                                i had this issue before.

                                @hhromic
                                thank you very much for your support and time.
                                let me know if i still can help with testing.

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                                  hhromic @zeroblu3
                                  last edited by

                                  @zeroblu3 ah good to see some good news!

                                  Can you re-do the steps now again please? I just further refined the patch and would like to confirm that it still works for you. See my previous post.

                                  Thanks for testing!

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                                    zeroblu3 @hhromic
                                    last edited by

                                    @hhromic
                                    followed the steps again.
                                    output here: https://pastebin.com/tXwLTjua

                                    game is still working fine ;)
                                    https://pastebin.com/qT5cWm9s

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                                      hhromic @zeroblu3
                                      last edited by

                                      @zeroblu3 thanks for confirming!
                                      Will wait for @SteveXmetal to report back.

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                                      • S
                                        SteveXmetal
                                        last edited by

                                        glad to hear that @zeroblu3 got theirs working. you are awesome @hhromic!
                                        I dont think i have the PAL version of the game, it worked before i upgraded the software.

                                        I'll be away from my Raspberry pi for a week, but i will try the updated steps and report back when i return. Is there an easy way to log that command output and save it somewhere so that i can verify the compiler commands output lines are in it?

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                                          zeroblu3 @SteveXmetal
                                          last edited by

                                          @SteveXmetal
                                          i just did everything over SSH on a windows machine and copy pasted the output from the terminal.
                                          or you can output to file on linux using " >> outputfile.txt" after a command.

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                                            hhromic @SteveXmetal
                                            last edited by

                                            @SteveXmetal after the "build" step, you should very easily see the flags in the output. Example:

                                            (...)
                                            cc -O2 -march=armv8-a+crc -mtune=cortex-a53 -mfpu=neon-fp-armv8 -mfloat-abi=hard -ftree-vectorize -funsafe-math-optimizations -pipe -DGIT_VERSION=\"" 588bf79"\" -marm -mcpu=cortex-a53 -mfpu=neon-fp-armv8 -mfloat-abi=hard -fPIC -D_LARGEFILE_SOURCE -D_LARGEFILE64_SOURCE -D_FILE_OFFSET_BITS=64 -Wall -Iinclude -ffast-math -O2 -DNDEBUG -Ideps/zlib -DFRONTEND_SUPPORTS_RGB565 -DHAVE_LIBRETRO -DNO_FRONTEND -c -o frontend/main.o frontend/main.c
                                            (...)
                                            

                                            These flags are repeated almost everywhere so you shouldn't miss them. Also make sure 100% that you run the "install" step otherwise the built binary won't be used.

                                            I will wait until you have the chance to re-test to submit the patch upstream or unless more people confirm this work for them.

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