PSX "Value too large" to launch after update
-
@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. -
@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.
-
@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.
-
@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.
-
@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. -
@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.PBPWent 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. -
@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!
-
@hhromic
followed the steps again.
output here: https://pastebin.com/tXwLTjuagame is still working fine ;)
https://pastebin.com/qT5cWm9s -
@zeroblu3 thanks for confirming!
Will wait for @SteveXmetal to report back. -
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?
-
@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. -
@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.
-
@SteveXmetal said in PSX "Value too large" to launch after update:
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).
It is possible to run the commands in SSH on your computer, in putty the copy and paste works "CTRL+C" will still send a SIGINT to exit a script but also copy to the windows clipboard.
To paste the windows clipboard; right click on the PuTTY/ssh window. -
Update
I finally managed to reproduce the issue myself, and can confirm after some testing that indeed just adding the
_FILE_OFFSET_BITS=64
flag solves the issue. I now submitted a PR upstream to fix this.@SteveXmetal it should def work for you as well, so maybe something didn't work when you tried the previous steps I gave. Once the PR is accepted, you just need to update the core from source and should work. I will be updating this topic when the PR is merged.
Thanks all for reporting and testing.
-
Update
The PR was merged upstream now. If you re-install from source you should get the core with large files support again.
@zeroblu3 can you please test this for me just to confirm? Re-install the core from source normally (no patching).. and check if the large games properly work for you? Thanks
@SteveXmetal it's easy now for you: just update the core from source from the RetroPie package manager menu and you should get the fixed version and hopefully your games should work again.
@BuZz perhaps it would be a good idea to refresh the binaries again, so users don't get confused/dissappointed when trying to load large PBP files in this core. If you do, can you please check if the new flag (_FILE_OFFSET_BITS) is being set correctly during compilation in your chroot build environment? Thanks.
-
@hhromic
Updated lr-pcsx-rearmed from source using the update script.
Everything went smooth, games still work fine.
Thank you :) -
@zeroblu3 thanks for confirming! enjoy FF8 !
-
@hhromic bins rebuilt. Thanks!
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.