http://bugs.winehq.org/show_bug.cgi?id=16083
Summary: Unhandled page fault - fixme:dbghelp:addr_to_linear
Failed to linearize address
Product: Wine
Version: 1.1.5
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: nicofo(a)tuxfamily.org
Created an attachment (id=17309)
--> (http://bugs.winehq.org/attachment.cgi?id=17309)
Wine "Unhandled page fault"
Hello,
I try to run an old program for Windows: Eurodico (a translator dictionnary)
But I got that error: (see attachement for complete logs)
Seems to be a bug:
wine: Unhandled page fault on read access to 0xffffffff at address
0x127f:0x00004a73 (thread 0019), starting debugger...
Unhandled exception: page fault on read access to 0xffffffff in 16-bit code
(127f:4a73).
fixme:dbghelp:addr_to_linear Failed to linearize address 0111:0000ef00 (mode 0)
... (see log)
Additional info: I'm under Linux Fedora 9 with "wine-1.1.5-1.fc9.i386", but I
have never been able to run that program before with previous version of wine
(0.9 and even older).
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http://bugs.winehq.org/show_bug.cgi?id=20422
Summary: Odd colour pallet error in The Humans 4
Product: Wine
Version: 1.1.31
Platform: PC-x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: ezekiel000(a)lavabit.com
Created an attachment (id=24241)
--> (http://bugs.winehq.org/attachment.cgi?id=24241)
Example of gfx error
I get an odd pallet bug when trying to run The Humans 4. See screenshot top is
mine bottom is what it should be this also affects in game graphics.
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http://bugs.winehq.org/show_bug.cgi?id=11387
Summary: SMP/Dual core performing worse than single core
Product: Wine
Version: 0.9.54.
Platform: Other
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jcollins(a)asgardsrealm.net
I searched for another bug report on this but did not find anything. I've
tested the same application on two similar systems with similar software loads.
Essentially, the application (Majesty) preforms considerably better on a
single core system than it does on a more powerful dual core system.
Single Core System:
AMD Athlon(tm) 64 Processor 3300+
1.5 Gig RAM
GeForce 6200 256M
Dual Core System:
AMD Athlon(tm) 64 X2 Dual Core Processor 3800+
2 Gig RAM
GeForce 7800 256M
Both systems are running Debian Etch, with kernel version 2.6.18-5-k7, NVIDIA
GLX Module 100.14.19, and Wine 0.9.53 (using Scott's packages).
I would expect the dual core system to run as well, if not better, than the
single core system. However, it is extremely sluggish on the dual core system
and blazingly fast (in some cases needing to be slowed down) on the single
core.
I have also tested the dual core system with 0.9.54 (built using Scott's 0.9.53
package as a basis), with no improvement. I'll happily provide any additional
information that would be helpful.
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http://bugs.winehq.org/show_bug.cgi?id=18390
Summary: Roblox can't join a game
Product: Wine
Version: 1.1.20
Platform: Other
URL: http://roblox.com
OS/Version: other
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dank(a)kegel.com
After working around bug 18388 and bug 18389,
trying to join a game fails; the browser says
it can't start the game, and tells you to start
the app (which you already did). On the console,
one sees a suspicious error message from gecko:
fixme:shdocvw:HttpNegotiate_BeginningTransaction (0x5c239a8)->(L"" L"" 0
0x33c794)
0[15c4c8]: file (null), line 0: uncaught exception: [Exception... "Unexpected
error" nsresult: "0x8000ffff (NS_ERROR_UNEXPECTED)" location: "JS frame ::
http://www.roblox.com/ScriptResource.axd?d=lz2oPY8_Yxfc8W_Nr5tWGxJ8z2w_ENPF…
:: anonymous :: line 2144" data: no]
Possible workaround: launch games directly using e.g.
wine roblox.exe -play
http://www.roblox.com/Game/join.ashx?jobID=cc310936-d9bd-46a5-99cd-494d6b14…
as mentioned at http://forums.roblox4linux.co.cc/index.php?topic=37.0
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http://bugs.winehq.org/show_bug.cgi?id=20232
Summary: mciwave breaks on MSDN example
Product: Wine
Version: 1.1.30
Platform: All
OS/Version: All
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: winmm&mci
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: hoehle(a)users.sourceforge.net
I'm reviewing mciwave and mciseq and found numerous issues. Concurrently, I'm
augmenting the MCI testsuite. I've attached my current mciwave
work-in-progress tests to give you an early insight into my work.
The tests so far confirm my model of MCI: I view it like an old-fashioned tape
deck with buttons, which you can press in any order. Still there's error
checking, e.g. you can't resume when stopped. Like a tape deck, you can switch
from playing to recording at any time.
Oddly, you can combine fast forward and play in one command, but not rewind
with play.
The attached tests work fine on (at least one machine with) MS-Windows, but
cause Wine to fail and hang in multiple ways. You've been warned!
I'd be pleased if people could run the tests on more instances of MS-Windows.
I plan to strip down this test file until it at least does not hang anymore in
Wine. Then only can it be submitted. Concurrently, I can submit patches to
the mci* codebase.
Current issues with the mci code in Wine are:
- not distinguishing between STOPPING and STOPPED, PLAYING and GOING TO PLAY,
etc.;
- seriously broken asynchronous execution;
- non-error-proof use of InterlockDecrement. It must only be called
when waveInAddBuffer and waveOutWrite succeed, as those cause
callbacks to happen;
- RIFF .wav file not always correctly written;
- the mmio is as much as resource as the wave device and must be
properly released (mmioAscend, not only when saving);
- many items here and there:
+ bogus 44000Hz frequency;
+ premature return (in mcicda);
+ conversion between #bytes and samples;
+ switching fInput while playing;
+ copy&paste errors (InterlockedDecrement need be initialised
differently when recording and playing)
The major issue is concurrency. There I'm not sure how to proceed and rewrite
mciwave (and mciseq and mcicda).
o One model, Erlang-like, which the OSS driver also implements, is one thread
per play and exclusively using message passing to receive commands. This would
simplify NOTIFY everywhere. It clearly offers the advantage of being closest
to the sequential execution model that is easy to reason about. IMHO, it does
not play nicely with the pause command (state machine).
o Continue as currently written, but then think twice and even 3-7 times about
how to perform locking among the concurrent threads:
- Put InterlockIncrement() to more uses?
- Put Events to more uses?
- Unlike mciavi, there's no CriticalSection in mciwave and mcicda, yet
I'm unconvinced that the current synchronisation via volatile dwStatus
can suffice.
- But then, identifying the critical sections will be tedious and error prone.
o Combinations of both, e.g. one thread per play or record (not unlike the
present code), and dealing (correctly) with PAUSE, STOP and RESUME inside it
(via e.g. events to restart a paused thread, or indirectly, by relying on the
callbacks+events sent when invoking waveOutRestart and waveInStart -- is it
legal at all to call those from a different thread)?
o Is there any other concurrency model suitable in Wine?
Regards,
Jörg Höhle
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http://bugs.winehq.org/show_bug.cgi?id=14055
Summary: Occasional wine crash during Heroes of Might and Magic
III gameplay
Product: Wine
Version: 1.0.0
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: enhancement
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: riklaunim(a)gmail.com
Created an attachment (id=14275)
--> (http://bugs.winehq.org/attachment.cgi?id=14275)
Crash log
During gameplay the game may sometimes crash. It looks like the bug is related
to mp3/sound – “mp3dec.asi” (using OOS in wine). The log shows the
backtrace.
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http://bugs.winehq.org/show_bug.cgi?id=15689
Summary: Onenote 2007: no drawing.
Product: Wine
Version: 1.1.6
Platform: All
OS/Version: All
Status: UNCONFIRMED
Severity: minor
Priority: P2
Component: ole
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: Crazedhamster(a)hotmail.com
Created an attachment (id=16752)
--> (http://bugs.winehq.org/attachment.cgi?id=16752)
Backtrace
Clicking on the drawing tool causes it to go grey and disappear.
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http://bugs.winehq.org/show_bug.cgi?id=12804
Summary: winecfg: pressing enter in library override closes
winecfg
Product: Wine
Version: 0.9.60
Platform: PC
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: programs
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: austinenglish(a)gmail.com
CC: jeffzaroyko(a)gmail.com
Pressing enter when entering a dll override doesn't add the override. For those
of us that find mice an exercise in masochism and prefer keyboards, it's quite
a pain...
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http://bugs.winehq.org/show_bug.cgi?id=20194
Summary: Far Cry 2: major graphical glitches
Product: Wine
Version: 1.1.30
Platform: PC-x86-64
OS/Version: Linux
Status: NEW
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: jeffz(a)jeffz.name
Created an attachment (id=23807)
--> (http://bugs.winehq.org/attachment.cgi?id=23807)
terminal output, first 5000 lines
The main menu loads, the level loading screen works fine. When starting a new
game, the screen is mostly black, part of the light from the sun is seen and
some other parts of the scenery creep into view for a moment here and there.
OpenGL renderer string: GeForce 8800 GTS/PCI/SSE2
OpenGL version string: 3.1.0 NVIDIA 190.18
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http://bugs.winehq.org/show_bug.cgi?id=9848
Summary: flipviewer fails to load
Product: Wine
Version: 0.9.46.
Platform: PC
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P3
Component: wine-advapi32
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: eyecreate(a)gmail.com
Created an attachment (id=8321)
--> (http://bugs.winehq.org/attachment.cgi?id=8321)
Error log for flipviewer
The flipviewer(www.flipviewer.com) app installs and the library program works,
but the actual program fails. Backtrace log attached.
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