http://bugs.winehq.org/show_bug.cgi?id=22347
Summary: Sonic R crashes when choosing a rendering mode Product: Wine Version: 1.1.42 Platform: x86-64 URL: http://www2.sega.co.jp/download/pc/sonicr/sonicr.exe OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-d3d AssignedTo: wine-bugs@winehq.org ReportedBy: RandomAccountName@mail.com CC: stefan@codeweavers.com
Created an attachment (id=27347) --> (http://bugs.winehq.org/attachment.cgi?id=27347) Terminal output w/ backtrace
Sonic R starts out by showing a screen with an option to use DirectDraw or Direct3D. After choosing either one, it produces an error dialog saying "The instruction at 7e3d53b0 referenced memory at 00000000, the memory could not be read from" and crashes. DirectDraw worked in 1.1.41 (and Direct3D mode didn't crash like this) so I did a regression test:
19b6f5ca75b43f61a366aa521eab9ddbfc4f99dd is first bad commit commit 19b6f5ca75b43f61a366aa521eab9ddbfc4f99dd Author: Stefan Dösinger stefan@codeweavers.com Date: Sun Mar 28 16:25:04 2010 +0200
wined3d: Control the onscreen depth stencil format in the swapchain.
This allows the swapchain to know what depth format its window contexts have to see if the requested depth format is compatible or a FBO fallback is needed, and it will be needed to set the onscreen format to the requested auto depth stencil format instead of the let's-hope-it-fits D24_UNORM_S8_UINT format.
:040000 040000 2f6e9d3017c2e6715b6561d25cca4e947ee95000 44d70c59cce2f82aa3f2d8b6e19679588f81e1b8 M dlls
If you get a division by 0 crash at startup instead, it's a game bug; workaround is to run something CPU-intensive in the background or otherwise limit the amount of CPU power available to the game as it starts.