LoadedModule=C:\WINDOWS\SYSTEM32\WINMM.DLL LoadedModule=C:\WINDOWS\SYSTEM32\OPENG元2.DLL LoadedModule=C:\WINDOWS\System32\ucrtbase.dll LoadedModule=C:\WINDOWS\System32\combase.dll LoadedModule=C:\WINDOWS\System32\cf♥♥♥♥32.dll LoadedModule=C:\WINDOWS\System32\WS2_32.dll LoadedModule=C:\WINDOWS\System32\win32u.dll LoadedModule=C:\WINDOWS\System32\SHEL元2.DLL LoadedModule=C:\WINDOWS\SYSTEM32\WSOCK32.DLL LoadedModule=C:\WINDOWS\System32\USER32.dll LoadedModule=C:\WINDOWS\System32\bcryptPrimitives.dll LoadedModule=C:\WINDOWS\System32\gdi32full.dll LoadedModule=C:\WINDOWS\System32\CRYPTBASE.dll LoadedModule=C:\WINDOWS\System32\GDI32.dll LoadedModule=C:\WINDOWS\System32\SspiCli.dll LoadedModule=C:\WINDOWS\System32\RPCRT4.dll LoadedModule=C:\WINDOWS\System32\sechost.dll LoadedModule=C:\WINDOWS\System32\msvcrt.dll LoadedModule=C:\WINDOWS\System32\ADVAPI32.DLL LoadedModule=C:\WINDOWS\system32\apphelp.dll LoadedModule=C:\WINDOWS\System32\KERNELBASE.dll LoadedModule=C:\WINDOWS\SYSTEM32\ntdll.dll UI=Check online for a solution later and close the program UI=Check online for a solution and close the program UI=Windows can check online for a solution to the problem. UI=DOSBox DOS Emulator has stopped working Response.BucketId=e3ab46b6054e654848779cf78644b469ĭynamicSig.Name=Additional Information 1ĭynamicSig.Name=Additional Information 2ĭynamicSig.Value=2beba6fb4680d73a8c78ca7c24ccdb46ĭynamicSig.Name=Additional Information 3ĭynamicSig.Name=Additional Information 4ĭynamicSig.Value=10551cc64bcfba7d2297b81a9c0092f2 I also get the same error with final doom, doom 2 works fine tho, but i use gzdoom so it dont matter that much.Ĭrash report(its not taken dosbox i got here on steam, cus i dident get a crash report, but its the same error): then crash, and im presented with a dubug and close button, clicking debug makes it impossible to close the app cus its forced to top layer so i cant use anny other program. I haven't done any testing to see if it was needed back then for general use, or just for protected mode, and if in the latest build it is still needed for protected mode, but the bug definitely needs fixing.After dosbox starts it goes fullscreen black screen. Apparently this was added in svn r1075 with the log message "improved breakpoint handling in protected mode". The bug is fixed by completely disabling all use of "ignoreAddressOnce" in debug.cpp. As a workaround for this I had to put two breakpoints in a row everywhere I would have just used one then, both breakpoints would be hit, and never skipped. As a result, when I breakpointed the main game loop, it would only actually hit the breakpoint every second game frame. If a breakpoint is hit, then I press F5 to resume execution and the same breakpoint was supposed to be hit again, it skips a hit and is only actually hit the next time after that. However, I found a very annoying bug in it. DOSBox's debugger was quite helpful in pinpointing and eliminating the logic differences between my Snipes port and the DOS original.
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