Project 64 Memory Error
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to Page... Page 1 of 2 1 2 > Thread Tools Display Modes #1 6th December 2010, 11:48 PM eXtremity Junior Member project 64 failed to allocate memory Join Date: Dec 2010 Posts: 5 Project 64 Memory Error. Hey guys!
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I'm experiencing an error regarding memory. Now, I have been using Project 64 for many years, on the same computer system. Recently I installed Comodo Firewall and I seem to be getting two errors Opening Project 64/K I get : 1) Not enough memory for Jump Table! ..Followed by: 2) Failed to allocate memory All I know is that these problems must correspond to some alternation that has been made to my system from Comodo Firewall. Any suggestions would be greatly appreciated. Thanks! EDIT: Upon researching, I think the error might have something to do with this: Quote: Originally Posted by Comodo Internet Security From Wikipedia, the free encyclopedia Memory Firewall (Buffer Overflow Protection) Comodo Memory Firewall, integrated in CIS 3.8, is designed to protect against buffer overflows and the infamous Return-to-libc attack. The memory firewall protects all applications. Comodo Memory Firewall detects buffer overflows occurring in the STACK and HEAP memory, as well as ret2libc attacks and corrupted/bad SEH Chains.[22] This buffer overflow protection is part of Comodo's prevention layer in the security suite. The need for BO protection is ever increasing due to their increasingly common use in computing to exploit end users.[23] On the attempt of a buffer overflow attack, CIS raises a pop-up alert. This provides protection against data theft, computer crashes and system damage, which are possible consequences of a buffer overflow attack. Last edited by eXtremity; 6th December 2010 at 11:53 PM. eXtremity View Public Profile Send a private message to eXtremity Find all posts by eXtremity #2 7th December 2010, 01:32 AM HatCat Alpha Tester Project Supporter Senior Member Join Date: Feb 2007 Location: In my hat. Posts: 16,045 Failed to allocate memory can also occur when things like virus scanners cut off sufficient access to memory when needed; it's a general trend
all of a sudden getting a "Not enough memory for rom" error when I attempt to open them. Other games like Mario 64 work fine. I'm not sure, but I think it's only letting me play 64mbit roms. I can't remember, but i think the error started when I upgraded (clean format) to XP Pro. I'm using 1.5b with all the default plugins and settings and the machine I'm using is an XP1800 with 256 megs of DDR, Sound Blaster Live, and Radeon 64DDR VIVO. I am running WinXP Pro with service pack 1 and all my drivers http://forum.pj64-emu.com/showthread.php?t=2048 are the most recent versions. Please help; my N64 was stolen months ago so my options are limited. :( RJANovember 19th, 2002, 22:09The pagefile and/or some open processes may be causing the memory error. The pagefile *MUST* be at least 220 MB and you may need a larger pagefile, and if that does not work, try as the last resort, forcing Windows 98/Me compatibility mode. I do wonder if PJ64 http://www.emutalk.net/archive/index.php/t-9736.html is technically made for Windows 98/Me with Win32 code *NOT* completely Windows NT/2000/XP compatible???? If that's true, why did the PJ64 team make that oops?:happy: SmiffNovember 19th, 2002, 22:21No. This relates to rom loading and was fixed in v1.5. P.S stop visiting Arcade@Home (i'm guessing you came from there), try Emulation64.com, it's run by people who care (aaaah!) -K7-November 19th, 2002, 23:51Running in compatibility mode for 98/me fixed the problem. Also, apparently the problem was only happening with roms that were larger than 16mb. Thank goodness this fixed the problem. Speaking of fixing problems, are there any N64 emulators still in development or have noobs, llamas, and hackers pretty much scared off everyone who's tried? I don't know who still updates and who's thrown in the towel. cooliscoolNovember 20th, 2002, 02:04Originally posted by RJA The pagefile and/or some open processes may be causing the memory error. The pagefile *MUST* be at least 220 MB and you may need a larger pagefile, and if that does not work, try as the last resort, forcing Windows 98/Me compatibility mode. I do wonder if PJ64 is technically made for Windows 98/Me with Win32 code *NOT* completely Windows NT/2000/XP compatible???? If that's true, why did the PJ64 team make that o
Sign in Pricing Blog Support Search GitHub This repository Watch 76 Star 345 Fork 102 project64/project64 Code Issues 172 Pull requests 10 Projects 0 Wiki Pulse Graphs New issue (x64) Games try to https://github.com/project64/project64/issues/638 use more than 8mb of memory #638 Open tony971 opened this Issue Sep 27, 2015 · 1 comment Projects None yet Labels None yet Milestone No milestone Assignees No one assigned 2 participants tony971 commented Sep 27, 2015 Affects the following games: Army Men - Sarge's Heroes Dazaemon 3D F-ZERO X Glover 2 (Beta) Hybrid Heaven Mario no Photopi NBA Live 2000 Roadsters Trophy South Park Supercross project 64 2000 Vigilante 8 War Gods Xena Warrior Princess - Talisman of Fate cxd4 referenced this issue Sep 27, 2015 Merged MemoryFilter starts to compile. #639 tony971 changed the title from (x64) Army Men - Sarge's Heroes memory error to (x64) Games try to use more than 8mb of memory Sep 27, 2015 tony971 referenced this issue Sep 28, 2015 Merged Use 8mb of memory when needed #640 cxd4 commented project 64 memory Sep 30, 2015 Thanks for the list. I had tested Army Men: Sarge's Heroes a while back. The problem is that setting this game to use 16 MB or more of DRAM (even so high as 512 MB of RAM) will leak Project64 into either an infinite loop, TLB status crashes, address error exceptions or other problems, depending on how much RAM you ask for exactly in the CFG file. I'm thinking it might be because the game only checks a small switch between 4 or 8 MB RDRAM. If you set it to something higher than 8 it will just have logic like if (size == 8 MB) limit = 0x7FFFFF; else limit = LIMIT_4MB_DRAM;. At the same time, some leak in the game code is accessing beyond 8 MB of DRAM (either because of Project64 bug or just because the game is badly designed). Or maybe the RSP plugin and RDP plugin are not both in complete agreement on what the memory limit is. This is why the plugin specs should have passed MAX_DRAM_ADDR to the plugins, not just a pointer to DRAM. Otherwise the long and short of it is to check the addressing range in the R4300 ops, or to simply fall back