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Evoland hangs after splash screen / crashes #825
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For me, on latest git master (a75a5d8), it segfaults. This is with the Linux version. |
I've committed a fix that should fix the crash, so please test it. |
The behavior for the Windows version of the game hasn't changed, the Linux version no longer crashes but it doesn't work either:
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Lightspark does not support MessageChannel as can be seen here (search for MessageChannel). Shumway stubbed it (https://github.com/mozilla/shumway/blob/master/src/flash/system/MessageChannel.ts). |
Yeah, implementing the MessageChannel class is difficault without any example swf that uses that class. |
I've created an example here using code from https://github.com/probertson/as3-workers-examples. It works on my machine using the official Flash player. |
I've implemented the MessageChannel class and the example works (except for the background color of the textfield, but that is a separate problem...) |
The game still doesn't work. The Windows version still hangs after the logo at a black screen, and the Linux version immediately shows a "yet unsupported Flash file" error with the following terminal output:
(The windows output has the same exception and a bunch more audio warnings) Here are the current full logs for both versions at log level 4: |
I'm sorry but in this case I don't think I can do anything without the swf file... |
Thank you so much! :) |
I have purchased the game on Steam. @Firlaev-Hans Do I have permission to send the game files privately to @dbluelle? I will send it to @dbluelle's commit email, as a link to a google drive upload. Then when @dbluelle has downloaded it, I will delete it from google drive. |
Fine by me
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I've got the game files from @eiglow and committed some fixes for lightspark so that it basically works now. |
I can confirm that the game is now playable (the Linux version anyways, the Windows version still hangs). But besides the missing audio, the color palette is wrong: What it looks like in Lightspark: What it's supposed to look like: Anyways, thanks for your work! |
This is cool! |
The colour difference is probably just a RGBA and BGRA issue where the red and blue get mixed up |
Yeah, looks like it. The game uses Stage3D for rendering which is implemented but not much tested... |
Regarding the savepoints: |
Even with local storage enabled save points don't seem to work ("Continue" is still greyed out in the main menu). On a different note, I just played until the part where the game previously crashed once again, this time it didn't crash when I ate the weird seed. However, I got another "unsupported Flash file" error when I wanted to sleep at the Inn in the village:
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Savepoints are now working (if you enable local storage in the settings) |
The RGBA-BGRA issues should now be fixed, maybe also the other graphical issue and the "Property createRectangleTexture not found on flash.display3D::Context3D" error. |
Yes, all of those three issues are fixed. The sound+music is still completely absent, and performance is sub-optimal (seemingly due to being single-threaded?). Some loading times / transitions are kind of long too. And there are also some (not easily reproducible) crashes here and there but with save points working that's not such a big deal. The beginning of the game is completely playable now. HOWEVER: The biggest problem is the continuously climbing memory usage. There must be some memory leak, because after just a few minutes of playing I had to kill Lightspark as it was using over 11GiB (out of my 16 gigs) of memory. AND: After playing for about 20-30 minutes, there's a boss fight after which game is supposed to become 3D. (If it wasn't obvious, this game shows the development of RPGs so it gets more technically advanced as you play) Here's a save state of just before that point. |
I suspect that the sound issue is somewhat connected to the memory usage. |
Ok, I've fixed some stuff, so this is the current state:
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For some reason that isn't the current state for me. With the latest commits I currently get "Unsupported Flash file" again on launch:
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I couldn't reproduce the exception in a reliable way, but I've committed something that should fix this. |
Yup, thanks! The game now runs again and, up to the 3D part, works quite well! However there were still some slight issues which I have compiled in a little video (forgive the horrible bitrate, I wanted to keep the file size small) LightsparkEvoland.mp4
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I've fixed the game freezing after opening the chest with the heart. |
Another crash (stack overflow) when opening the chest on the world map that, I think, would make the map 3D:
Savegame |
I've fixed the stack overflow crash. |
I'm happy to report that, graphical/sound glitches and occasional hangs / crashes aside, the game now appears to be fully completable! I say "appears to be" because I haven't actually beaten the final boss yet, because it turns out that beating him while almost everything is invisible is a little hard... Let's say, the Z-Buffer glitch that we previously encountered isn't the only 3D rendering issue. So here are some more issues, each with screenshots and savegames: This Diablo-esque part is almost unrecognizable:
The first encounter with the final boss suffers from black or missing objects:
During real the final boss fight it's even worse, and does impact gameplay
But on a different note, I'd like to praise the recent performance improvements! I got the game to run in Lightspark on a RockPro64, an ARM based computer barely more powerful than a Raspberry Pi 4, and even after unlocking HD textures the game still ran semi-smoothly! (didn't test the obviously more demanding Diablo part yet though) |
I've managed to get the windows version of the swf file running (at least on Linux ;) ) with the following limitations:
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I replayed the beginning of the game with the windows SWF and found surprisingly many differences to the Linux version so far:
Here are the mentioned savegames: sharedObjects.tar.gz |
Yeah, the versions are handling the resources (images, fonts and sounds) differently. |
The crash when transitioning to 3d is now fixed. The 3d models of the player, the monsters and the boxes look "interesting"... |
Sweet, the 3D crash seems to have been the only thing blocking a full playthrough this time. Although I get an error message when trying to quit the game from the main menu:
Also there are memory leaks again. It seems like, whenever a 3D scenery is loaded memory usage increases, like, it doesn't remove the previously loaded data from memory or whatever. You can see this while walking between the different screens in Aogai village, or every time you switch from 2D to 3D with a crystal in the sacred grove. The graphical issues are interesting:
Here's a new archive of 18 savegames of various stages of the game: sharedObjects.tar.gz |
I think you are right about the z-buffer stuff. I'm currently using apitrace to get a deeper understanding of what's going on in the OpenGL part and the shaders. |
I think one game which uses Stage3D is Running Fred, although at the moment it doesn't work. |
Yeah, Running Fred seems to use the Unity engine, so maybe there are more flash games based on the Unity engine. |
I think I've fixed the z-buffer issues with the latest commit :) |
Indeed, and it also fixed the stretched ground textures in both Evoland 1 and Evoland 2! |
I've fixed the crashes (at least on my savegame...) and the black textures should now be gone, too. |
Great, those issues are indeed fixed now! However, while I have yet to do another playthrough I have done some more testing with my existing savegames and besides some minor already known issues that are remaining, there seem to have been more regressions.
And then there are some remaining previously reported issues, notably these:
Anyways, if you could figure out at least the black world regression, Papunika Inn flicker glitch, sound popping and perhaps the invisible wizards, I'd consider this game good enough that the issue can be closed. As I said, there are various tiny glitches left but fixing them all could take ages and probably isn't worth it. |
I've fixed some of the issues:
The Papunika Inn flicker glitch seems to be related to playing in fullscreen. When switching to windowed (ctrl+f) everything is rendered as it should be. |
The audio popping is still there. The other two glitches are gone, including the "black world regression". I can confirm that the Papunika flicker glitch doesn't happen when you exit full screen mode beforehand and use the Inn with the default window size. But it triggers if you resize the window (either before or after sleeping) as well, not just in fullscreen mode. Additionally, with the Mesa RadeonSI OpenGL driver, now the whole image "jitters" both in the main menu and in-game, which then goes away after a while but may come back briefly when e. g. using the sword. This wasn't the case two or three days ago when I did some testing. Using Zink (Mesa's OpenGL on Vulkan driver) or the proprietary AMD GL drivers, this issue is not present. |
How can I to reproduce the audio popping error? |
Either in the boss fight of the diablo part, or in 3D turn-based battles. |
I've fixed the Papunika flicker glitch! |
I have now confirmed that Evoland (Windows version) is once again 100% playable in Lightspark! I did another playthrough and this time I backed up savegames of every single point in the game and actually ordered them chronologically for once: evoSave.tar.gz Besides the audio popping and the invisible wizards I also noticed memory leaks when loading new scenery just like in Evoland 2. Very noticeable when switching back and forth between 2D and 3D with the blue crystals in the sacred grove, or when navigating Aogai. Also there was a huge memory leak in the diablo part but I'm not sure if it is the same or not. Besides that, there are only small graphical glitches, e. g. some textures being filtered when they shouldn't be, black outlines around textures with alpha, and some black lines between the individual "tiles" in the 3D world. All of those are very noticable in the I haven't done much more testing in the Linux version, though I noticed that all music is still delayed by ~1sec in that version. But I think people are much more likely to play the Windows version anyways considering the Linux version is hidden on Steam and not on GOG at all. |
The wizards and the hearts are now rendered correctly. |
My guess would be that there's something weird with the specific music files in question: |
I think I've fixed the sound issue, at least on my machine the popping has stopped. |
What is the purpose of your issue?
If this issue is a bug report or site support request:
Evoland is a paid game on Steam, so I can't provide it here.
Provide the complete set of instructions required to reproduce the problem:
game.dat
in LightsparkWhat kind of failure is your issue?
We're sorry, Lightspark encountered an as yet unsupported Flash file
A tab has crashed
Provide the Lightspark version
What operating system are you are running on?
How are you are running Lightspark?
Which of these actions you have taken to help debug the problem?
lightspark -l 4
on the command line and am attaching logs to this issue (hint: if they are too big, zip them)Description of your issue
Evoland is an Adobe AIR based game on Steam. It's basically just an SWF file that can be played with flashplayer, even though the file extension is actually
.dat
. It has both a Windows and a Linux version (the Linux version is not advertised on the Steam page but exists), but the SWF files are not the same. The Windows version shows the developer logo, but once it fades out, the screen stays black and Lightspark just hangs and only printsINFO: FPS: XX Y
to the terminal when I Alt+Tab. The Linux version crashes immediately.For some reason I could not redirect the terminal output into a file so I have only the last 10k lines copied from the terminalNevermind. Here are the full logs:
With SWF from windows version: log_winswf.zip
With SWF from Linux version: log_linuxswf.zip
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