Troubleshooting, Crash Recovery and Fixes

Root causes and verified solutions from rob646464/luigis-mansion-recompiled issue reports, crash recovery prompts and platform logs.

  • Latest Fixes: v1.1.6 (#25, #37, #43)
  • Logs: last_run.log & previous_run.log
  • Disc Check: Automatic CRC-32
  • Recovery: Built-in startup prompt
Macro view of a multi-core processor and RDNA2 graphics silicon package
Ahead-of-time PowerPC-to-C++ compilation via bundled LLVM and precached GPU shaders

First step: update to v1.1.6 and check crash recovery

Between v1.0 (October 14, 2026) and v1.1.6 (November 3, 2026), upstream resolved over a dozen startup, memory, audio and Linux driver bugs. Before changing drivers or deleting saves, make sure you are running v1.1.6 via F1 > Game > Updates or the download page.

Since v1.1.2, if a run crashes during startup or gameplay, the next launch automatically displays a Crash Recovery prompt (tracked via last_run_state.ini) letting you reset graphics/settings, rebuild the compiled game module or temporarily set saves aside without losing data, and killed runs no longer wipe your compiled Dawn shader cache.

Verified issues & upstream fixes ledger

SymptomGitHub IssueRoot Cause & Fix
Crash on START at title screen (call to null lr=80047B20)#37Corrupted or modified disc dump (e.g. damaged res_slct.szp). v1.1.6 checks every disc file by size + CRC-32 during setup and warns immediately; re-dump your retail disc cleanly.
Brief ~0.85 s freeze once every 60 seconds#43Regression in v1.1.5 where the 60-second [mem] logger walked 1.1–1.4 GB of process heaps on the host thread. Fixed in v1.1.6 (background thread + heap walk off by default).
Thunder / music crackle walking up to the mansion#25TMansion.afc / TMOpen.afc audio stream started twice across main and sound threads. Fixed in v1.1.6 across USA, PAL and Japan.
Black screen on Linux / Steam Deck above 30 FPS#2, #11, #26Infinite PLT recursion in Linux hypotf shim when 2D interpolation blended sliding UI elements. Fixed in v1.1.5.
Freeze after ~20 seconds on Linux with NVIDIA GPU#2Per-frame GPU completion check stalled proprietary NVIDIA Vulkan drivers. Disabled on Linux in v1.1.4+.
Memory climbing ~12 MB/minute or 11 GB RAM on cold compile#34Unreclaimed stack GXTexObj entries, stale EFB copy textures and retained Tint shader ASTs. Fixed in v1.1.5 (cold Enhanced Lighting dropped to ~2.9 GB and 254 -> 105 s).
Slow "Preparing shaders" on 60 Hz monitors#33Hold screen drew at 115 FPS and blocked on GetCurrentTexture device lock at 60 Hz. Fixed in v1.1.5 (warm Ultra load dropped 8.7 -> 1.8 s).
Music volume slider at 0 leaves music audible#29Sequenced BGM tracks bypassed the stream volume multiplier. Fixed in v1.1.5.
Steam Deck OLED runs at 45 FPS when set to 60 FPS#11Gamescope forces VSync at even divisors of 90 Hz. Pick 90 FPS / Match display refresh rate in F1 > Visuals, or set SteamOS screen refresh to 60 Hz.
Startup abort on Linux with 2x or 8x MSAA#14Dawn Vulkan only supports 1x and 4x sample counts. Fixed in v1.1.2+ by clamping saved MSAA to device limits.
Crash or 10 FPS drop opening first Parlor key door#2, #101 MiB guest MEM1 arena shortfall corrupted low memory during model decompression. Fixed in v1.1.1+.
Audio 23 seconds ahead of video at Original 30 FPS#13Redundant per-draw early-Z state calls slowed 4K Ultra below 30 FPS. Fixed in v1.1.1+.
No vibration on Xbox Series X controller (Windows)#12Single duration-0 rumble request dropped before XInput correlation. Fixed in v1.1.1+ with refreshed 500 ms SDL3 rumble + Test rumble diagnostic.

Platform-specific quick fixes

Windows 10 & 11

  • Silent failure in very deep folders: Keep your installation path shorter than 234 characters. Prebuilt Dawn/Direct3D 12 libraries fail silently past Windows path limits, so v1.1.2+ warns and refuses overly deep install paths.
  • Portable Mode greyed out: Move the game folder out of C:\Program Files or C:\Program Files (x86) into a writable directory such as C:\Games\LuigisMansionRecompiled.
  • USB GameCube Adapter (057E:0337) not detected: Use Zadig to bind interface 0 to the WinUSB driver so SDL3 can claim all four ports.

Linux & SteamOS

  • Permission denied on start: Extract the .tar.gz archive (which keeps executable permissions) or run chmod +x LuigisMansionRecompiled.sh LuigisMansionRecomp llvm/bin/clang llvm/bin/ld.lld.
  • No Vulkan adapter or black window: Confirm Vulkan drivers with vulkaninfo --summary; on very old GPUs without Vulkan, test LM_BACKEND=gles ./LuigisMansionRecompiled.sh.
  • Browse... file dialog does not open: Install xdg-desktop-portal / zenity, paste the full ISO/RVZ path into the text box beside Browse... and click Use, or pass --us-disc /full/path/game.rvz (--pal-disc, --jpn-disc).
  • Wayland compositor window/focus quirks: Run SDL_VIDEO_DRIVER=x11 ./LuigisMansionRecompiled.sh.

macOS 13+ (Apple Silicon)

  • "LuigisMansionRecomp cannot be opened" Gatekeeper dialog: Run xattr -dr com.apple.quarantine "/path/to/LuigisMansionRecompiled" in Terminal (or right-click LuigisMansionRecomp > Open).
  • Long initial "Preparing shaders" wait: Cold Metal pipeline compilation takes roughly 180 seconds on first launch (measured on M3 Pro); allow it to finish cleanly so subsequent warm starts open in seconds.

Where to find last_run.log when filing a bug report

Every session writes GPU adapter details, disc check status, 60-second [perf] / [mem] lines, hang watchdog phases ([hang]) and crash signal addresses to last_run.log (the prior run is kept as previous_run.log):

  • Windows: %APPDATA%\Luigi's Mansion Recompiled\last_run.log (pass --console or LM_CONSOLE=1 for a live terminal window).
  • Linux / Steam Deck: ~/.local/share/Luigi's Mansion Recompiled/last_run.log.
  • Portable Mode: <game folder>/portable/last_run.log.

Attach last_run.log along with your OS, GPU/driver version and disc region when reporting reproducible bugs at github.com/rob646464/luigis-mansion-recompiled/issues.

Luigi's Mansion Recompiled reads full analog L/R trigger travel (0 to 150) alongside the 85% digital L/R click threshold for Poltergust 3000 suction and Fire/Water/Ice pressure, plus dual-stick C-stick aiming via SDL3 and DSU:

ControllerBest For in Luigi's MansionHardware AdvantageLink
GameSir Cyclone 2Dual-stage analog & click triggersTMR sticks + physical microswitch/analog trigger locks matching GameCube L/R click feelView on Amazon
Sony DualSenseSmooth L2/R2 travel & SDL3 / DSULong-throw analog L2/R2 sensors, crisp D-pad for Game Boy Horror, USB/Bluetooth SDL3View on Amazon
8BitDo Ultimate 2 WirelessWindows, Linux & SteamOS dock playZero-drift TMR sticks, Hall analog triggers, charging dock, 2.4 GHz & Bluetooth switchView on Amazon
Xbox Wireless ControllerPlug-and-play Windows 10/11Native SDL3 XInput binding with 500 ms refreshed rumble and 85% trigger click thresholdView on Amazon

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Victorian gable-and-turret timber mansion facade in deep pine green and cream
Victorian gothic manor architecture echoing the four-area mansion setting
Desktop gaming PC workstation with dual monitors and tempered glass chassis
Windows 10/11 Direct3D 12 workstation running Hor+ ultrawide and up to 320 FPS interpolation
Indigo Nintendo GameCube console with Slot A memory card and wired controller
Retail GameCube hardware base (GLME01 USA, GLMP01 Europe, GLMJ01 Japan)

Common questions

How do I perform a clean reset without losing my GameCube ISO?

Your GameCube ISO/RVZ is never modified or stored inside the cache folders. Back up your USA/Card A, EUR/Card A or JAP/Card A save folders if desired, then delete %APPDATA%\Luigi's Mansion Recompiled on Windows (or the Luigi's Mansion Recompiled folders under ~/.config, ~/.local/share and ~/.cache on Linux) to trigger a fresh setup.

Does force-closing the game delete my compiled shader cache?

Not since v1.1.2. Only three consecutive genuine startup crashes trigger an automatic shader-cache reset; normal force-kills preserve compiled Dawn pipelines.