WinUAE 3.6.1 beta series
3.6.1 beta series. This is planned to quick update, mainly bug fixes (and new features that can't cause too bad side-effects..) but same plan hasn't always worked previously so we'll see..
3.6.0 and 3.6.1 beta only. This time official 3.6.0 reports are also accepted here. Must mention if it is 3.6.1 only or also in 3.6.0! Anything older: this is wrong thread! http://www.winuae.net/files/b/winuae_3610b1.7z http://www.winuae.net/files/b/winuae64_3610b1.7z Beta 1: - Added Elsat Mega Ram HD controller emulation. - A.L.F.3 HD controller emulation - Rewritten expansion hardware interrupt handling to make it more compatible with PPC emulation. - Implemented experimental RTG mode background thread for Amiga side VRAM to host texture color space conversion/copy. Option in RTG Board panel. - Fixed crash at startup if DXGI 1.4 was highest available version (Windows 10 build 10240 only) - KS 1.2 boot hack caused a crash in some manually configured UAE boot rom configurations without at least one directory filesystem/harddrive. - OCS/ECS only BPLCON2 with "illegal" PF1 or PF2 value is now accurately emulated in dual playfield mode. (If BPLCON2 PFx>=5 and matching playfield is not transparent: playfield is drawn using COLOR0 with playfield priorities still working normally) - D3D11: switching off on screen leds on the fly left static led texture on screen. - Floppy sound type selection was not loaded correctly from config file (3.6) - Floppy sound empty drive volume level was used if disk was inserted before emulation was started. (old) - HDF filesystem loader now skips HUNK_DEBUG and HUNK_SYMBOL hunks instead of aborting filesystem initialization. - Direct3D11 fullscreen, enter GUI, press save screenshot button: nothing happened. - Direct3D11 window mouse drag resize now refreshes the display only after resizing ends. - Do not allow UAE RTG init to succeed if it is enabled but not autoconfigured. (Few versions ago introduced new autoconfig handling broke previous "is this configured test?") - Some 68000 instructions didn't use correct reversed memory access order in long -(An) addressing mode. (MOVE EA,-(an), MOVEM, ADDX, SUBX) - Reading real 68EC040 MMU enable/page size TC register always returns zero, emulation now does the same. (Real 68EC060 not yet tested) - 68040 SRP and URP registers are full 32-bit, 68060 masks out low 9 bits (which are ignored anyway when calculating descriptor table addresses) - NCR5394 emulation improved (A.L.F.3 compatibility), support use of "Transfer information" command to manually read status and message bytes instead of "Initiator command complete sequence" that was designed for this purpose and all previously emulated 5394 based controllers have used. - NCR5394 emulation didn't handle situation where data was written to FIFO before true DMA write was started. FIFO contents should be written before DMA transfer starts. (Blizzard SCSI Kit IV in some situations, possibly others) - Added "Identity" checkbox to Add harddrive panel. If ticked, real ATA identity data is used in emulated ATA device instead of generic UAE generated and drive appears exactly as it does in real hardware (identical name, geometry etc). If checkbox is disabled: used HD controller/adapter does not support reading ATA Identity or drive is not ATA or ATAPI. - Read Identity now also shows CHS geometry, LBA and LBA48 (if supported), parsed from identity data (if available) - kickstart_ext_rom and cart config entries support Arcadia and ALG ROM images. - joyport2 -config entry incorrectly used port 3 slot. Elsat Mega Ram HD: - Basic PIO IDE controller. - elsat.device "ElsatHD 1.0 (09 Oct 1992)" A.L.F.3: - SCSI, NCR5394 based. - Fake DMA, MOVEMs used in transfer loop. - No official ROM dump available, tested using loadable driver ROM hack. |
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You never stop my friend, your new beta obviously fixes the v3.6.0 Dyna Blaster issue that I reported in my thread today. ...but could I please ask you to kindly put this fix into the stable v3.6.0 version? Reason being, I know that your *next* version cycle lasts at least 6 months... I know it's personal for me; but for anyone that now has my collection, better if people don't have to use a *beta* and then see / click warnings / extra stuff that are standard when using a *beta* version. With an updated v3.6.0, I can point to this updated stable version in my thread without anything further required ;) |
Hi Toni,
Is there some additional logging parameter (besides -log -logfile) I could use to explicitly look at sound frequency output vs. RTG frequency in more detail? I still experience the same issue with 3.6.1 (and 3.6.0): Windowed D3D9 and D3D11: All OK Fullscreen D3D9: OK, Fullscreen D3D11: Not OK Not OK = Sound output pitch too low and sound distortion (cracking) When comparing log entries at the moment, I can only see similar values when comparing D3D9 vs. D3D11. When going Fullscreen with D3D9: Code:
29-811 [2440 000-000]: Device name: 'Intel(R) HD Graphics 4600' 140013000f12e3.6 Code:
41-626 [1197 000-000]: D3D11 init start. (1024*768) (1024*768) RTG=1 Depth=32. Currently it seems that only D3D11 'sees' that my Host Display panel is configured to output a 50Hz image (148500000/2970000=50.00) and does 'something'... (that's a pretty vague statement I'm afraid). |
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Can you make an example of those affected instructions? Are they really so rare that no software uses them :shocked? |
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No program notices any difference, unless it is some really tricky self-modifying code which most likely don't even exist. I guess at least in theory someone could do move.l ea,-(an) where an = $dff08c. (Similar CLR.L $dff088 case was fixed many many years ago and some programs really did it..) |
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Many thanks! |
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I'll just update my thread and people will need to download / click through *beta* related messages after extracting the latest file *only once* if they want to play Dyna Blaster without issue in my collection ;) |
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You can work around it by using custom mapping (both gameports remap and input panel remap should work). |
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50Hz PAL: Sound frequency OK, sound output better, still distorted though 59Hz: Sound frequency and output OK! Strange side-effect, Fullscreen image is 'streched'. I'll try and see what the logs tell in these situations. |
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Refresh rate still shouldn't affect sound unless something causes vsync-like behavior. |
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Simple solution related to my collection if you want to play Dyna Blaster as you used to be able to before v3.6.0 was released: http://eab.abime.net/showpost.php?p=...&postcount=320 |
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With winuae64_3610b1: Code:
40-087 [1170 000-000]: D3D11 init start. (1024*768) (1024*768) RTG=1 Depth=32. Code:
43-955 [1328 000-000]: D3D11 Present 887a0001 With your latest beta (renamed to winuae_3610b1): Code:
03-783 [1135 000-000]: D3D11 init start. (1024*768) (1024*768) RTG=1 Depth=32. (winuaelog_winuae_3610b1.txt attached) Image in Fullscreen is still stretched though (it has correct Aspect-Ratio using D3D9...). |
Wow, that was quick! Toni, in Arcadia cart config works perfect but what are the proper shortcuts for kickstart_ext_rom? For example: v3.00 ARCADIA doesn't work.
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Thank You!
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Toni,
Symptom: Fullscreen D3D11 720x576 resolution has correct Aspect-Ratio, Fullscreen D3D11 1024x768 resolution image is stretched. I did a comparison between the two. Log entries when going Fullscreen with 720x576: Code:
39-668 [471 000-000]: D3D11 free start Code:
25-888 [1144 000-000]: D3D11 free start Code:
720x576: 148351648/2475000=59.00 Code:
57-693 [1160 000-000]: SetCursorPos 512x384 |
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Also visible size can change depending on refresh rate if display is not using digital connection and/or display is not fully digital. Or GPU control panel may have some weird scaling settings too. |
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Fullscreen 720x576 resolution has correct Aspect-Ratio Fullscreen 1024x768 resolution image is stretched Quote:
There is an overall setting within the Control Panel that has its setting on: 'Maintain Aspect Ratio'. |
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Hmm, now getting some mixed results with 720x576 (I have Aspect ratio 4:3 in RTG board settings). With 'official' 3.6.0 and 3.6.1 Beta 1: Fullscreen has correct Aspect-Ratio With the beta you provided the other day (post #10): Fullscreen image stretched 1024x768 still stretched with all versions... argh! EDIT2: Oops, this was supposed to be an addition to the message above |
Include complete log file and config from all configurations (working and not working).
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3.6.0 Aspect ratio correct 3.6.1 Beta 1 Aspect ratio correct 3.6.1 Beta 1 from post #10 Image stretched |
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