View Single Post
Old 04 May 2019, 18:39   #33
hexaae
Bug hunter
 
hexaae's Avatar
 
Join Date: Jul 2006
Location: Italy
Age: 48
Posts: 2,165
Quote:
Originally Posted by ross View Post
Phew! This bug is absolutely hard to solve.
There is evidence on the code that attempts have been made by the original programmers.

The routine used for this (unique!) water effect dynamically use DDFSTOP/BPLCON1.
At the same time there is a (copper driven) IRQ used to change bitplane modulo and other registers by CPU (so very hard to use instead), an interlaced single/dual playfied BPL change, x-multiplexed sprites for the waves and DIW synchro for COLOR00 freeing..
All this does not allow a complete correction, or only by a complete rewrite of this complex routine.
In any case I have greatly mitigated the problem and now it is practically invisible and only occasional spots appear in the water that persist a beat of eyelashes and seem part of the underwater landscape.

The "notched black void" and all 'shifted' lines are now fixed.
No more 'border' problem on AGA, so compatible with new WinUAE SubPixel/SuperHires mode (completely rewritten routines that use BPLCON1).

The changes are too many and too deep to make a WhdLoad slave for the existing version.
I reassembled the code from scratch so when it will be finished there will be a new floppy version and a new hdd install.
News?
This is one of the best games ever for the Amiga and deserves a bugfree version playable with WinUAE too
hexaae is offline  
 
Page generated in 0.04938 seconds with 10 queries