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Old 09 December 2009, 16:30   #401
Maren
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Here's a couple of glitches that I spotted when running the Nexus7 demo (CRC32 for the .lha file is 517D4E20)



The first one is a single garbage frame which does not appear with CE off. Wait for the ball to finish bouncing.



The second one also flashes garbage, several times during the routine, but it doesn't affect the whole screen. In this case, disabling CE won't help. Wait for the ball to finish bouncing.

There are other minor graphic anomalies, but I better wait for someone to confirm if these two are indeed triggered by something not working correctly in WinUAE.
Attached Files
File Type: txt winuaebootlog.txt (10.0 KB, 226 views)
File Type: txt winuaelog.txt (7.7 KB, 240 views)
File Type: uae default.uae (13.1 KB, 205 views)
File Type: zip savestate1.zip (720.0 KB, 244 views)
File Type: zip savestate2.zip (909.4 KB, 250 views)
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Old 09 December 2009, 16:35   #402
Toni Wilen
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Quote:
Originally Posted by Maren View Post
Here's a couple of glitches that I spotted when running the Nexus7 demo (CRC32 for the .lha file is 517D4E20)
Don't bother with these kinds of 68020/AGA issues. There is still huge amount of work to do before it is time to look for any specific issues.
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Old 09 December 2009, 16:41   #403
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This is exactly what I was talking about in the other thread

Alright, won't report these again.
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Old 09 December 2009, 16:49   #404
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http://www.winuae.net/files/b/winuae_2000b26.zip

Beta 26: (RC4. This is really final RC or this never gets released..)

- in some specific cases copper didn't use its allocated cycle because it thought it was reserved for BPL DMA (broke in early 2.0 betas. Rebels Megademo "Made in Sweden" part)
- CPU writes to COPJMPx caused copper to start fetching instruction words instantly, using same cycle as CPU. Added 1 extra copper idle cycle if COPJMPx was written by CPU (harmless, caused only DMA debugger warnings)
- 68020 CE emulation become very slow if most accesses were cache hits and froze if all acceses were cache hits
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Old 10 December 2009, 13:46   #405
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There could still be a 68020 CE emulation bug. When I try to run WHDLoad games with Gamebase using a A1200 68020 CE configuration the games start only about 50% of the time.
They can get stuck in a black screen just after the initial WHDLoad window closes. This doesn't happen when I use a plain A500 configuration.
This has been happening for several betas now but I don't know the exact beta that it first started. If you want I will try to find out...
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Old 10 December 2009, 13:48   #406
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There could still be a 68020 CE emulation bug. When I try to run WHDLoad games with Gamebase using a A1200 68020 CE configuration the games start only about 50% of the time.
They can get stuck in a black screen just after the initial WHDLoad window closes. This doesn't happen when I use a plain A500 configuration.
This has been happening for several betas now but I don't know the exact beta that it first started. If you want I will try to find out...
Not including names posting error.
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Old 10 December 2009, 13:54   #407
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Not including names posting error.
I'm sorry, you mean in what games this happens ? As far as I can see it can happen in any WHDLoad game.
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Old 10 December 2009, 13:58   #408
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I'm sorry, you mean in what games this happens ? As far as I can see it can happen in any WHDLoad game.
Any tested game name(s), including slave version, that you can CONFIRM the freeze. (unless you really tested all existing whdload games)

"any" or "all" = always an assumption only. It is guaranteed there is at least one exception and I am not going to choose that exact working one..

EDIT: finding last working beta would be nice too (if for some reason I can't duplicate it)
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Old 10 December 2009, 14:13   #409
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Ive noticed this too, but only since rc3, nothing to do with gamebase as I launch games from inside emu. I dont use 020ce so may not be related to that. (i just tell whd to dissable jit). Essentialy the effect is the game openes the native screen but stays black, whd quitkey is unresponsive, but reset keys work. if it happened on my actual amiga, id say it was due to miami being online. Ive enabled noautovec in whd, but no change. Im in a 040 environment. It also happens in a plain aos3.9 config I have setup on the 040mmu setup.
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Old 10 December 2009, 14:16   #410
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ALL expansions disabled? (except memory) bsdsocket, uaescsi etc must be disabled or I won't really care..
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Old 10 December 2009, 14:38   #411
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I'm in the process of testing some WHDLoad games (WHDLoad version 16.4.3761).
When testing Impossamole (slave ver. 1.2) I saw that the freeze doesn't happen when "Match A500 speed" is active even with a A1200 config.
Testing continues...
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Old 10 December 2009, 14:52   #412
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Please use whdload 16.9. Whdload 16.4 is an old version.

Toni, there is no problem. I have tested with 68020 CE under whdload 16.9 the game whdload (downloaded from whdownload), there is no problem it loads 100% correct.

Inside the game icon i have inserted 'nocache' and 'nommu' tooltype.


Mmhhhh.....Is your whdload key a legit and legally bought one ?

Last edited by dlfrsilver; 10 December 2009 at 15:06.
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Old 10 December 2009, 15:07   #413
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Tested James Pond (slave ver. 2.0) also with WHDLoad 16.9 and the freeze can also happen. Testing with unregistered version.
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Old 10 December 2009, 15:52   #414
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Testing with unregistered version.
I think I had problems with the unregistered version years ago. I remember not being able to load Moonstone, getting pissed and registering whdload as a result It run fine afterwords, not that I ever completed it again.
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Old 10 December 2009, 15:57   #415
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I think i may have the solution. I only got as far back as beta 21, but the issue was there. Just seemd to take longer to make the effect happen which is why I hadnt noticed the issue sooner.

I used impossamole as mentioned above and it does freeze quite often. launch and quit, lanch quit.....3-4 times and its gone.

Setting nochipcache in whdload.prefs seems to have sorted it for me . game launched 20 out of 20 runs and was able to run any other random game without freeze happening. Its early days, but hopefully this was it.
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Old 10 December 2009, 16:17   #416
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As I guessed, I can't duplicate it.. (tried impossamole). If you can duplicate it, attach statefile please. (create it when game has frozen, ignore possible "not supported" dialog when saving state)
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Old 10 December 2009, 16:52   #417
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It is random so may not be easy to catch, only 1 go this time for it to freeze. statefile attached.
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Old 10 December 2009, 16:55   #418
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Just noticed that some of the interlaced pictures in the "Revelations" demo (CRC32: 377F3509) flicker when CE is on. This doesn't happen in 1.6.1 as long as "remove interlace artifacts" is off.

Looked like it shouldn't happen so I'm reporting it '
Attached Files
File Type: txt winuaebootlog.txt (10.0 KB, 204 views)
File Type: txt winuaelog.txt (7.5 KB, 221 views)
File Type: zip savestate.zip (403.4 KB, 216 views)
File Type: uae default.uae (13.1 KB, 217 views)
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Old 10 December 2009, 17:10   #419
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Tested following games with WHDLoad 16.4 and 16.9 and all have frozen at least once when launched.

Game Slave version
Gods 2.3
Impossamole 1.2
James Pond 2.0
Lemmings 1.4
New Zealand Story 2.0
Parasol Stars 1.4
Prince of Persia 3.0
R-Type 1.4
Silkworm 1.2
Turrican 1.0

I can't post the Turrican statefile that I saved because of attachment quota limit. I can't delete most of my old attachments...
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Old 10 December 2009, 17:42   #420
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Quote:
Originally Posted by Maren View Post


Just noticed that some of the interlaced pictures in the "Revelations" demo (CRC32: 377F3509) flicker when CE is on. This doesn't happen in 1.6.1 as long as "remove interlace artifacts" is off.

Looked like it shouldn't happen so I'm reporting it '
This problem is due to your settings. I made this demo running correctly with A500 CE activated and i got no flicker.

EDIT : This happens only in window mode display. The flicker is not present when winuae is fullscreen.

EDIT2: If you use 100hz in screen refresh in window mode display, the flicker disappear.

Last edited by dlfrsilver; 10 December 2009 at 17:48.
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