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Old 31 December 2012, 10:30   #101
Zyros
 
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Hi,

What could be a problem in my system, or settings, as fs-uae segmentation faults in the beginning? The same happens with mr_a500's fs-uae-2.1.10dev compilation from another thread, or with my own fs-uae-2.1.12dev compilation, on PowerMac G5 OSX 10.5.8 and Xcode 3.1.4. The last lines of fs-uae --stdout are:

fs_emu_init_render
scale: -1.00 -1.00 align: 0.50 0.50
calling fs_ml_init_2
Segmentation fault


Here's also the log file:
Attached Files
File Type: txt FS-UAE.log.txt (4.0 KB, 225 views)
 
Old 31 December 2012, 12:29   #102
FrodeSolheim
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Tobias Netzel, which contributed the original patches to allow compilation on 10.5, has sent me a patch which fixes a crash on 10.5 (does not apply to 10.6+, since a separate code path is used here).

In libfsemu/src/ml/macosx.c, remove the line:
Code:
CFRelease(currentMode);
Then recompile and see if it works! (This fix will also be included in 2.1.13).

Please report back with the result
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Old 31 December 2012, 17:31   #103
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Thanks Frode and Tobias, that helped!
 
Old 31 December 2012, 18:12   #104
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Quote:
Originally Posted by FrodeSolheim View Post
In libfsemu/src/ml/macosx.c, remove the line:
Code:
CFRelease(currentMode);
Then recompile and see if it works! (This fix will also be included in 2.1.13).
It looks like you already removed it in 2.1.12 because I don't see it there. I see it in the 2.1.11 code, but strangely I never had a crash with it - and I played with it quite a bit getting those function keys to work.
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Old 31 December 2012, 18:31   #105
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Quote:
Originally Posted by mr_a500 View Post
It looks like you already removed it in 2.1.12 because I don't see it there. I see it in the 2.1.11 code, but strangely I never had a crash with it - and I played with it quite a bit getting those function keys to work.
No, it shouldn't be in 2.1.12dev, but I've uploaded some "unofficial" 2.1.12u1 and 2.1.12u2 versions and at least 2.1.12u2 may contain the fix (don't remember). And btw, Tobias reported that the crash only occurred on 10.5 when switching into fullscreen mode... (http://code.google.com/p/fs-uae/issues/detail?id=38)
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Old 31 December 2012, 18:36   #106
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Quote:
Originally Posted by FrodeSolheim View Post
No, it shouldn't be in 2.1.12dev, but I've uploaded some "unofficial" 2.1.12u1 and 2.1.12u2 versions and at least 2.1.12u2 may contain the fix (don't remember). And btw, Tobias reported that the crash only occurred on 10.5 when switching into fullscreen mode... (http://code.google.com/p/fs-uae/issues/detail?id=38)
Ah, that's it. I don't use fullscreen mode.

Yes, it's the 2.1.12u2 that has the fix.
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Old 01 January 2013, 21:58   #107
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A new development version has been released. Changes in FS-UAE 2.1.13dev:
  • Merged updated emulation core from WinUAE 2.5.1.
  • Fixed performance when using full video sync.
  • Fix right alt key on Linux.
  • Use joystick name “Unnamed” when joystick device has no name.
  • Support action_none, so keys can be mapped against “no action”.
  • Fixed crash when entering fullscreen mode on OS X 10.5 [Tobias Netzel].
  • Tuned autoscaling for CD32 boot and menu screens.
  • (Launcher) Fixed WHDLoad games in directories with + in name.
  • (Launcher) Some improvements for the game database support.
  • (Launcher) Show year/publisher/developer information if available.
  • (Launcher) URL buttons for links to game entries on several game web sites.
- and happy new year
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Old 02 January 2013, 10:59   #108
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- and happy new year
Wish you the same!
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Old 02 January 2013, 11:32   #109
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Thank you frode, this was an incredible year for us ;-) . FS-UAE rose like a phoenix out of the no-where !
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Old 02 January 2013, 12:02   #110
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Just a little thing ... Is there a specific reason that the missing link button for MobyGames?
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Old 02 January 2013, 19:05   #111
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Quote:
Originally Posted by yesplease View Post
Thank you frode, this was an incredible year for us ;-) . FS-UAE rose like a phoenix out of the no-where !
Thanks -And still much to do!

Quote:
Originally Posted by nexusle View Post
Just a little thing ... Is there a specific reason that the missing link button for MobyGames?
Specifically because I forgot it (I'll now have to replace the fullscreen checkbox with a icon toggle button so there'll be enough room on all OS/language variants).
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Old 02 January 2013, 20:13   #112
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I have anyway been wondering why the checkbox is not found in the general settings. ;-)
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Old 02 January 2013, 20:16   #113
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Quote:
Originally Posted by nexusle View Post
I have anyway been wondering why the checkbox is not found in the general settings. ;-)
Look again - it is the topmost one under Settings -> Video Settings ("Start FS-UAE in fullscreen mode")

It is also duplicated alongside the start button for easy access (I use it a lot myself, at least...)
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Old 02 January 2013, 21:00   #114
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A new development version has been released. Changes in FS-UAE 2.1.15dev:
  • Determine the size of block devices on OS X, making it possible to mount block devices as hard drives on OS X [lallafa].
  • Fixed source to remove some compiler warnings in hardfile_host.cpp.
  • (Launcher) Create “Devs/system-configuration” when running WHDLoad games.
  • (Launcher) Fixed initialization of (last used) game info on startup.
  • (Launcher) Added mobygames link button.
  • (Launcher) Use icon button to toggle fullscreen / windowed mode.
  • (Launcher) Updated translations: de [nexusle].
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Old 11 January 2013, 18:54   #115
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Quote:
Originally Posted by yesplease View Post
Hi Frode,
I have another cool idea for further enhancing FS-UAE and make it even more smarter and user friendly.

Background:
I recently played ik+ (a karate game) with my son and it lets you play simultanously in koop against the computer AI, very cool. When you startup the ADF, the first thing which comes is a intro in which you HAVE to click the mouse button, it does not accept joystick fire click. Next in the game the joystick for the second player has to be configured in game port 0. You can manage this by using the FS-UAE integrated UI and switch from mouse to joystick and from mouse mode to joystick mode. Then you can game on...

Now to the enhancement. You can put the FS-UAE into the ability to self recognize button clicks on controller which are not connected to a amiga game port yet, i.e. either the mouse or the joystick and then plug it automatically to port0. Whenever it get switched automatically you may show a short onscreen message which informs you about that like "SpeedlinkJoystick has been switched to port0" or "Mouse has been switched to port0".
The message should fade away after 3 seconds or so.

I think generally spoken this "automatic select port 0 on unassigned controller click" feature really makes sense for multiplayer games in which you have first to control something with the mouse and later want to play with a joystick in port0.
"Marble madness" another example of such a game.
Hi yesplease, sorry for a long response time on this one

I think this is a good idea, and I have implemented more or less exactly what you have suggested here for the upcoming 2.1.17

In many cases, this feature is not *that* useful, since you can press the fire button on the joystick in port 0 instead of mouse button. But with some intros (esp. trainers), you must also scroll with the mouse to reach the start game entry, and this is where this feature is especially useful.

It is also useful as a shortcut feature of course, you don't have to select the joystick for port 0 at all in the launcher, and player two only has to pick up the other controller and press fire to use it...
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Old 12 January 2013, 09:23   #116
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really no need to sorry Frode, take your time !! ;-)

This FS-UAE "shiny beast" is the best "user interacts with an emulator" experience we ever had on this planet!!

Last edited by yesplease; 12 January 2013 at 09:38.
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Old 12 January 2013, 11:54   #117
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Quote:
Originally Posted by yesplease View Post
This FS-UAE "shiny beast" is the best "user interacts with an emulator" experience we ever had on this planet!!
You are so right with your expression. It's so inspiring to see this development. A development for a computer system, which officially died in the mid 90ies. It's not only a technical experience, but an emotional one, cause it revives old memories and destroyed hope, which are closely linked with my own personal grow up. So perhaps I'm a bit more emotional, when I tell further suggestions to make it even better.

Last edited by FrodeSolheim; 12 January 2013 at 12:07.
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Old 12 January 2013, 14:42   #118
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Quote:
Originally Posted by liveevil View Post
Is there a choice of drive sounds ? The default one is a bit loud and scratchy if you know what I mean. WinUAE has alternate drive sounds that can be downloaded that sound exactly like a real Amiga.
In the upcoming 2.1.17dev release, floppy drive sounds are removed from the executable and now loaded from .wav files. They can be overridden with alternative wav files.
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Old 12 January 2013, 15:18   #119
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This sounds great! Are the sound configurable through a config option or by exchange the standard files like with the (Topaz) font?!
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Old 12 January 2013, 17:00   #120
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There's new config options: http://fengestad.no/fs-uae/options#f...drive_0_sounds
- so the floppy drive sounds can be specified per drive. You can use the drive sound sets available from the WinUAE home page: http://www.winuae.net/files/stuff/drive_sounds.zip.
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