15 August 2022, 13:14 | #181 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
Ok, results in.
Changing "vanilla" chipmem up to 8MB results in various guru on startup. Setting the 32-bit chip to 16 MB (smallest increment possible) results in success. I assume the issue is that, at least with my mod, the game needs more than 8MB and it wants it to be MEMF_CHIP for some reason. |
15 August 2022, 13:35 | #182 | |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,337
|
Quote:
|
|
15 August 2022, 13:43 | #183 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
I don't think so. In all the versions of UAE I'm familiar with, the chip ram value has always been "width independent". I believe 32-bit in this context is the address size as you can configure up to 1GB of it. The original chip RAM has an 8MB ceiling due to its location in the memory map.
|
15 August 2022, 14:07 | #184 |
Guru Meditating
Join Date: Jun 2014
Location: England
Posts: 2,337
|
Ah, ok, interesting
|
15 August 2022, 17:22 | #185 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
I've recorded a play through with the latest binary. I've adjusted the emulation speed so that the game is still playable without the animations being in octuple time...
[ Show youtube player ] |
15 August 2022, 17:35 | #186 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
Not sure what happened to the audio in level 2 but it was the video capture not the game.
|
15 August 2022, 17:43 | #187 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,522
|
|
15 August 2022, 18:19 | #188 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
I've found the game crashes when going under water ..
|
15 August 2022, 19:11 | #189 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
Once is a random event, twice a coincidence, thrice a bug report ..
|
15 August 2022, 19:59 | #190 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
@pipper
Pretty sure there is a buffer overrun from the 320 width when being submerged. I've raised a bug report. It may be a duplicate of the issue you note in level C. |
15 August 2022, 21:30 | #191 |
Registered User
Join Date: Jul 2017
Location: San Jose
Posts: 652
|
I have checked the various places where memory is dynamically being allocated. Only sound effects and music should end up in chipmem.
Also, I'm running in a WinUAE environment... it puzzles me why it won't work on other people's setup... |
15 August 2022, 21:52 | #192 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
Please check your UAE RAM configuration. When it works for me it's only because I've set this mysterious new class of 32-bit (addressable, not width) ChipRAM to 16MB. If this is set to zero, I get the crash on startup no matter what the FastRAM is set to. The game shouldn't need more than the 2MB of chip ram that was standard with AGA.
|
15 August 2022, 22:26 | #193 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,099
|
pipper, maybe you could share the exact configuration you're using with WinUAE (uae file)? I haven't kept up, but around the time of page 2 I could build the source locally and it worked with a hastily built 030 WinUAE setup, but now neither the locally built version nor the last "hires" you provided work. (Fell free to ignore, this is just to help in case it can narrow down the problem).
|
15 August 2022, 22:47 | #194 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
@paraj - try changing your UAE configuration for RAM to include at least 16MB of "32-bit Chip RAM" and try again.
I suspect something in the latest build process results in unrealistic chip memory requirements. |
16 August 2022, 00:07 | #195 |
Registered User
Join Date: Jul 2017
Location: San Jose
Posts: 652
|
The '-sd' linker option did not what I thought it does and caused all data and bss sections to be placed into chipmem. I removed it.
Though I'm still puzzled how this would cause massive chipmem requirements. |
16 August 2022, 00:14 | #196 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
BSS sections typically only contain the required allocation data length in the executable. You don't know how much memory it's going to use at runtime without inspecting it. I suspect there are lots of fixed sized buffers and things allocated "globally" using bss.
|
16 August 2022, 10:22 | #197 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,496
|
Quote:
I'm not sure what linker we are talking about, but usually a linker option like -sc would merge all code sections, regardless of their name and attributes. -sd, on the other hand, would merge all data and bss sections, while making sure that the data sections are merged first, followed by all bss sections in memory, to allow a huge data-bss section, where only the data-part is written to disk. Both have in common that the memory attributes of all these sections have to be merged as well. Which means, when only a single input section has the Chip-RAM attribute, then the resulting big small-code/data section has to inherit it. |
|
16 August 2022, 15:19 | #198 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
Quote:
I've found the cross compiler build didn't like -j4, but seems to be working fine in single threaded mode... |
|
16 August 2022, 16:57 | #199 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,122
|
I've built the toolchain and have been able to build the hires binary. I've updated my fork so that it has the updated makefile that removes the -sd switch. However I still get the dependency on chip rather than fast ram. Experimentally I removed the -sc switch too, and furthermore in my local branch I've replaced all MEMF_ANY with MEMF_FAST.
Yet it still crashes unless i add 16MB of the 32-bit addressable chip memory. Not sure what gives. |
16 August 2022, 19:08 | #200 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,099
|
Did a "git bisect" and before commit 18ddef04d57001fb (system friendly rendering of menu) it worked for me with a plain 3.1 install and just running "hires" from the startup-sequence. 030FPU+JIT+32MB+KS3.1. Just get a black screen and pressing the cursor keys + enter randomly crashes it (sometimes). Setpatch / stack 1000000 doesn't make a difference, neither does the 16MB chip thing (so maybe it's a different issue).
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Alien Breed 3D II The Killing Grounds RTG patch | Angus | Retrogaming General Discussion | 63 | 14 December 2022 15:20 |
Alien Breed & Alien Breed '92: SE - delay when picking up items / opening doors | Ian | support.WinUAE | 16 | 23 December 2016 15:50 |
Alien Breed 3D II : The Killing Grounds code booklet | alexh | support.Games | 19 | 10 October 2012 22:17 |
Alien Breed 3D 2 - The Killing Grounds | Ironclaw | support.Games | 12 | 13 September 2005 13:07 |
HD Version of Alien Breed I ? | Kintaro | request.Old Rare Games | 20 | 31 July 2003 10:48 |
|
|