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Old 27 October 2019, 14:16   #61
DamienD
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Quote:
Originally Posted by Toni Wilen View Post
Remember that dumps are useless without using official beta versions. Wait until next official beta. (btw, there was GUI related double free and buffer overflow which can explain the problem. Was fixed few hours ago)
Ah, I was using the file dated 27/10/2019 8:23AM... didn't realise there was another update at 27/10/2019 9:19AM.
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Old 27 October 2019, 17:20   #62
Toni Wilen
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http://www.winuae.net/files/b/winuae_4300b2.7z
http://www.winuae.net/files/b/winuae64_4300b2.7z

Beta 2:

- 68060 PCR FPU disabled bit was not set when 68060 model didn't have FPU (b1).
- PCMCIA slot (if card configured) was not enabled at reset. Small change to attribute from image file: extra attribute data must be at least 512 bytes (b1).
- CALLM disassembler support
- FSAVE/FRESTORE and PSAVE/PRESTORE (if 020/030) generate privilege violation exception (if run in user mode) even if FPU/MMU is not installed.
- When editing Display panel width/height boxes, don't validate the value immediately to prevent useless "must be at least" messages in the log window/error log.
- List font selection removed, may come back if fix for some side-effects is found.
- GUI scaling partially rewritten yet again. Now uses ReactOS/Wine CreateDialogIndirectParam() reimplementation with some customization which enables resize code to find out exactly which elements are part of GUI, final screen coordinates, types etc. Remaining high DPI related glitches should be fixed.
- GUI panel change redraw flicker is gone.
- Fixed double free and buffer overflow in GUI code (b1)
- Copper COPJMP cycle sequence order was wrong, first cycle does not need free cycle, second cycle requires free cycle, logic analyzer rechecked. (vAmiga test case)
- Using SPRxPOs to move DMA mode sprite horizontally towards right very little so that "both" sprites still have overlapping pixels: old sprite was still drawn fully. (vAmiga test case)
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Old 27 October 2019, 17:26   #63
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Cheers Toni, off to test
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Old 27 October 2019, 17:44   #64
ross
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Quote:
Originally Posted by Toni Wilen View Post
- Using SPRxPOs to move DMA mode sprite horizontally towards right very little so that "both" sprites still have overlapping pixels: old sprite was still drawn fully. (vAmiga test case)
I'm not so sure I understood correctly...

Let's take an example.
I've a normal DMA sprite that will be displayed at position $a0.
I change with the copper the x position to $aa with the new SPRxPOS written slightly before this position (4 pixels?)
Full old sprite is full draw and the new position ignored.
This?

Thanks for the new beta.
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Old 27 October 2019, 18:03   #65
Toni Wilen
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Quote:
Originally Posted by ross View Post
Let's take an example.
I've a normal DMA sprite that will be displayed at position $a0.
I change with the copper the x position to $aa with the new SPRxPOS written slightly before this position (4 pixels?)
Full old sprite is full draw and the new position ignored.
This?
Both sprites are rendered fully which is not correct.

When new SPRxPOS matches horizontally, shift register is reloaded, replacing old data.
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Old 27 October 2019, 19:30   #66
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Quote:
Originally Posted by Toni Wilen View Post
Both sprites are rendered fully which is not correct.

When new SPRxPOS matches horizontally, shift register is reloaded, replacing old data.
Thanks for the explanation.
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Old 28 October 2019, 00:14   #67
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Quote:
Originally Posted by Toni Wilen View Post
Beta 2:
.........

Hi Toni,
With the beta1 the gui are ok.


With the beta 2 the gui isn't complete draw.


Thanks a lot.
Attached Thumbnails
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Old 28 October 2019, 11:42   #68
Toni Wilen
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Originally Posted by Zilog View Post
Hi Toni,
With the beta1 the gui are ok.


With the beta 2 the gui isn't complete draw.


Thanks a lot.
Windows version? Any theme adjustments etc? (Enough information to be able to duplicate it in VM because I am going to fix this correct instead of putting annoying flickering back)
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Old 28 October 2019, 12:09   #69
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Toni, I have noticed with b2 that it doesn't create taskbar icon unless I move the GUI window.
Also on closing, it doesn't clear the screen of the GUI.

Made a short video. 1st step is Beta1 and 2nd step is beta 2.
I am using Win7 64bit Ultimate (6.1.7601 Service Pack 1)
[ Show youtube player ]

Last edited by LanceT; 28 October 2019 at 12:24.
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Old 28 October 2019, 12:16   #70
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Toni, I have noticed with b2 that it doesn't create taskbar icon unless I move the GUI window.
Also on closing it doesn't clear the screen of the GUI.
Something similar on Windows 10 1903.
Icon appears only on Systray when you minimize at GUI start.
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Old 28 October 2019, 12:46   #71
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Quote:
Originally Posted by Toni Wilen View Post
Windows version? Any theme adjustments etc? (Enough information to be able to duplicate it in VM because I am going to fix this correct instead of putting annoying flickering back)

Hi Toni,
Notebook Windows 7 Sp1 x64
Theme Classic (Standard, not other addon)
Intel Hd Graphics 530 v21.20.16.5068
Nvidia GeForce GTX 960M v26.21.14.3160

The Problem is present both, force use Intel Graphics or Nvidia

Thanks.
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Old 28 October 2019, 14:09   #72
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On my Windows XP 32-bit machine I have similar problem as Zilog and others. It's default XP theme.
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Old 28 October 2019, 18:32   #73
Toni Wilen
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Should be fixed now (duplicated in win7 + classic theme). Official beta later this week.
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Old 28 October 2019, 18:52   #74
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Should be fixed now (duplicated in win7 + classic theme). Official beta later this week.



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Old 30 October 2019, 16:25   #75
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The "Remap/Test" button for the game controller seems broken since beta 2. The config window doesn't show up. Maybe a problem with the newer GUI fixes? Windows 10 v1809 64 bit here.
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Old 30 October 2019, 19:24   #76
Toni Wilen
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http://www.winuae.net/files/b/winuae_4300b3.7z
http://www.winuae.net/files/b/winuae64_4300b3.7z

Beta 3:

- Subpixel emulation + borderblank: sprite end was 1 hires pixel before bitplane end, leaving 1 hires pixel gap in right border.
- On the fly chipset change support improved. (More OCS/ECS/AGA custom registers differences supported)
- ECS Denise + Subpixel emulation mode + Superhires Display panel setting + not Superhires mode: do not enable ECS Superhires (max 4 colors) emulation mode.
- GUI corruption in some theme modes fixed (b2).
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Old 30 October 2019, 19:33   #77
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Ah, remap/test works again.
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Old 30 October 2019, 19:43   #78
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For information only: I test the betas on Linux, using WINE
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Old 30 October 2019, 20:46   #79
DamienD
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Quote:
Originally Posted by Toni Wilen View Post
http://www.winuae.net/files/b/winuae_4300b3.7z
http://www.winuae.net/files/b/winuae64_4300b3.7z

Beta 3:

- Subpixel emulation + borderblank: sprite end was 1 hires pixel before bitplane end, leaving 1 hires pixel gap in right border.
- On the fly chipset change support improved. (More OCS/ECS/AGA custom registers differences supported)
- ECS Denise + Subpixel emulation mode + Superhires Display panel setting + not Superhires mode: do not enable ECS Superhires (max 4 colors) emulation mode.
- GUI corruption in some theme modes fixed (b2).
Cheers as always Toni
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Old 30 October 2019, 21:08   #80
Zilog
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Quote:
Originally Posted by Toni Wilen View Post
http://www.winuae.net/files/b/winuae_4300b3.7z
http://www.winuae.net/files/b/winuae64_4300b3.7z

Beta 3:

- Subpixel emulation + borderblank: sprite end was 1 hires pixel before bitplane end, leaving 1 hires pixel gap in right border.
- On the fly chipset change support improved. (More OCS/ECS/AGA custom registers differences supported)
- ECS Denise + Subpixel emulation mode + Superhires Display panel setting + not Superhires mode: do not enable ECS Superhires (max 4 colors) emulation mode.
- GUI corruption in some theme modes fixed (b2).

GUI Fixed.


Thanks!
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