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Old 01 July 2018, 11:14   #221
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You didn't break any rules. And I can reproduce everything you described with the save state (good reproducer! and I don't need extracting wb data, just kickstart)

I used a "new" 6.1 version and truncation doesn't occur anymore. In the meanwhile I had increased the argument buffer. Reducing it to old value reproduces the issue. So that one is gone

Bad news: WizNLiz crashes with 6.1 all right, even with my new version. I'll check the diffs vs 6.0. When fixed, I'll publish 6.1 or at least a new beta.

Awesome work there!
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Old 01 July 2018, 20:39   #222
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update: version 6.1. on my website, with both bugs fixed, and a lot more.
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Old 02 July 2018, 20:40   #223
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Quote:
Awesome work there!
You're very much welcome!

Quote:
both bugs fixed, and a lot more
Wow that was fast!

Life is getting in the way a bit at the moment, so I probably can't do any further 'testing' for a week or two.
(is playing awesome games really testing?)
But if I find anything in the future I'll just submit save states in that format via The Zone! by default
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Old 02 July 2018, 22:14   #224
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Yes, you do that. That was incredibly helpful. I didn't believe that you could perform save states with HD as files... well, it seems to work.

There are still annoying limitations with JST, specially with game saves. I'll take care of that later in the year, but I wanted to release an official 6.1 in the meantime.
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Old 12 July 2018, 00:39   #225
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Colour me impressed! Not only have I not found a game that doesn't load under the new JST 6.1 yet it's also been able to load all the demos I've thrown at it so far That includes demos that wouldn't load under JST 6.0 and the previous 6.1 version.

That doesn't mean I've given up trying to find problems just yet though
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Old 14 July 2018, 07:59   #226
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Good to know that the release works fine. Took me six months to create & decide to release it. The remaining issues are in the savegame department now. Christmas release will fix them
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Old 18 July 2018, 09:59   #227
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Quote:
Originally Posted by jotd View Post
mmu=laxist: jst. whdload:mmu=none

@dr.zeissler: you should use whdload slaves. They are updated for controls, fixes, features... JST slaves aren't updated anymore (I don't even have the means to build them anymore personally)
thank you j-f,
it's just because someone had problems to make run swos smoothly on a 060 and i remember that mmu=laxist can solve this kind of things some times.
mmu=none has the same effect in whdload, then ????
I'll have a try to see.
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Old 18 July 2018, 23:20   #228
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JST's not so good with MMU. MMU=LAXIST IIRC didn't crash on read/writes out of bounds but still relocated zero page. MMU=NONE does strictly nothing. Worth a try...
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Old 08 September 2018, 20:48   #229
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It's been a while but I've got one.

Fightin' Spirit starts fine under WHDLoad (OCS but with KS3.1)

However under JST (KS 1.3) it fails to start with this message:

Code:
> jst fightinspirit.slave
fightinspirit HD loader (WHDLoad)
JST Using WHDLoad emulation interface


Exception: LINE-F emulation
 
Maybe try with NOCACHES set or/and
MMU=NONE or MMU=LAXIST

Last fine loaded by ReadFile...: disk.1
Also do you need a reproductions or examples for games failing to load under workbench at all? Or do you know what the problem is there already?
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Old 08 September 2018, 22:27   #230
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yes, if you have a list, I'll take it
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Old 18 September 2018, 00:38   #231
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yes, if you have a list, I'll take it
Well, I tried to make a reproduction for Zool 2.
But my reproduction doesn't reproduce

It turns out I can load Zool 2 from workbench in my original setup as long as I close the parent folder's window.

I thought maybe the extra window and icons were using up too much chip RAM so in WinUAE I gave myself 2MB of chip RAM rather than 1MB. But that didn't help, it still wouldn't load unless I close the parent window.

Hence I'll have to try harder to make a reproduction another night sorry!
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Old 06 November 2018, 20:47   #232
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Any jst update recently jotd ?
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Old 08 November 2018, 00:13   #233
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nope. Focusing on CD32load & CD audio (making good progress with it) and also a lot of work ... at work
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Old 27 November 2018, 18:09   #234
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jotd,
what did mmu=laxist exactly ???
Because i remember that swos was incredible with this option on my amiga 4000 06 50 mhz... The scrolling was flying !!!
Could it be possible to add this argument to whdload ???
It was really impressive on the 4000.
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Old 27 November 2018, 21:53   #235
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MMU=LAXIST was just cancelling zero page relocation of MMU, but not checking if program reads/writes out of bounds. In the mist of time, now I don't remember if it did something else. Not sure how it was different from classic MMU=FULL setting.

(also I didn't write the MMU code at the time, Ralf Huvendiek did). If you have a setup like this maybe Toni can analyse what is the MMU configuration.

Whdload has "MMU=OFF" or sthing like that but it probably doesn't do the same thing, like cancelling zero page reloc and thus the game could crash.
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Old 01 December 2018, 07:04   #236
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Quote:
Originally Posted by jotd View Post
MMU=LAXIST was just cancelling zero page relocation of MMU, but not checking if program reads/writes out of bounds. In the mist of time, now I don't remember if it did something else. Not sure how it was different from classic MMU=FULL setting.

(also I didn't write the MMU code at the time, Ralf Huvendiek did). If you have a setup like this maybe Toni can analyse what is the MMU configuration.

Whdload has "MMU=OFF" or sthing like that but it probably doesn't do the same thing, like cancelling zero page reloc and thus the game could crash.
ok will try to make it happen.
Thanks jotd.
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