30 October 2019, 21:38 | #81 | |
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Quote:
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31 October 2019, 22:28 | #82 | |
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Quote:
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01 November 2019, 13:47 | #83 |
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I'am just watching "Freezers-Lech" demo ... seems like some problem after building rotation part in Beta3 ! (quickstart A1200 basic)
EDIT: Seems like same problem in "SCOOPEX-Alien" demo at some parts also! (And in "ANDROMEDA-Nexus7" demo also!) Last edited by amilo3438; 01 November 2019 at 15:50. |
01 November 2019, 14:12 | #84 | |
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Quote:
Is BRDSPRT=1 ignored after DIWSTOP x position (so background sprites are variabily blanked at right screen position). EDIT. A save state for Toni. EDIT2: removed Last edited by ross; 01 November 2019 at 17:49. Reason: fixed by Toni :) |
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01 November 2019, 16:50 | #85 |
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Fixed. I only tested left side border sprites
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01 November 2019, 17:49 | #86 |
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01 November 2019, 18:51 | #87 |
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More problems ...
Found some gfx glitches in "Noxious-BeyondBelief" demo after the "wet-window" part and also in part after that! (not happens in Winuae4210) Testing config: quickstart A1200 4MB Fast + chipset/cycle-exact (full) enabled |
01 November 2019, 20:12 | #88 |
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How can I test super hires and sub pixel? Which games (if any) support these features?
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01 November 2019, 20:20 | #89 | |
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Hi, same issue. 2 savestates are in the 7z archive. |
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01 November 2019, 20:24 | #90 |
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"Removed all 68020 cycle-exact CPU mode internal idle cycles. It wasn't good enough design (as expected), need to start from scratch later.. again.. It made real 68020 best case results too slow. (and worst case was still too fast..)"
-> these kinds of "bugs" are normal. As usual, something now works, something works less. All normal. EDIT: in other words, don't compare full cycle-exact mode differences. If there are differences in memory cycle exact (or without CE), them it could be "real" bug. Next attempt: perhaps next summer.. Last edited by Toni Wilen; 01 November 2019 at 20:58. |
01 November 2019, 21:33 | #91 | |
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Leave it as it ... it behaves "good enough" in many cases. In other cases, turning off the cycle-exact and playing with "approximate" slider could possibly help. EDIT: Anyway, it behaves better now than before. |
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02 November 2019, 04:32 | #92 |
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Beta 3 still has some GUI corruption issues on my setup, though it is still is a huge improvement over Beta 2. You can see from the screenshots that portions of interface elements from the window immediately behind that of WinUAE "show through" when list elements are selected from the left side of the WinUAE GUI.
Clicking elements anywhere else within WinUAE doesn't seem to cause any trouble; it seems that only the list elements on the left have any issues. There are also no apparent problems when there is no window behind WinUAE. I am running Windows 7 with the Windows Classic theme on an nVidia GT 425M GPU. Startup logs attached. |
02 November 2019, 12:11 | #93 |
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I'm sometimes getting sections still highlight in blue when clicking on another:
I clicked "Configurations" first and then when selecting any other sections, "Configurations" is still highlighted. |
09 November 2019, 18:41 | #94 |
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http://www.winuae.net/files/b/winuae_4300b4.7z
http://www.winuae.net/files/b/winuae64_4300b4.7z Beta 4: - AGA border sprites enabled: sprite was still clipped to horizontal display window end. (b3) - Fastlane SCSI DMA controller address configuration emulation was incomplete. (Address bus is used for bits 0 to 23, upper 8 data bits for 24 to 31) - A2024 monitor didn't show full viewable area. (4.0) It still won't work correctly if multimonitor mode is enabled. A2024 is a special case, it is basically display port adapter but it is not hardwired to chipset timing/display size/position like all other display port adapters. - Remaining (?) GUI update glitch fixed. (b2) - Added Trojan light gun preset to Game ports panel. Trojan fire button is joystick left. Standard light pen/gun fire button is 3rd mouse/joystick button. - PPC board without ROM or zero size ROM and 68060 CPU with FPU: Generated fake boot ROM didn't include FPU disable boot code. Since 4.1.0 68060 FPU is not disabled when emulated accelerator board is configured. |
09 November 2019, 18:48 | #95 |
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Thank you Master Wilen
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10 November 2019, 12:58 | #96 |
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Toni I noticed that on OS 4.1 Emulation active JIT + Video Card Picasso IV, WinUAE crashes, if active JIT + UAE Zorro III Card everything works regularly
I used with WinUAE 4300 beta.x the same config and same HardFile ! |
10 November 2019, 13:23 | #97 |
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Some lagless beamracing adjustment testing.
Replaced D3DKMT_GETSCANLINE calls with simple "time since last vsync" scanline calculation and at least on my hardware beamracing is again stable (some nvidia driver or something update made it quite unstable some time ago). D3DKMT_GETSCANLINE seems to require some internal driver lock that can stall driver operations and after whatever update it is even more slow.. http://www.winuae.net/files/b/winuae.7z Notes: END+F9 shows color bars that shows stability of timing. Slice vertical positioning still needs some extra handling. Last edited by Toni Wilen; 10 November 2019 at 14:29. |
10 November 2019, 14:09 | #98 | |
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Quote:
...but at the end of the day, beamracing never worked on my Windows 7 [64-bit] / NVidia GeForce GT 540M laptop anyway. |
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10 November 2019, 14:29 | #99 | ||
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Quote:
winuae.7z updated. (but laptops will always have problem with this method..) Quote:
- no logs - no config - no information which was last working version |
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10 November 2019, 14:40 | #100 |
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Thanks for the update, might as well give it a try anyway.
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