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Old 25 June 2017, 21:42   #41
th4t1guy
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Quote:
Originally Posted by ross View Post
Hi th4t1guy, can you post complete specs?

Thanks for the report.

Bye,
ross
NTSC CD32 with sx-1 + 8mb fast ram
running ClassicWB 3.1 from 8gb CF card.

Only thing changed was I set "PAL" on the tooltype.
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Old 25 June 2017, 21:46   #42
ross
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Quote:
Originally Posted by Akira View Post
Zool and Zool 2 have massive slowdown issues. Nobody seems to be interested in looking at it because it's a shit ton of work from what I read.
Yes, there is several changes to be made.

I can go into technical details and, at the end of beta stage, release the source code of the slave (but first i've to talk to Wepl about it, my use of WHDLoad is improper..).

There would be more to do but too much work required (relocate code/data to fast RAM, even use FMODE=1 ), so I hope that what I did is enough.

Bye,
ross

Last edited by ross; 25 June 2017 at 22:41. Reason: better english? utopia..
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Old Yesterday, 12:36   #43
Nibbler
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Hi Ross.
I Tested the Beta of the AGA version and its way better.
Slowdowns happen here and there but i think thats the game itself.
The Blitter waits are pretty much fixed as far as i can tell.


The 16 Bit version would be sweet too (for my A600 FuriaV2)
Here is a very interresting readme from the JST version.
Maybe it is worth taking a look.

HUGE greetings & Thanks, Nibbler
Attached Files
File Type: zip ReadMe-zool.zip (1.7 KB, 8 views)

Last edited by Nibbler; Yesterday at 18:56.
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Old Yesterday, 16:34   #44
ross
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Quote:
Originally Posted by StingRay View Post
Probably some missing blitter waits and/or self-modifying code is responsible for that.
I've only looked at Zool AGA code but I'm pretty sure that OCS is similar
(AGA seems a quick OCS transcoding.. brutally increasing DMA usage from 4 to 7BPL(4+3) and FMODE=0 ).

There is SMC and reversed BlitterWaits, so you be right
(all patched in new AGA beta slave).

Bye,
ross
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Old Today, 00:14   #45
Wepl
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Quote:
Originally Posted by ross View Post
I've no idea if can be solved the slowdowns but my approach is different from previous (and i'm sure that Wepl do not approve my slave (ab)use ).
I cannot approve changing the VBR in the Slave. It breaks several WHDLoad functions and is not supported.
The extra cycles consumed by WHDLoad during interrupt processing are minimal. I doubt that these can result in any noticeable degradation in normal demos/games. Excessive unusual interrupt load would be necessary for that.
But your are welcome to prove the opposite.
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Old Today, 04:01   #46
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I've actually seen whdload Zool 2 freeze in fs-UAE.

Unfortunately, a great many games have timing faults of some kind that are heisenbugs.

It's probably a pity reporting is not automated, so almost for certain, a great amount of semi-reproducible bugs are slipping through unnoticed.
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Old Today, 12:11   #47
ross
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Quote:
Originally Posted by Wepl View Post
I cannot approve changing the VBR in the Slave. It breaks several WHDLoad functions and is not supported.
The extra cycles consumed by WHDLoad during interrupt processing are minimal. I doubt that these can result in any noticeable degradation in normal demos/games. Excessive unusual interrupt load would be necessary for that.
But your are welcome to prove the opposite.
Ok, i make a clean version

Bye!
ross
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Old Today, 20:06   #48
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WHDLoad impact

Ok, time for some numbers
(they are approximate, the variables to consider are many more).

I've rewritten IRQ services L2 and L3 (CIAA/VBL).
For CIAA I 've used TimerA/TimerB/SP (before there is only SP).
TimerA is for KBD ACK after SP IRQ so is impredictable.

TimerB is for DMA start of sample in PT replay routine (VBL) and for repeat point (before there was a delay done with a cpu loop...).
So i've a minumum of 3 IRQ / frame.

In fast processor Wepl code can take 0.5 H line, so 1.5 line/frame for Zool.

This is a mere 0.5% of the total time (can be 1% in slow processor).

note: these numbers are for a non-optimal situation (stack in chip ram, vector call cycles in whdload routine count ...)

So I think WHDLoad cannot be the reason of the slowdowns

Cheers,
ross

Last edited by ross; Today at 20:25. Reason: note:
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