21 May 2017, 10:45 | #121 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,518
|
|
21 May 2017, 12:35 | #122 |
Global Moderator
Join Date: May 2001
Location: Derby, UK
Age: 46
Posts: 2,287
|
A1000
A1200 A2000 Showing for me, maybe a quick glace at them could've made them look like dupes. |
21 May 2017, 15:48 | #123 | |
Zone Friend
|
Quote:
|
|
21 May 2017, 16:44 | #124 | |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
|
Quote:
Hmmm, how best to answer this one... A500: Most A500 games run with either: a) OCS or ECS / KS 1.3 / 512KB Chip and 512KB Slow RAM. b) OCS or ECS / KS 1.3 / 1MB Chip RAM. Others don't though so may require KS 1.2 or only 512KB Chip RAM for example etc. A1200: Most A1200 games run with: a) AGA / KS 3.0 / 2MB Chip RAM. Other don't though so may require KS 3.1 or some Fast RAM. I also usually adjust other things to best suit a specific game e.g: a) Chipset: "Cycle-exact" is on the majority of the time but sometimes you need this off. Not to mention a few games require "Immediate Blitter" (quite rare though). b) Display: is either set as full screen 640x480 or 720x576 for my laptop (no external monitor but connect to my TV via HDMI on occasion). c) Centering: most of the time horizontal / vertical centering works fine but not always (screens will jump into place which I don't like). d) Positioning: if centering is switched off due to above then sometimes I need to adjust horizontal / vertical positions manually to have the game centered on screen. e) Joystick: my default setup (when my Xbox 360 controllers aren't connected) is "Keyboard Layout B". With some games you need to change this to be "Keyboard Layout A" as you need the standard cursor keys. Pinball games are a good example of this. f) The best disks to be used and added into the number of supported drives. Also, for multi-disk games I use of "Disk Swapper" and setup accordingly. Then of course there are the hard drive / WHDLoad / AmigaCD games which all require different settings i.e. processor / RAM etc... I'm sure you get all of the above. I've been using WinUAE since 2005 and have always made one configuration file per game. This means that after making all the desired adjustments I know that when I start the game everything is perfect, no messing around ...but it has taken me years to get my collection to how I like it. It's much the same as what GameBase Amiga does; one configuration per game. You can see my "sort of" current games list in this thread: Request for any gems. Now imagine trying to remember the best files / required settings for 1690+ games? ...which is what others would have to do if they only have configurations setup by model. Last edited by DamienD; 21 May 2017 at 18:48. |
|
28 May 2017, 17:44 | #125 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,518
|
http://www.winuae.net/files/b/winuae_3500b10.7z
http://www.winuae.net/files/b/winuae64_3500b10.7z Beta 10: - Version bumped to 3.5.0. .x was only reserved for minor bug fix versions. - GUI listview column width calculation used default font size, not selected font. - Z3 autoconfig in Z3 space didn't support documented byte write to 0x44 config register. (KS ROM always uses word write) - Manual RAM configuration GUI end address validation was incorrect. Now end address can be smaller than total RAM board size. - Fixed A2090(a) ST-506 emulation, last accessed LBA status field must be always filled if read/write/format command, added disable ST-506 option. (ROM driver checks bit in autoconfig data if ST-506 is available) - MMU emulation can be now switched on/off on the fly. (Of course AmigaOS will crash if MMU is switched off and MMU is used for Map ROM etc..) - MMU PTEST in 68040 mode without MMU emulation now checks transparent translation registers and returns correct physical address, now Enforcer initializes correctly in non-MMU mode and does not cause crash due to wrong MMU tables if MMU is later switched on. - Fixed Blizzard accelerator crash if memory size was zero (don't map empty maprom space) |
28 May 2017, 18:33 | #126 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
|
|
03 June 2017, 12:51 | #127 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,476
|
Mmu..
Finally replicable.
Like I've written in some old messages, I sensed of some problems with MMU enabled but subtle and unpredictable. Now you can view in action. Use my usual (attached) configuration, but another with MMU enabled can be fine, boot from my NTSC patched version of Darkseed (in The Zone) and the sprite/bpl party begin! Seems that copperlist do not start / set pointers but is not the case... If you enable/disable MMU (latest beta) in real time the problems is enabled/disabled in real time All begin with beta3 (beta2 is working properly). Cheers, ross |
03 June 2017, 13:49 | #128 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,518
|
It isn't emulation bug. (At least not directly)
Game's copper list and KS ROM vblank code both write to DFF084 and for some really odd reason it just happens that current "68030 cycle exact" (especially in MMU mode it can be strange) KS ROM code manages to do the write exactly before copper executes COPJMP2.. |
03 June 2017, 14:57 | #129 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,476
|
Quote:
But the point is the different behaviour in MMU emulation mode . (I've seen similar oddities in other cases, making difficult the debugging) Thanks Toni, bye, ross Last edited by ross; 03 June 2017 at 15:08. Reason: () |
|
03 June 2017, 15:11 | #130 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,518
|
Nothing prevents similar issues to happen with real hardware (or some less real..), it just depends on CPU caches, CPU speed, ram speed, chipset DMA activity etc..
|
03 June 2017, 15:50 | #131 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,476
|
This makes the "real-time" MMU enable/disable more meaningful.
This 'slightly different' cycle-exact mode may help catch some nasty bugs |
03 June 2017, 19:58 | #132 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,518
|
http://www.winuae.net/files/b/winuae_3500b11.7z
http://www.winuae.net/files/b/winuae64_3500b11.7z Beta 11: (max 1.5 weeks to go) - 68060 PLPA MMU instruction now returns data that makes more sense in non-MMU mode. (Similar change as b10 68040 PTEST) (Emulated 68030+ always appears as MMU capable from software point of view for compatibility reasons, even if MMU emulation is disabled) - Do not enable Logitech LCD support if init succeeds but no displays available. - Listview font width calculation was still wrong if font was same as GUI font. - Use softfloat routines (not normal doubles) to output debugger FPU register contents in softfloat mode. (AG) |
04 June 2017, 01:41 | #133 |
Registered User
Join Date: Aug 2016
Location: Cresco, PA, USA
Age: 53
Posts: 1,126
|
|
04 June 2017, 02:11 | #134 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
|
|
04 June 2017, 02:22 | #135 |
Registered User
Join Date: Aug 2016
Location: Cresco, PA, USA
Age: 53
Posts: 1,126
|
|
04 June 2017, 12:50 | #136 |
Registered User
Join Date: Jul 2014
Location: Katowice/Poland
Posts: 51
|
Starting with version 3.5.0b3 (3.4.1b3), some configurations have a problem with the switching of some sound settings in the fly. When "Audio filter" is set to "Emulated (A500)" or "Always on (A500)", changing any other sound settings (eg "Stereo separation") causes sound to disappear (only when emulation is running).
|
04 June 2017, 13:32 | #137 | |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,518
|
Quote:
Does Sound emulation disabled checkbox get checked when it happens? |
|
05 June 2017, 02:13 | #138 |
Registered User
Join Date: Jul 2014
Location: Katowice/Poland
Posts: 51
|
This is happening with a very specific configuration. I created a configuration based on "A1200 non-expanded", then I turned on FPU 68882, added a hard drive (directory), set the audio filter to "Emulated A500" and started emulation. Then I started Octamed Sound Studio (or ProTracker) and loaded the module. During playback when it comes to settings (F12) and changes in options such as "Stereo Separation" to some other value, then when the emulation returns the sound is missing. "Sound Emulation" is still referred to as "Enabled" (disabling and enabling nothing here, you have to restart WinUAE).
In conclusion, this happens only when I enable FPU (but plain, SoftLoad is OK) and change "AudioFilter" to "Emulated A500". |
05 June 2017, 11:44 | #139 |
Registered User
Join Date: Jun 2012
Location: Austria
Posts: 76
|
From Beta 8-present there was some kind of bug introduced which screws up demos.
Config is normal A500 quickstart 1.3 OCS config - More details of course in the problematic demo thread. As that was already quite a while since it was introduced, have been thinking it would make sense to report it here too. Hope that was not too wrong Last edited by SaphirJD; 05 June 2017 at 18:00. |
05 June 2017, 15:18 | #140 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,518
|
This is more correct thread (at least in theory..), something that worked previously got broken.
It looks like my blitter BDAT special case tests were not good enough. Back to testing |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
WinUAE 2.5.0 Beta series (Was 2.4.2) | Toni Wilen | support.WinUAE | 310 | 01 December 2012 18:02 |
WinUAE 2.2.0 beta series | Toni Wilen | support.WinUAE | 119 | 28 June 2010 02:35 |
WinUAE 1.5.1 beta series | Toni Wilen | support.WinUAE | 242 | 12 August 2008 12:42 |
WinUAE 1.5.0 beta series | Toni Wilen | support.WinUAE | 453 | 19 June 2008 09:05 |
|
|