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Old 14 October 2009, 12:00   #21
absence
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Hmm.. Maybe it's an emulation issue? I run Winuae 1.6.1 with the following settings. CPU: 020, 24-bit, fastest possible, no FPU. Chipset: AGA, A1200, full collision level, 100% accurate sound, "compatible" advanced settings (I've tried cycle exact too, even though it's for A500, but same result). ROM/RAM: Kickstart 3.1 A1200 40.68, 2MB chip, 4MB fast. Workbench: 3.1 (40.42) with no fancy stuff installed (s:user-startup only contains an assign) and default preferences except screen mode is DBLPAL high res no flicker (640x512) 4 colours, and pointer is high res. I also tried to delete everything in envarc:sys and reboot, but still same result.
Ahh! I tried moving DblPal out of devs:monitors, and the menu looks right again. It seems that merely running DblPal breaks it, even if the screen mode is PAL.
Edit: Running DblPal after IPrefs is loaded doesn't make a difference, it has to run before it to break the menu.

Last edited by absence; 14 October 2009 at 12:06.
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Old 14 October 2009, 12:15   #22
StingRay
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Quote:
Originally Posted by absence View Post
Ahh! I tried moving DblPal out of devs:monitors, and the menu looks right again. It seems that merely running DblPal breaks it, even if the screen mode is PAL.
Edit: Running DblPal after IPrefs is loaded doesn't make a difference, it has to run before it to break the menu.
OK, I'll try that. I'll get back to you on this.
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Old 14 October 2009, 12:21   #23
Toni Wilen
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Quote:
Originally Posted by absence View Post
Ahh! I tried moving DblPal out of devs:monitors, and the menu looks right again. It seems that merely running DblPal breaks it, even if the screen mode is PAL.
Edit: Running DblPal after IPrefs is loaded doesn't make a difference, it has to run before it to break the menu.
DBPAL loaded = OpenScreen() in game selects DBLPAL mode = totally different display parameters, timing, scanline length is halved, number of scanlines is doubled, different modulo etc.. = direct bitplane pokes are not good idea anymore
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Old 14 October 2009, 12:34   #24
StingRay
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Originally Posted by Toni Wilen View Post
DBPAL loaded = OpenScreen() in game selects DBLPAL mode = totally different display parameters, timing, scanline length is halved, number of scanlines is doubled, different modulo etc.. = direct bitplane pokes are not good idea anymore

Hmm, but then my 4k's should mess up in the same way as I'm also poking bitplanes directly. They still work fine even if dblpal driver is loaded whereas the game doesn't. Time to investigate. ;D
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