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Old 16 November 2008, 17:12   #1
Toni Wilen
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WinUAE 1.6.0 beta series (was 1.5.4)

(could be 1.6 or something but that will be decided much later..)

REALLY READ THIS BEFORE POSTING!: http://eab.abime.net/showthread.php?t=26715

Beta 1:

- DXSDK updated, D3D filters again require updated DX runtime
- some CD32 pad reading routines returned phantom buttons in JIT modes if pad was not "connected"
- another partial sprite rendering update, fixes sprite size problems in screen modes that have multiple resolutions in single horizontal line (for example Innovation Part 2 by Axis is 100% correct now)
- also fixes wrong sized sprites in some lores resolution modes
- superhires in lores mode supported (show only every 4th pixel)
- superhires in filtered lores supported (visible pixel is average color of 4 internal shres pixels. This may be slow..)
- ECS SHRES in lores supported (both non-filtered and filtered)
- 10 sectors per track PC floppy images (800k) supported

This is sprite/display partial rewrite emulation test beta only. Complain if something broke (which is 100% guaranteed) or became slow

Last edited by Toni Wilen; 17 February 2009 at 20:58.
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Old 16 November 2008, 20:11   #2
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Great to see a new beta already.

I noticed a slowdown with the demo coppermaster. The 1 pixel plasma effect makes the sound stuttering and the dislay slowdow.
Was working fine with WinUAE 1.5.3

I have a macbook pro dual core 2.33 GHz running XP sp3 with an ATI Radeon X1600 with updated display drivers and DirectX nov 08.
I use direct 3D filter bilinear 16bit and display in fullwindow.


Hope it helps
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Old 16 November 2008, 21:05   #3
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Quote:
Originally Posted by Tony Landais View Post
Great to see a new beta already.

I noticed a slowdown with the demo coppermaster. The 1 pixel plasma effect makes the sound stuttering and the dislay slowdow.
Was working fine with WinUAE 1.5.3

I have a macbook pro dual core 2.33 GHz running XP sp3 with an ATI Radeon X1600 with updated display drivers and DirectX nov 08.
I use direct 3D filter bilinear 16bit and display in fullwindow.
Too many variables. Better run without any filters in windowed mode and check CPU% difference between 1.5.3 and beta.

EDIT: confirmed. new sprite drawing mode needs optimizing (left and right borders are sprites which forces new sprite-mode for whole scanline)

Last edited by Toni Wilen; 16 November 2008 at 21:21.
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Old 16 November 2008, 21:35   #4
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Smile Solved: Strange effect in Resolution: Lores, Line-Mode: Normal

This thread appears to be solved with 154b1.
Strange effect in Resolution: Lores, Line-Mode: Normal
http://eab.abime.net/showthread.php?t=40587
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Old 17 November 2008, 20:53   #5
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I am having a problem with Lionheart this time.
Same configuration as before with and without Direct3D.
Was working fine on 1.5.3.
This time the whole screen goes up during the game.
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Views:	352
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Old 17 November 2008, 21:03   #6
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Question Solved

Is vertical centering checked? I had a similar issue with pinball fantasies menu with first run of 1.5.4b1 but could not reproduce.

Edit: Solved with beta2

Last edited by a4k-oerx; 02 December 2008 at 21:07. Reason: Solved with beta2
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Old 17 November 2008, 21:06   #7
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It s checked and the bug is happening each time.
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Old 17 November 2008, 23:13   #8
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Solved

I unchecked it and bug went away.

Can you try that?

Edit: Solved with beta2

Last edited by a4k-oerx; 02 December 2008 at 21:08. Reason: Solved with beta2
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Old 17 November 2008, 23:34   #9
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it works fine starting without vertical centering. you can put it back after the game started.
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Old 17 November 2008, 23:46   #10
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Hooooo Solved

Can reproduce it now.

Used CD32 Quickstart settings, Log enabled, vertical centering checked, Start.

Edit: For a short moment the positon is correct but then jumps "up". Left image is a booting CD, right image without booting CD.

Can be "corrected" as written above with F12, vertical centering off, OK, F12 again, vertical centering on again, all fine.

Edit: Solved with beta2
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ID:	18870  Click image for larger version

Name:	010.png
Views:	133
Size:	20.5 KB
ID:	18871  

Last edited by a4k-oerx; 02 December 2008 at 21:06. Reason: Solved with beta2
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Old 22 November 2008, 17:50   #11
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http://www.winuae.net/files/b/winuae_1540b2.zip

Beta 2:

- fixed b1 slowdown when lots of sprites are visible
- CD32 mode CD32.TM detection added (log only)
- RTG vblank interrupt changes, use INTB_VERTB if RTG vblank is set to "Chipset". (very compatible, no extra interrups happening) Uses INTB_PORTS if different than Chipset. (Previously used INTB_EXTER but some games didn't like it, Ports seems to be more compatible) Added "Disabled" option which disables RTG vblank support.
- fixed possible crash when closing fullscreen mode
- uaeserial.device unit 10+ open failure fix
- hardfile os-specific and common stuff separated more logically, more portable (and easier to add new image types, see below)

- VHD (VirtualPC) fixed and dynamic harddrive images supported. Reading and writing supported, image creation supported. HDF->VHD conversion is not built-in but you can use for example VHDTool or any other tool that supports raw to vhd conversion (hdf is a basic raw harddrive image type) "Differencing" image type may be supported in future (differencing = all written data goes to another image, like adf "saveimages")

WARNING: vhd support may not be bug free yet. Remember backups!

Why YetAnotherImageFormat? Main point is dynamic images. New empty dynamic image is always very small (even if virtual size is multiple gigabytes) and image grows automatically when needed.
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Old 22 November 2008, 17:59   #12
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Quote:
Originally Posted by Toni Wilen View Post
- VHD (VirtualPC) fixed and dynamic harddrive images supported. Reading and writing supported, image creation supported. HDF->VHD conversion is not built-in but you can use for example VHDTool or any other tool that supports raw to vhd conversion (hdf is a basic raw harddrive image type) "Differencing" image type may be supported in future (differencing = all written data goes to another image, like adf "saveimages")

WARNING: vhd support may not be bug free yet. Remember backups!

Why YetAnotherImageFormat? Main point is dynamic images. New empty dynamic image is always very small (even if virtual size is multiple gigabytes) and image grows automatically when needed.
Great feature Toni Thanks a lot for adding it
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Old 22 November 2008, 23:47   #13
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uaeserial.device Thank you.
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Old 23 November 2008, 00:27   #14
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Question

Quote:
Originally Posted by Toni Wilen View Post
Beta 2:
..
- CD32 mode CD32.TM detection added (log only)
Toni: Is it necessary to enable that detection to log somehow?
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Old 24 November 2008, 03:15   #15
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1.5.4b fixes Simon the Sorcerer AGA

Since sprites seem to be the focus:
Set for quickstart unexpanded A1200, load this savestate, and see how the mouse cursor is now bereft of the vertical bars in 1.5.3 and prior. The mouse needs to be moved rapidly horizontally to demonstrate.
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Old 24 November 2008, 22:48   #16
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Beta 2:
- RTG vblank interrupt changes, use INTB_VERTB if RTG vblank is set to "Chipset". (very compatible, no extra interrups happening) Uses INTB_PORTS if different than Chipset. (Previously used INTB_EXTER but some games didn't like it, Ports seems to be more compatible) Added "Disabled" option which disables RTG vblank support.
Seems to be everything fine with whdload games so far. I've not much time for precise testing but short test gives good results. Thanks for Yours hard work Toni.
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Old 29 November 2008, 20:03   #17
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http://www.winuae.net/files/b/winuae_1540b3.zip

Beta 3:

- HAM errors if left border was not fully visible (it seems this bug has been there since the beginning of UAE, code that was supposed to handle this case has never worked correctly..)
- mid horizontal line HAM/EHB/DPF change fixed (Cover Girl Strip Poker) broke in 1.5.3
- added win32.guikey to configuration file, keycode that opens GUI (raw directinput keycode, for example F10 = 0x44) -1 = default.
- game & io-ports <none>-setting works properly
- vhd creator didn't create fully compatible images (larger images were incompatible with official vhd tools, did not cause data corruption)
- 1st Anniversary by Lazy Bones OCS/ECS "7-planes" trick emulated (missing black vertical lines)
- Disposable Hero title screen is now perfect. Take screenshots before it gets broken again
- added some more sanity tests to DirectDraw surface handling
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Old 29 November 2008, 21:12   #18
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- Disposable Hero title screen is now perfect. Take screenshots before it gets broken again


Looking great.
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Old 29 November 2008, 22:43   #19
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everything tested worked good (OS3.1, 3.9, normal gaming, whdload, full screen/windowed, filters and RTG)
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Old 01 December 2008, 20:49   #20
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WinUAE crashes on loading if I have my PICKIT 2 PIC programmer plugged in. Crash dump attached. Older versions also crashed but i've never reported it.
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I think Tony likes modding as much if not more than Miggying ;)
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Old 01 December 2008, 20:57   #21
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WinUAE crashes on loading if I have my PICKIT 2 PIC programmer plugged in. Crash dump attached. Older versions also crashed but i've never reported it.
Not WinUAE problem. Crash happens when enumerating DirectInput devices (inside DirectInput libraries), probably driver gets confused and/or DirectInput thinks it is some kind of input device.
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Old 01 December 2008, 21:02   #22
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Well it is input and output so yes. So DirectInput problem then?
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I think Tony likes modding as much if not more than Miggying ;)
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Old 01 December 2008, 21:38   #23
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Well it is input and output so yes. So DirectInput problem then?
Not sure but it isn't WinUAE because it crashes after winuae asks DirectInput "I want to know all connected input devices, thanks".

This is usually WinUAE-specific crash because WinUAE asks for every possible inputdevice-like device, not just joysticks/pads like most other games (for example).
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Old 01 December 2008, 21:41   #24
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Ok. So no way around it then?
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I think Tony likes modding as much if not more than Miggying ;)
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Old 06 December 2008, 12:31   #25
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http://www.winuae.net/files/b/winuae_1540b4.zip

Beta 4:

- removable real harddrives (or other memory devices) work again (broke in b2)
- OCS/ECS "7-planes" mode didn't enable EHB mode
- 320x256, 640x512, 800x600, 1024x768 and 1280x1024 are always available in Picasso96 resolution selection, even if host does not support the mode (in fullscreen mode automatically selects next higher available mode + black borders) 320x200 and 320x240 was already "faked" previously
- ECS Agnus 0.5M+0.5M "1M chip" mirror works again (Move Any Mountain)
- copper disassembler uses Agnus bank instead of direct memory access, works now with above configuration
- blitter writes work to "chip mirror" (Move Any Mountain missing gfx)
- mouse counter emulation rewrite, now works with programs that read counters hundreds of times/frame. (Oil Imperium pipelining minigame, some weird lag can be noticed but it is much better than previously)
- added support for 81 and 82 cylinder PC/Atari ST image formats
- memwatch breakpoints work after reset/memory bank changes
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Old 06 December 2008, 14:15   #26
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btw,

I tested b4 and b1
and I can select only the old filters
where are all the new D3D filters that were incorporated on winuae 1.5.3?
they are not available anymore here in these betas
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Old 06 December 2008, 14:20   #27
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btw,

I tested b4 and b1
and I can select only the old filters
where are all the new D3D filters that were incorporated on winuae 1.5.3?
they are not available anymore here in these betas
"DXSDK updated, D3D filters again require updated DX runtime"
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Old 06 December 2008, 15:18   #28
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- added support for 81 and 82 cylinder PC/Atari ST image formats
nice .. now i am able to play with "sysinfo" thanks

inside of the fileselector for image files it should be nice to add the
st-filetypes to the preselected "floppy disk image files" config
(just like adf, isp ...)
thanks

btw.
kicktos (ktpre4) is displaying colors, keyboard is working ... now i am playing with the memconfig
any hints about romlistings (v1.02) or memorymaps for the atari st?
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Old 06 December 2008, 20:42   #29
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I like WinUAE more and more!
Thanks for continuosly improving it, Toni !
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Old 10 December 2008, 11:14   #30
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Roll eyes (sarcastic)

Quote:
Originally Posted by Toni Wilen View Post
"DXSDK updated, D3D filters again require updated DX runtime"
go here everybody instead of clicking your way through that DX10 jungle:

http://www.microsoft.com/downloads/d...DisplayLang=en

attention: this time you *MUST* use the web installer to get v9.25.1476, since the redist is from August 2008 (9.24.1400) and thus too old!! Thank you very much Micro$oft.
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Old 10 December 2008, 15:32   #31
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web installer sux , use the 9.25.1476 redist. http://www.microsoft.com/downloads/d...displaylang=en.
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Old 10 December 2008, 15:39   #32
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Quote:
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web installer sux , use the 9.25.1476 redist. http://www.microsoft.com/downloads/d...displaylang=en.
Thanks for the info Mad-Matt I was a bit afraid that I really had to use the web installer
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Old 10 December 2008, 16:31   #33
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Quote:
Originally Posted by Toni Wilen View Post
http://www.winuae.net/files/b/winuae_1540b4.zip

- OCS/ECS "7-planes" mode didn't enable EHB mode
- ECS Agnus 0.5M+0.5M "1M chip" mirror works again (Move Any Mountain)
- blitter writes work to "chip mirror" (Move Any Mountain missing gfx)
all three Lazy Bones demos are working, but i found some comments from a LazyBones member. he talked about the "First Anniversary" Demo, which might still have some issues:
http://ada.untergrund.net/forum/inde...pic=335&page=1

Quote:
coyote:
One released intro in 1994 (actually only one routine with 60 blocks wide 4096 color zoomer/rotator) called "First Anniversary". This intro also doesn't work as expected because of using of the still unimplemented and above mentioned undocumented "A500 7 bitplanes" trick. I can't find this intro on the net. I really should search through my amiga disks one of these days.
Anyway, I know it doesn't work correctly in WinUAE because I saw a screenshot (http://arabuusimiehet.com/break/amig...ls.php?id=9761) which must have been taken from some emulator because instead of 3x3 px blocks there are 8x3 px blocks of color. (in this particular zoomer/rotator instead of the regular 4x4 px blocks there should be 3x3 px blocks with 1 px black lines dividing them both horizontally and vertically)
i cant discover what he found on the linked snapshot - but maybe its still an issue.


Edit: he also wrote about the easter-egg in Move Any Mountain (click mouse, within voxel scene) - the easter egg comes up, but another click (tested some key, etc... too), wont bring me back to the voxel sceene - not sure if this is intended.

Last edited by hit; 10 December 2008 at 16:36.
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Old 10 December 2008, 16:51   #34
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i cant discover what he found on the linked snapshot
Because it was updated few days ago
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Old 10 December 2008, 18:10   #35
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Quote:
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web installer sux
you're telling me!
Quote:
, use the 9.25.1476 redist. http://www.microsoft.com/downloads/d...displaylang=en.
Thanks. Yet I do not think I'm completely stupid, because the OLD redist link was given on the web installer page.
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Old 10 December 2008, 19:22   #36
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Because it was updated few days ago
ah, ok, that explains a lot, good work
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Old 10 December 2008, 19:23   #37
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It did take a few moments to search for it, but I knew it was there as I got it a few days after the web installer came out. Microsoft's fault for not updating the 'Get Latest DirectX' link though. August redist seems to be fighting november redist for daily downloads top spot atm.

I still cant get any of the extra dx filters to look nice though. The hq2/hq3/hq4 Filter seems to be the better of all the ones offered. Winuae crashes as I try different filters while the emu is running.
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Old 10 December 2008, 19:44   #38
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I still cant get any of the extra dx filters to look nice though. The hq2/hq3/hq4 Filter seems to be the better of all the ones offered. Winuae crashes as I try different filters while the emu is running.
And this is 1.5.4 beta related how? (and even if it is, "crashes" isn't helping at all)

And same with DX redistributable talk.. (hint: it has never been winuae related)
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Old 22 December 2008, 04:59   #39
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Can someone verify the following...

If Ctrl-F11 is used to quit WinUAE, then using Ctrl-F12 to switch between the windowed and full screen displays also causes WinUAE to quit.

This is the case with Beta 4 (and probably other 1.5.4 beta versions).

If I use the regular Alt-F4 to quit WinUAE, everything else behaves correctly.
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Old 22 December 2008, 09:22   #40
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Can someone verify the following...

If Ctrl-F11 is used to quit WinUAE, then using Ctrl-F12 to switch between the windowed and full screen displays also causes WinUAE to quit.
Yes, I just did the quick test. WinUAE disappears after Ctrl-F12.
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