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Old 06 March 2010, 10:53   #321
Toni Wilen
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Point was that nothing above helps anyone without hard facts (=logs) (and my work laptop has Quadro FX1600M using laptopvideo2go drivers and d3d has always worked, I guess you had wrong or missing fx files, b14 is first that works without fx files in basic mode)
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Old 06 March 2010, 10:54   #322
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http://www.winuae.net/files/b/winuae_2100b15.zip

Beta 15:

- D3D filter does not scale anymore in "no filter" mode to prevent confusion when switching between D3D and DD. D3D null filter does not waste CPU power anymore.
- RTG 8bit to non-paletted mode switch in fullscreen didn't always select correct color space conversion mode (older bug)
- fixed D3D 16-bit only "vertical scanline effect" introduced in b14
- onscreen led on/off configuration problems fixed
- restoring NTSC state files work again (broken when NTSC long/short line emulation was introduced)
- PAL/NTSC configuration saved with statefile (I guess this was forgotten long time ago..)
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Old 06 March 2010, 15:59   #323
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Blimey!

I've just downloaded this new beta version Toni, what can i do to help with dev.? if anything?

thanks,
dave.
er, medic i mean :-)
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Old 06 March 2010, 18:46   #324
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Quote:
Originally Posted by UncleSpam View Post
Actually I'm using a driver from Laptopvideo2Go.com.

Runs quite well... use Siemens NX 6 and 7.5beta CAD systems.

- Bogdan
Yeah, I'm sure you have a good driver, and I'm certainly not going to start a fruitless "try this try that version" - I just know that they have some special version for Maya that is uber-compatible with anything - it needs to be because Maya "thinks it's special"...

Like this one for 3DS Max (<--performance driver tho, not compatibility. couldn't find the Maya one with a quick search).

Oh well, I think it will be automagically sorted well in time for the stable. (NEIGHHHH!)
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Old 06 March 2010, 18:50   #325
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Thanks Toni, this version is much faster on my old Pentium 3 than the previous beta I was using (it was crawling like there was no tomorrow). Much better
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Old 07 March 2010, 13:13   #326
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Very strange. There seems to be a problem with SWOS and this beta series.

I have tried the latest beta and the menu music is played really fast. Vsync doesn't fix the problem either. Certain graphics seem to be moving quicker as well like the spinning logo in-game. I set it to NTSC Vsync and this didn't seem to speed up the game to 60fps either like it did in 2.0.1.

These are just my initial findings and I don't have time today to do any further testing of the previous betas to see when it was introduced. Sorry.
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Old 07 March 2010, 14:17   #327
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Originally Posted by Steve View Post
Very strange. There seems to be a problem with SWOS and this beta series.

I have tried the latest beta and the menu music is played really fast. Vsync doesn't fix the problem either. Certain graphics seem to be moving quicker as well like the spinning logo in-game. I set it to NTSC Vsync and this didn't seem to speed up the game to 60fps either like it did in 2.0.1.

These are just my initial findings and I don't have time today to do any further testing of the previous betas to see when it was introduced. Sorry.
At least full name or crc32 of the game + logs are required. This information is more or less useless.
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Old 07 March 2010, 14:54   #328
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I used 96-97 IPF version HD installed and standard A1200 config in both windowed and fullscreen mode. I'll post logs later when I get back home.

Log file now attached. It seems to be running at 55fps instead of 50fps. Its not locking to 50fps.
Attached Files
File Type: txt winuaelog.txt (7.6 KB, 24 views)

Last edited by Steve; 07 March 2010 at 21:42.
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Old 09 March 2010, 13:11   #329
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I'm having problems with the intro for The Great Giana Sisters, right where music starts playing. When using Direct3D + vsync, the tune will play slightly faster than it's supposed to and I can tell the difference by simply switching to normal, non-vsync fullscreen mode which plays the song at the right tempo. The rest of the game sounds ok in Direct3D + vsync mode. DirectDraw works as good as it always has.

I'll later report a problem with Turrican 2, where sound starts crackling as soon as I switch to non-vsync fullscreen mode when using Direct3D.

Wonder if that thing you implemented for smooth scrolling in non-vsync mode has something to do with this. Instead of very slow tearing every 20 secs or something (the tearing is pretty much unnoticeable here as my monitor is working at exactly 50.00hz) it stuters for a fraction of a second.

Regards.
Attached Files
File Type: uae DEFAULT.uae (13.5 KB, 8 views)
File Type: txt winuaelog.txt (5.8 KB, 10 views)
File Type: txt winuaebootlog.txt (13.1 KB, 11 views)
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Old 09 March 2010, 13:23   #330
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Quote:
Originally Posted by Maren View Post
I'm having problems with the intro for The Great Giana Sisters, right where music starts playing. When using Direct3D + vsync, the tune will play slightly faster than it's supposed to and I can tell the difference by simply switching to normal, non-vsync fullscreen mode which plays the song at the right tempo. The rest of the game sounds ok in Direct3D + vsync mode. DirectDraw works as good as it always has.

I'll later report a problem with Turrican 2, where sound starts crackling as soon as I switch to non-vsync fullscreen mode when using Direct3D.

Wonder if that thing you implemented for smooth scrolling in non-vsync mode has something to do with this. Instead of very slow tearing every 20 secs or something (the tearing is pretty much unnoticeable here as my monitor is working at exactly 50.00hz) it stuters for a fraction of a second.

Regards.
Problem is most likely your crappy display driver. DDraw workaround hack most likely confuses it more than ever when trying D3D vsync. EDIT: guaranteed to be display driver issue if 60Hz or even something weird like 75Hz vsync works.
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Old 09 March 2010, 13:33   #331
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Well, it's not the first time 50hz causes havoc with Direct3D! most people use 100hz with their LCD's so they never notice stuff like this. I honestly think it could be something else, specially when it's only the intro screen what gets the sped-up music.
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Old 09 March 2010, 13:41   #332
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Well, it's not the first time 50hz causes havoc with Direct3D! most people use 100hz with their LCD's so they never notice stuff like this. I honestly think it could be something else, specially when it's only the intro screen what gets the sped-up music.
There are no 100Hz LCDs. (All those fake "100Hz or 200Hz" or whatever do not accept 100Hz input signal)

Just listening to music speed is pointless, CIA timing = no change in music speed. Listen to pitch changes instead. Or enable OSD and check the FPS number.

Guaranteed not a WinUAE problem.
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Old 09 March 2010, 13:52   #333
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Pitch is actually what I meant (sorry) and on-screen leds reveal something interesting; with 50hz+vsync the FPS counter will reach 51, 52, 53 and even 54. After switching to non-vsync fullscreen mode, the FPS counter remains stable at 50.
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Old 09 March 2010, 13:56   #334
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Quote:
Originally Posted by Maren View Post
Pitch is actually what I meant (sorry) and on-screen leds reveal something interesting; with 50hz+vsync the FPS counter will reach 51, 52, 53 and even 54. After switching to non-vsync fullscreen mode, the FPS counter remains stable at 50.
This confirms that for some reason display driver's wait for vblank does not work correctly.
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Old 09 March 2010, 14:07   #335
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So it's possible for vblank to screw up only for a very specific screen on a certain game? the only difference between the intro screen and the rest of the game is interlacing.
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Old 09 March 2010, 14:14   #336
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So it's possible for vblank to screw up only for a very specific screen on a certain game? the only difference between the intro screen and the rest of the game is interlacing.
You still haven't done any real tests. Same in 60Hz? Same in DirectDraw 50Hz and 60Hz?
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Old 09 March 2010, 14:18   #337
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I'll do more testing then. As I said before, it works correctly with DirectDraw, no higher-pitched sound when vsync is on, nothing gets past 50.
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Old 09 March 2010, 16:08   #338
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Ok, according to the results of the testing, it's the combination of Direct3D + vsync + interlaced screens what causes the problem. No other setting seems to have an effect. Happens under any resolution at any refresh rate. Right now I can't test true NTSC because I have yet to add 59.94hz to my custom modelines, but 60.00hz definitely behaves like 50.00hz, that is, FPS should have been capped to 60 but it was outputting 61, 62, 63, 64, 65, etc.

I tried several games and demos and only interlaced screens broke the FPS barrier imposed by vsync, causing the higher pitched sound.

Most interesting case being Dark Seed, which's 100% interlaced and the FPS fluctuated just like it did with The Great Giana Sister's interlaced intro for as long as I played it. Even worse, FPS would skyrocket by 2x during the first screens (e.g. "Presents")

Well, that's pretty much all I have for now.
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Old 09 March 2010, 16:56   #339
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Ok, according to the results of the testing, it's the combination of Direct3D + vsync + interlaced screens what causes the problem. No other setting seems to have an effect. Happens under any resolution at any refresh rate. Right now I can't test true NTSC because I have yet to add 59.94hz to my custom modelines, but 60.00hz definitely behaves like 50.00hz, that is, FPS should have been capped to 60 but it was outputting 61, 62, 63, 64, 65, etc.

I tried several games and demos and only interlaced screens broke the FPS barrier imposed by vsync, causing the higher pitched sound.

Most interesting case being Dark Seed, which's 100% interlaced and the FPS fluctuated just like it did with The Great Giana Sister's interlaced intro for as long as I played it. Even worse, FPS would skyrocket by 2x during the first screens (e.g. "Presents")

Well, that's pretty much all I have for now.
Near-perfect, thanks. (perfect would have been previous official version test too)

It is D3D + vsync + interlace bug since the beginning. If screen is static, screen is not updated (because nothing changes) and D3D Present() is not called causing vsync drift.

winuae.zip in usual location should fix this.
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Old 09 March 2010, 17:44   #340
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Thank you very much, works wonders now
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Old 09 March 2010, 20:34   #341
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Quote:
Originally Posted by Maren View Post
Thank you very much, works wonders now
Thanks to YOU too.
Though it took you some time in wording a real perfect report in the initial phase, you've been helping to find lots of issues the last weeks, which Toni could finally fix and which EVERYBODY will be able to profit from now on.
(In some cases I would have given up earlier if Toni said "driver issue!", instead of successfully (!!) convincing him it might be a bug deep inside the core! Hats off! That really requires some talent, which I normally don't have )

At least once this had to be stated.



P.S. I knew this bug VERY well. But I admit I would've feared an answer like "it's definitely your broken driver!", so I never dared mention it, nor would I have had that persistence to convince Toni I was right
Thanks again for finally nailing this bugger.
Could now help dozens of "problematic" (non-AGA) demos to work 100% correctly.

Quote:
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I tried several games and demos and only interlaced screens broke the FPS barrier imposed by vsync, causing the higher pitched sound.
Heh. I clearly remember an aeons-old, related report about Lionheart (which extensively uses interlace). Probably in the pre-EAB times, even. A retest would not hurt, I guess.

Last edited by andreas; 09 March 2010 at 20:53.
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Old 10 March 2010, 08:09   #342
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I have always said: quality of bug report equals quality of reply

Also finding very similar test cases where the problem DOES NOT happen help.

For example in this case: "hmm.. perhaps it is vsync issue only? yeah, works fine in non-vsync but lets not stop here, what about some other program. hmm.. works fine here. it must be something else, not just vsync (=not a driver problem most likely!). whats the difference? hmm.. interlace? lets try some other interlaced program. etc...
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Old 10 March 2010, 16:14   #343
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I have always said: quality of bug report equals quality of reply
Basically true; you sometimes must be thankful if people can be "arsed" to unveil the fact that they were trying in windowed mode And you (having tested in FS mode) like: "Works for me!" Who could blame you?!

OK, enough of my chit-chat now, and out of 'cuddling-mode' again
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Old 10 March 2010, 18:13   #344
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http://www.winuae.net/files/b/winuae_2100b16.zip

Beta 16:

- implemented feature that makes selecting image from multi disk programs faster and easier. When multidisk image is in disk drive, right clicking on "Select disk image" will open menu that lists all detected disk images (+including all normal "favorite" menu options) Also added previous and next disk input events. Currently supports following disk number naming conventions: "*(disk x*", "*<a-z/A-z/-/_/ >x.*", "*_a.*", "*-a*", "*<a-z>A.*" (x = number 1 to 9, a = a-z/A-Z, A = A-Z, ? any character, * = anything)
- D3D vsync in interlaced modes was erratic (bug since the beginning)
- added "GamePorts" to "Copy From" option in Input panel that merges Game Ports panel mouse and joystick configuration with current non-compatibility input configuration, also possible old keyboard layout Game Ports panel mappings will be replaced with default keyboard mapping. Nothing is remembered, slot 1 mappings are simply overwritten with new or default mappings.
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Old 11 March 2010, 10:47   #345
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Love the new disk image tool, is there a way you could force it to load the drives with the detected extra disks, ie if you enabled 3 drives and it was a 3 disk game (obviously not all games support multiple drives) then this function would inject disk 1,2 & 3 into the corresponding drives?

Or are you about to club me about the head and face saying this is already supported automatically?

(puts hands over head just in case)
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Old 11 March 2010, 12:35   #346
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Love the new disk image tool, is there a way you could force it to load the drives with the detected extra disks, ie if you enabled 3 drives and it was a 3 disk game (obviously not all games support multiple drives) then this function would inject disk 1,2 & 3 into the corresponding drives?
Not possible but I'll think about it..
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Old 11 March 2010, 12:55   #347
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is there a way you could force it to load the drives with the detected extra disks, ie if you enabled 3 drives and it was a 3 disk game (obviously not all games support multiple drives) then this function would inject disk 1,2 & 3 into the corresponding drives?
Hmmmm, I don't know if this would be a good idea. There are some multiple-floppy games which don't support more than 1 drive.
I mean: even on Amigas with 2 (or more) drives, some games will require you to pull out the current floppy from DF0 and insert the next one (in DF0). Those programs (I don't remember some of their names now, though) will not "see" DF1, DF2, etc.
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Old 11 March 2010, 13:00   #348
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Which is the exact reason why it isn't done yet. It can't be automatic.
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Old 11 March 2010, 15:30   #349
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Well, if they don't see the disks in df1, it's just like normal, you put in a disk in df0. Can't do that automatically anyway...

But for the games that do support multiple drives, it will work.

It can never be better than this way.

So just put first disk in df0, second in df1 etc Toni, if a global switch is checked. Only if you really don't want any extradrives do you have to disable the option. Or a "rest of disks in rest of drives" button, but ... one more key to remember... and 1 more keypress.


You could have a "next disk in df0 please" button, but... F12, browsebutton, doubleclick on next adf, OKbutton. Takes like 2 seconds. For "cab" type applications maybe, then I could understand. (If WHDload is not enough.)


Urg, sorry for messy post.
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Last edited by Photon; 11 March 2010 at 15:35. Reason: mess
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Old 11 March 2010, 15:35   #350
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You could have a "next disk in df0 please" button, but...
There already is. Have a look : http://eab.abime.net/showthread.php?t=51206
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Old 11 March 2010, 16:45   #351
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Yeah, haven't checked anything to do with diskswapping. Just saying he can shove the numbered disks in df0-df3 by default, the only games it won't work for will require a manual swap in df0 anyway, so.

He sounded hesitant to do so, just don't see how any other kind of solution would work, this is as perfect as it gets. But maybe I misunderstood him.
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Old 11 March 2010, 17:27   #352
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Speed/Screen Issues?

Hi, so i`m new to this forum but been a long time Amiga user with both Emulated and the real thing and thought it was time to contribute in some small way...

I encounterd a strange issue (with winuae_2100b) which only seems to effect some titles, the example i shall use here is "Fantasy World Dizzy V1.1" running on WHDLOAD 16.9, music is running what seems to be double time, however FPS seems to be locked at 50?

Running as close to a real A1200 as possible, with CPU cycle exact ect, V-Sync on at 50 HERTZ in full screen, resolution ouputting at 720x576 32BIT, line mode normal and using null filter. My machine is a ASPIRE 5738Z Laptop, Dual Core, Windows 7 64BIT, oh and i have a HDMI output coming out of the Laptop into my HD TV (this is the only way i can get the 50HERTZ going). Included is a log file, not sure if i have done any of this right...

Additional:

I have not encounterd this issue using WinUAE 2.0.1
Attached Files
File Type: txt winuaelog.txt (70.7 KB, 11 views)
File Type: uae A1200 + HD.uae (15.4 KB, 9 views)

Last edited by lordofchaos; 11 March 2010 at 18:11. Reason: I`m a idiot
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Old 11 March 2010, 18:30   #353
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Not possible but I'll think about it..
Thank you, it's the best I could ask for...
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Old 11 March 2010, 18:37   #354
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I've seen this double speed issue once, seemed totally random, I was skipping through some of my collection of unknown ADF's when one booted with a scroller and music but it was going nuts and way too fast yet it was showing 50fps.

Booted the next one with a reset and it was fine.....Odd,,,
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Old 11 March 2010, 18:40   #355
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Quote:
Originally Posted by lordofchaos View Post
Hi, so i`m new to this forum but been a long time Amiga user with both Emulated and the real thing and thought it was time to contribute in some small way...

I encounterd a strange issue (with winuae_2100b) which only seems to effect some titles, the example i shall use here is "Fantasy World Dizzy V1.1" running on WHDLOAD 16.9, music is running what seems to be double time, however FPS seems to be locked at 50?

Running as close to a real A1200 as possible, with CPU cycle exact ect, V-Sync on at 50 HERTZ in full screen, resolution ouputting at 720x576 32BIT, line mode normal and using null filter. My machine is a ASPIRE 5738Z Laptop, Dual Core, Windows 7 64BIT, oh and i have a HDMI output coming out of the Laptop into my HD TV (this is the only way i can get the 50HERTZ going). Included is a log file, not sure if i have done any of this right...

Additional:

I have not encounterd this issue using WinUAE 2.0.1
I was about to ask if it happens with last official but you included it without asking, perfect

I assume it only happens in vsync modes, right? Does it happen if you try 60Hz vsync? (of course sound gets faster but does it get faster than 60Hz?)

EDIT: your log has weird WASAPI errors. Does anything change if you use DirectSound? Also test Direct3D mode.
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Old 11 March 2010, 18:41   #356
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Quote:
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I've seen this double speed issue once, seemed totally random, I was skipping through some of my collection of unknown ADF's when one booted with a scroller and music but it was going nuts and way too fast yet it was showing 50fps.

Booted the next one with a reset and it was fine.....Odd,,,
This particular issue seems consistant and always happens with said game

Running the same game on my real amiga (68030+FPU) 16 MB, everything appears to be normal.
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Old 11 March 2010, 18:43   #357
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I encounterd a strange issue (with winuae_2100b) which only seems to effect some titles, the example i shall use here is "Fantasy World Dizzy V1.1" running on WHDLOAD 16.9, music is running what seems to be double time, however FPS seems to be locked at 50?
I think you're onto something. I experience exactly the same with demo "Nexus 7" by Andromeda. The screen even goes black. If anyone needs a report, let me know.
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Old 11 March 2010, 18:45   #358
Toni Wilen
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Originally Posted by Mclane View Post
Thank you, it's the best I could ask for...
http://eab.abime.net/showthread.php?t=51206 for solution you probably don't like but it is better than nothing
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Old 11 March 2010, 18:54   #359
lordofchaos
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Originally Posted by Toni Wilen View Post
I was about to ask if it happens with last official but you included it without asking, perfect

I assume it only happens in vsync modes, right? Does it happen if you try 60Hz vsync? (of course sound gets faster but does it get faster than 60Hz?)

EDIT: your log has weird WASAPI errors. Does anything change if you use DirectSound? Also test Direct3D mode.
Have just tried the same game in 60Hz+Vsync and both 50/60 without Vsync and can report the same issue, but having to change the output resoultion to 800x600 otherwise cannot get 60hz. Also have just tested in D3D with same conditions and get same results/issues.

Regarding the WASAPI errors, i often notice a slight pitch bend in sound when sound/music is iniated, lasts about a second. This only re-ocurs when music/sound stops and is reiniated. Never botherd me hugely...I will run some additional tests with sound.

UPDATE: Switching to DSound doesnt seem to remedy the issue.

UPDATE2: Ticking off the Cycle Exact mode on chipset options returns sound to normal.

Last edited by lordofchaos; 11 March 2010 at 19:39.
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Old 11 March 2010, 19:48   #360
lordofchaos
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Originally Posted by Maren View Post
I think you're onto something. I experience exactly the same with demo "Nexus 7" by Andromeda. The screen even goes black. If anyone needs a report, let me know.
Of all the Demos "Nexus 7" gave me the most trouble, i would configure WinUAE to run the bugger only to find nothing else would run properly with that config but that was some years ago now. Last time i watched that demo it ran fine, I will have to test with the current beta.
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