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running ClassicWB 3.1 from 8gb CF card. Only thing changed was I set "PAL" on the tooltype. |
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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 :shocked), so I hope that what I did is enough. Bye, ross |
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Hi Ross.
I Tested the Beta of the AGA version and its way better. :great 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 :spin |
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(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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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. ;) |
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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Bye! ross |
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 |
In The Zone! a pure WHDLoad slave :)
Please test and report if slower than previous version. @Wepl: for some critical demo/game my _Disable/_Enable can be useful. What about an official version? (with some precaution i proved that can be secure and usable) A big NOOO can be an acceptable response ;) Bye! ross |
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On which CPU do you tested? And was there fast ram? Quote:
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Thanks Wepl for the interest!
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In this case a '030 8x base freq. + exp. RAM. (yes, for me this is a reference/fast machine..). The latency emulation in WinUAE in regard to internal bus is VERY good. I check time elapsed from HPOS. In your case there is latency from: CPU cycles for the IRQ start, some environment/stack checks, some custom/CIA read/check, get autovector from chip_RAM, make the new stack, call the real service (with probably supervisor SP in chip..). I made some fast test with an emulated vanilla A1200 resulting near one H-line (but for precise result I've to repeat.. ). On a '060 sure much better than 0.5H (practically only latency from internal bus). I'm really sorry for lack of real Amiga... :sad But I trust WinUAE. Quote:
Can be a solution (absolutely fast!), but in users hands.. Quote:
Both solutions have pros and cons. And first we need a demo/game that generate an IRQ storm.. But after there's no more excuse for a slow slave :D Bye! ross |
I ran the side by side comparison with the new slave, and speedwise, it's very close to the first beta you put out.
However, I think the first beta seems to be just little smoother overall when lots of sprites are on screen. If I set speed = "FAST" and inertia = "OFF" in the options, the speed differences seem to be a little more pronounced. |
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So Zool AGA is really time critical and a good candidate for FastInts/Sor resload_Disable(). This is surely due to the exaggerate usage of BPL DMA / small BLIT (internal bus is hogged too much). Not to mention the intensive use of variables in chip memory (CPU register usage is 'optional'..). The little 0.5% is in most way related to free internal cycles so is multiplied and make some difference. :) |
Hi Ross & Co. (Sorry, it took a while )
I agree with th4t1guy. The first beta was the "smoothest" ;) Not much of a difference; just a little bit. (i played always the same style in level 1-1... just pressing right on the joypad and fire fireballs... until the forced walljump passage with the "double zool ability" ... then keep on running right without any pause and :evilgrin shooooooooting fireballs :evilgrin ) a good stress test;) (man, if zool would scroll like kid chaos :spin !!!! ) Thank you ross :bowdown |
Working on Zool (OCS).
In theory it should go much better than the AGA version. See you soon, ross |
No hurry Ross. Ready when you are. Big fan ;)
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- hihi - :spin
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Zool (OCS) WHDLoad rework beta (in The Zone)
phew, more patch points than AGA version... :) Ciao, ross |
I remember reviews pointing out that Zool AGA had lots of slowdowns and jerkiness not present on the OCS version.. this was magazines back at the time, I remember "The One" review pointing out there's no point in add parallax and more colors if the game is going to run like shit.
Maybe this is not an WHDLoad problem indeed? As I never owned an AGA machine I can't give much personal info about it. |
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