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Hi Toni,
One thing I've noticed with all the v4.9.0 betas is that if a game has "Centering = vertical" then the following happens: KS ROM (no disk inserted): https://i.imgur.com/Ba1lgVW.png As opposed to v4.4.0: https://i.imgur.com/4vVHmfr.png This affects some games, Afterburner (Sega) for example: Afterburner (Sega): https://i.imgur.com/r4SFwdc.png As opposed to v4.4.0: https://i.imgur.com/V3bDqYs.png"G-LOC - R360 Air Battle" is also affected: v4.9.0: https://i.imgur.com/DMXtXZz.png https://i.imgur.com/EL8IvGA.png v4.4.0: https://i.imgur.com/9hfjhOZ.png https://i.imgur.com/RY2ctmV.png If you need configuration files then please let me know? |
And another one Toni,
I was testing some games in DamienD's collection. There's an issue with "Moon Child [AGA]" in the betas; all is fine in v4.4.0 stable. The problem is with "MoonChildFireTest": https://i.imgur.com/iDrCrSL.png This whole sequence now crawls; probably 2 to 3 times slower than what it should be. I've zipped the configuration file and <gamesdir> and put into the Zone! |
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I am not sure if this behavior can be supported anymore due to new vertical blanking updates. I'll check.. |
Hello,
since b40 RC1, old issue ( before new chipset emulation ) with S(pi)d (64k Intro) by Zomo is back ( but slighty different ). A " ghost " scene appears just before credits ( pic 1 ). Ok with b39, b38... :) Edit : Janaway's link is no longer working. Edit 2 : Quickstart A1200. |
Thx Toni, would be nice if it could be done this way, looks better! Also, regarding the "MoonChildFireTest" issue I reported, it starts from beta 25; all is good in beta 24.
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Yup, you're right. DamienD's configuration has no "Cycle-exact" options ticked.
Ticking "Cycle-exact (DMA/Memory accesses)" gets this working like it used to in v4.4.0. Many thanks! |
https://download.abime.net/winuae/fi...uae_4900b41.7z
https://download.abime.net/winuae/fi...e64_4900b41.7z Beta 41 (RC2): - Sprite processing was exited early if sprite horizontal start was zero (which is correct normally). But when combined with FMODE SSCAN2-bit, only "original" sprite is invisible but "doubled" sprite is still visible. Fixes Fantastic Dizzy CD32 background glitch. - Improve Denise/Lisa internal bitplane pipeline logic, previously undocumented combined plane change + bitplane shift changes mid scanline are now working correctly. - Above behavior also revealed yet another undocumented chipset feature/bug: if ECS Denise or AGA and bitplane plane count is lowered mid scan line and disabled plane's last bit out of bitplane shifter was one: last pixel appears twice. OCS Denise is unaffected. This is emulated only in subpixel mode. - Clear all internal display emulation buffers at reset, previously some of them was not cleared. (Possibly could have caused temporary on screen garbage when loading statefile on the fly) |
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Repro steps: - use my cfg in signature (I'm using the mask in attachment for the scanline effect...) - run a game like Beast 1, call the UI with F12 and switch from Fullscreen to Windowed mode the ugly effect persists even if I remove the mask (select 'none') at this point |
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Well I noticed it because I use a png as a mask for the scanline effect. Switching Fullscreen <---> Windowed behaves as expected now without windowed artifacts. |
Animotion (Demo) by Phenomena --> http://janeway.exotica.org.uk/release.php?id=317
[A500 ECS 512 + 512] Broken from WinUAE Beta 41 (RC2)! |
Do you mean HAM animation part? (I even had test statefile from that part because it has been a problem long time ago)
That was one of the most stupid bug ever. Comparison that should have been "if this variable is same as that variable and another variable is zeroed" but it was "if this variable is same as that variable or another variable is non-zero".. Which made some BPLCON0 changes not reach display rendering part (HAM/DPF/EHB on/off mainly). Fixed. |
I don’t understand too much about bed bugs, I just find them and leave everything else to the experts.. :) (confirmed to work again)
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Anything in this dmp that might be useful to determine the reason for a random crash experienced while doing nothing other that listening to some internet radio?
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Chipset emulation related buffer slowly fills in RTG mode (It shouldn't be even used if RTG is active and chipset display is not visible) and after about ~100 minutes it starts overwriting other variables. |
This could explain also my strange random crashes since I always test it on the long run running tools, wb games, native games (mostly WHD), rtg programs... and I use an RTG Picasso96 WB.
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https://download.abime.net/winuae/fi...uae_4900b42.7z
https://download.abime.net/winuae/fi...e64_4900b42.7z Official release date: about one week to go. Beta 42 (RC3): - Switching from D3D11 fullscreen mode to windowed mode using GUI caused windowed mode to keep-reinitializing continuously. (CTRL+F12 switch worked normally) - Fixed wrong condition in check if Denise side BPLCON0 parameters needs updating, broke for example HAM enable/disable until next line (b41) - Blitter line mode with C disabled also disables C-channel pointer modulo add operations. b39 update was not complete. (Methylate / Focus Design). - Interlace mode last 2 lines (if Overscan+ or Extreme) had swapped long/short line (last line/line zero "wrap around" point), LOF toggles at this point but display device does not see it until few lines later. - Fixed buffer overflow that caused unexpected crash due to internal variables getting corrupted. It happened if mode was RTG (native chipset not active) and native mode had copper list that writes to custom registers that can affect colors or blanking, state change was unnecessarily recorded to a buffer that is not in use if RTG mode and after long time (can be 100 minutes or more), it finally overflowed. Recent blanking updates introduced this. - Programmed blanking change was not always fully detected, leaving partially blanked border in some situations. - Enabled Remove interlace arfifact option without interlace mode: bitplane overrun emulation was not possible. - Remove interlace artifact option last line flickering/garbage is really gone now. (Blanks extra line(s), this is not really the correct way but too late to fix it properly) - Bitplane pointer pointing to upper 512k chip ram in ECS 0.5M+0.5M config didn't use indirect read routines. (Fixes Cen / Rare ECS 0.5M+0.5M config corrupted vector objects) |
You're on fire Toni. Well done!
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https://eab.abime.net/showpost.php?p...&postcount=852 EDIT: Quote from above link: "But it becomes real end of 1M chip if ECS (even if system only has 512k chip). Which is normally not zeroed. Result is tall bars on top of scroller." So, maybe it is correct now because there are tall bars on top of scroller in ECS!? (before was only on the side of the screen) |
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