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Sorry Toni, I shall hunt out a crystal ball and hit myself in the head with it :)
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Yes, thank you Toni.
I no longer have crackles / pops with "Aladdin [AGA]" intro and also "Alien Storm" carcktro / trainer are fine; like with v4.4.0 ;-) |
So it is not possible to have both, the stable frame rate and the sound w/o cracks & pops?
Now again the frame rate jumps between 48.x & 51.x! Before was stable at 49.9 all the time. EDIT: Yea, the framerate with DSOUND is much stable than with WASAPI and when you add there's no more cracks and pops, I would say its better than before! :) |
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So which one do you want, an exact analogue display with matching audio timings, at 49-51 fps, or an inauthentic digital display at 49.9Hz, and bad sound? |
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Yes, it is much better to let frame rate change slightly than have audio glitches. Almost no one would notice without OSD anyway.. (and note that vsync uses different method that can introduce more sound glitches because it has to sync with video) There are better ways to do this but it is not in next version and it most likely require changes that are not compatible with dsound anymore. |
Haha ;-) PM sent Toni
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With b33 switching from WASAPI to DSOUND 99.99% eliminates small random hiccups in the scrolling... I use display > fullscreen (with VSync options EMPTY!) for native resolutions and I have a g-sync display. I opened a thread long time ago about sound sync issues: http://eab.abime.net/showthread.php?t=104310 |
https://download.abime.net/winuae/fi...uae_4900b34.7z
https://download.abime.net/winuae/fi...e64_4900b34.7z Beta 34: - Harmnless bug causing "Negative nr_color_changes.. " log messages fixed. - Copper VBLANK startup was 2 cycles too early. (Previous fix was not correct) - Partially reverted b9 sound update that caused worse sound stability on some systems. It also makes FPS value slightly less stable. - Audio volume (from AUDxVOL) is only loaded to internal volume register when period counter is loaded. Volume changes during period counting don't affect audio until next period load. - Copper writes to AUDxDAT in non-cycle exact modes had inaccurate timing. - AUDxDAT undocumented feature: AUDxDAT write has 1 cycle delay, state machine==3 INTREQ test is done when period counter==1, not when it is zero. (Thanks to ross again, another weird test set :)) - RTG screen was not fully cleared in some situations when switching modes (b25) - Changed debugger "dp" to "dppc" (switch to PPC disassembly mode) - Ateo Pixel 64 RTG board emulation. Another Cirrus Logic based RTG board. Very quickly done, only works with recent Picasso96 versions, does not work with drivers that need ateobus.library (will be done if someone disassembles it, I am too lazy, as usual). 256 color mode has wrong colors and right edge wraps around. Does not autoswitch. - "Smooth Copper" works correctly again. |
Something is broken (even before b34) with display > Windowed: Filter with mask seems applied twice here in DX11, and even if Filter: Masks=none... Moreover there's a sort of strange bad buffering where I can see 2 frames constantly swapped (hard to explain)...
This happens in Windowed mode only. https://i.ibb.co/yR6QcS1/image.png EDIT: mmmh, seems more complicated to reproduce: only happens when you switch from Native Fullscreen to Native Windowed EDIT2: from my early testings it started with b32 |
Formula 1 Grand Prix - The game get stuck at track 43! (again) :)
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Quickstart A500 1.2 OCS 512 configuration. EDIT: Fine in b31! (Btw. I always use 32-bit versions for testing!) |
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I'll try to adjust this a bit that hopefully mostly fixes this (and Spectreparty demo which has same problem) but this can't be perfect until CPU interrupt timing is 100% perfect (t won't happen in this version). |
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Btw. Does this mean that there are still some unknown timing issues regarding the CPU? (or just IPL sampling) EDIT: I have already found the answer here. (The message is: don't assume, always bother to check.) :D Ps. Ok, same happens also with 4400, so no big deal. :) |
This is getting more, lets say, interesting. 68000 interrupt start up processing counted interrupt vector fetch cycle twice (extra 4 CPU clocks) and after fixing it, spectreparty demo flickers 10x+ more :)
Which means it can't be simple IPL sampling issue anymore. Need to debug this more.. |
Some 68000 IPL timing updates added. Spectreparty does not flicker anymore and it does not seem to break anything else.
"Formula 1 Grand Prix (1988)(MicroValue)" also does not hang anymore. But oddly enough game menu's reaallllyy ssssslluggissh behavior is A500 confirmed. It polls for interrupt badly and I thought it was related to bad IPL timing in emulation.. That can't be what it was designed to do, perhaps it requires something unexpected.. I'll clean up the fix first before next official beta. |
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