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Does https://download.abime.net/winuae/files/b/winuae.7z fix Picasso96 crash? (if it does not, don't attach dump files, they aren't useful with unofficial betas).
It also should fix light gun alignment. Please confirm. |
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Hi Toni
RTG: tested 5 out of the 60 x RTG games in DamienD's collection; all are still crashing when switching to an RTG display. Logs attached. Do you want a .HDF and configuration file to test with? ALG: tested all 4 x ALG games; DamienD's configured .NVR files are now working perfectly again. Many thanks for fixing this. Sound: any suggestions on why the sound sometimes has slight pops, cracks etc. and isn't crisp. I've been using WinUAE for over a decade and this is the first time I've had any issue. Do you need logs? Cheers Viceroy |
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I also have had problem with RTG begining with Beta23.
In beta23 RTG hanged with DirectX11, only DirectX9 worked. Beta 24 crashes to desktop with both DirectX9 and 11 |
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It’s occurred without startup-sequence. Copied test to adf (no startup-sequence) and boot with kickstart 1.3 (68030 + MMU/EC), but the glitch seems more static. With my WB setup (use mmu.library and muforce stuff) it’s happens more frequently. |
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Also, stock 3.2 with P96 now has bad scaling, so I'd say it's a regression. |
Crash hopefully is fixed now (winuae.7z updated, make sure it is today's build). I managed to duplicate it but only in fullscreen (always mention if it is fullscreen only, please).
What do you mean by "bad scaling"? It does not really tell much. |
Latest winuae.7z doesnt fix it for me, but you are right. It only happens in fullscreen mode.
Both native and RTG must be set to window mode, or else crash |
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Yes, todays date on the file. |
Does it work if you switch to D3D9 or disable misc panel on screen leds? (D3D11 OSD seems to have memory overflow in some situations)
EDIT: one more weird fullscreen behavior found, debugging.. |
Ok, now it should work. Fixed:
- D3D11 OSD crash (D3D9 worked) if display moved monitors and they had different DPI. - Weird scaling when switching RTG modes. (introduced in recent beta) - RTG crash in full screen. - Chipset buffer overflow in some non-PAL/NTSC modes (buffer size was not updated when vertical "wraparound" support was added) |
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EDIT: argh, crashed quitting a WHDLoad game (native mode fullscreen -> WB RTG fullwindow). Will add dumps... wait I have no crashdump: it just shows blackscreen and silently quits the emulator. Log: https://pastebin.com/BX8et3qY Cfg: as always see my signature for my current cfg JIT On at Workbench EDIT2: tested with JIT always Off even at WB, and still happened launching a pair of times Shadow of the Beast WHDLoad and quitting to WB. |
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Include -logflush to command line, without it last few lines of log will be lost. Same in D3D9 and D3D11 mode? In normal windowed mode? Reduce both VRAM and Z3 RAM to 128M or so. 1G total might cause side-effects when running non-64bit version. (Quitting silently usually is either stack overflow or running out of RAM) |
I used:
winuae.exe -log -logflush -full Ok... tested DX9 and set Native mode: windowed + RTG: full window, RAM: 128MB, RTG: 128MB, still the same: I run Beast WHD, black screen/window (can't understand if game freezed or is just loading forever after 30 secs...), I quit back to WB with F10 without further issues... If I repeat this 2-3 times at last I see a black (full)screen even with Native:windowed, and after a bunch of seconds emu silently quits... P.S. Beast works fine of course and loads instantly with good old 4.5.0b16 x64 (2021.01.23)... |
All with RTG is now working again and thank you Toni, Well Done!
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Here is very unstable (black screen and emu quits) with RTG UAE-Z3 (I use P96 with AmigaOS) after it quits from WHDLoad games and has to go back to RTG WB. This is interesting: I tried also non-WHD games (opening their own NTSC or PAL screen) and they work fine instead all the time after I quit and go back to RTG WB. Seems to affect WHDLoad games only... mmmh |
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