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Old 05 September 2009, 18:51   #221
JohnF
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Quote:
Originally Posted by Toni Wilen View Post
Ok, attach the statefile, please. Sound could be related to cube issue..
Two state files (just before, and during) zipped and attached.

The strange thing is, when I load the dd-before state (fresh start of winuae), the colour bars don't disappear.

To be clear, when the colour bars do disappear, they were present when the cube first appeared, then disappear as the cube grows.

Last edited by JohnF; 06 September 2009 at 01:46.
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Old 05 September 2009, 19:04   #222
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Quote:
Originally Posted by Kettenhund View Post
found a graphical glitch again. this time in the "State of the Art" Demo. It runs fine with cycle-exact on, but turned off it produces the following glitch.

in previous versions it looked fine even with cycle-exact off.
Now cycle-exact is the rule.
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Old 05 September 2009, 19:17   #223
Toni Wilen
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Originally Posted by dlfrsilver View Post
Now cycle-exact is the rule.
Not really. It is case-by-case and SOTA does not have anything tricky so it should still work
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Old 05 September 2009, 21:36   #224
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Quote:
Originally Posted by JohnF View Post
Two state files (just before, and during) zipped and attached.

The strange thing is, when I load the dd-before state (fresh start of winuae), the colour bars don't disappear.

To be clear, when the colour bars do disappear, they were present when the cube first appeared, then disappear as the cube grows.
Something is corrupting the copper list. Copper list is generated just before cube appears, it is corrupted in "during" statefile, "before" generates it correctly. I guess statefile needs to be created earlier, perhaps before the starfield even appears.
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Old 06 September 2009, 01:54   #225
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Quote:
Originally Posted by Toni Wilen View Post
Something is corrupting the copper list. Copper list is generated just before cube appears, it is corrupted in "during" statefile, "before" generates it correctly. I guess statefile needs to be created earlier, perhaps before the starfield even appears.
New statefiles attached that both show the problem (also tested these on a separate/older XP SP3 machine, same result once I remembered to set Best Compatibility).
Attached Files
File Type: zip dd-states2.zip (927.0 KB, 202 views)
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Old 07 September 2009, 20:05   #226
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I recieved Oscar V2 in the post this morning. Its brand new as well which is pretty amazing. Not a scratch on it! Anyway just thought I'd let you know that this version works perfectly using the latest beta. Seems this V2 doesn't suffer from the same slow-motion effect in WinUAE, unlike the V1 which have. The palette change works correctly and CD music plays during the levels. Great stuff!

The only small problem I noticed was that the CD music started a tad early before you get to the level screen. Its only early by a couple of seconds or so and this probably occurs on a real CD32 anyway. It seems like a good stable beta at the moment!
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Old 08 September 2009, 19:56   #227
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Originally Posted by JohnF View Post
New statefiles attached that both show the problem (also tested these on a separate/older XP SP3 machine, same result once I remembered to set Best Compatibility).
Unfortunately I can't find anything obvious, probably usual demo bug that only accidentally works. (yes, it did work on older versions but they had blitter timing bugs)

This won't be fixed. At least not until some other program is found the can be debugged more easily. (this isn't simple blitter directly corrupting some data)

Quote:
Originally Posted by Steve View Post
The only small problem I noticed was that the CD music started a tad early before you get to the level screen. Its only early by a couple of seconds or so and this probably occurs on a real CD32 anyway. It seems like a good stable beta at the moment!
It may be "bug", CD audio seek delays (CD32 CD seeks are really slow, can be more than 1 second..) and CD audio fades are not emulated.
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Old 08 September 2009, 22:44   #228
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Quote:
Originally Posted by Toni Wilen View Post
Unfortunately I can't find anything obvious, probably usual demo bug that only accidentally works. (yes, it did work on older versions but they had blitter timing bugs)

This won't be fixed. At least not until some other program is found the can be debugged more easily. (this isn't simple blitter directly corrupting some data)
Okay Toni, thanks for looking.
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Old 09 September 2009, 08:05   #229
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Okay Toni, thanks for looking.
It is guaranteed there are demos with other issues that will help fixing this, only problem is lack of time
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Old 09 September 2009, 18:46   #230
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http://www.winuae.net/files/b/winuae_2000b14.zip

Beta 14:

- added very basic MMU statefile support
- and more MMU compatibility updates (LINK, RTD, CMPM)
- FTRAPcc fix from Aranym (I guess nobody uses this instruction..)
- MMU access error instruction restart update, Linux really works now but is quite useless because there is no hardware cdrom or network emulation..
- CD32 pad default mapping RWD and FFW swapped
- non-CE mode blitter timing fix (blitter timing got better few betas ago but it was less compatible because cpu is not slowed down..)
- bsdsocket MSG_WAITALL really works now
- added "value must change" debugger memwatch mode (C)
- another reading write-only (or more like "read-only") register update, reading 0xDFF000 always returns whatever was left on chip bus. Only on OCS chipset and only 0xDFF000 (BLTDDAT) does this. Correct fix for Codetrash. This demo has really "fun" bug, it does cmp.b #$30,$dff000;bne.s loop (should be $dff006) and this comparison only succceeds because of 0xDFF000 special case AND because module player is running and there is at least one audio sample with value of $30! (unbelievable, isn't it?)
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Old 09 September 2009, 19:35   #231
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When I start emulation using any of my configs the first thing to pop up is the WinUAE debug window.
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Old 09 September 2009, 19:39   #232
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When I start emulation using any of my configs the first thing to pop up is the WinUAE debug window.
Redownload. I forgot some debugging code..
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Old 09 September 2009, 19:43   #233
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Same here, if you load up as an A500 you can't even get rid of the debug window, I had to shut the task down. I deleted the stored registry setting and it's the same.

Rescanned the roms, the same..

A1200 mode sends it straight to the debug window, A1000 mode does not even boot
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Old 09 September 2009, 19:43   #234
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oops...ignore last

EDIT:

Redownloaded 3 times and same thing still...I'll try a shut down and a clear cache incase it's that..


EDIT 2: Fine now, must have been the cache being saved..

Last edited by Mclane; 09 September 2009 at 19:53.
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Old 09 September 2009, 23:50   #235
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Originally Posted by Toni Wilen View Post
It is guaranteed there are demos with other issues that will help fixing this, only problem is lack of time
Here's another:

Day of Reckoning/Digital (DDC0E168): In the credits/end part, a black horizontal line appears towards the bottom of the screen (first visible when spaceship comes on screen) in b10 through b13. No black line in b9 and earlier (tested back to b2).

I can't tell what happens in b14 as the demo Gurus after the 'firework with a trail' - log attached.
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File Type: txt winuaelog.txt (6.3 KB, 234 views)
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Old 10 September 2009, 00:10   #236
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Another example of a horizontal black line can be seen in Speedball 2 (IPF 180 - C9BF9330), on the intro screens, in b4 through b14. The line starts twitching when 'LOADING GAME'. No black line in b2 and b3.
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Old 10 September 2009, 00:15   #237
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Another example of a horizontal black line can be seen in Speedball 2 (IPF 180 - C9BF9330), on the intro screens, in b4 through b14. The line starts twitching when 'LOADING GAME'. No black line in b2 and b3.
Is this the same thing that we discussed in an old thread JohnF?

... Picture bobbing 1 rasterline up and down

If not then please ignore my comment.
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Old 10 September 2009, 00:31   #238
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Is this the same thing that we discussed in an old thread JohnF?

... Picture bobbing 1 rasterline up and down

If not then please ignore my comment.
The video looks very similar, except in my case the line is visible more of the time than not.
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Old 22 September 2009, 04:15   #239
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Could anybody try, in WinUAE beta
Lancelot and/or Gnome Ranger WHDload slaves with cycle exact enabled, plz ?


I am currently suspecting a possible bug with cycle exact enabled, but I can't really say which side it is : WHDload or WinUAE.

Left of the cursor, you may notice some letters getting truncated.
It doesn't happen with Cycle Exact unticked
AND
it doesn't happen when simply loading the ADF of that game from the WB.

If you need me to post about this
in prb games or in another section, just let me know.


This not aimed at distracting the cycle exact supporters
to use this setting extensively,
as it may not induce any noticeable errors for other types of games.

Last edited by NewDeli; 07 December 2009 at 14:51.
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Old 22 September 2009, 04:46   #240
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Since I have my CD32 config. ready to roll, I thought I could fire Oscar v2 ISO (also holds Diggers) for a few seconds, and apparently, it's working fine. Seems the Amiga game developers never got tired of coding colorful jump'n'runs !

@Steve
I guess it's my turn to send you a CD32 config if you still have issues with it
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