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Old 09 June 2010, 20:25   #81
arti
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Hi,

I've installed new DX via WebUpdate, about 6MB of data was downloaded.
Rebooted, WinUae asks for updating DX ?

Specs:
GeForce 7600GT, WinXP 32 bit.
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Old 09 June 2010, 20:30   #82
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Quote:
- DX SDK updated (June 2010), d3dx9_xx.dll version bump -> DX runtime update required...
LINK

Last edited by Retro-Nerd; 09 June 2010 at 20:42.
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Old 09 June 2010, 20:41   #83
arti
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I've installed new DX via WebUpdate before and it worked...
I will try with whole archive now, maybe this will work.

Last edited by arti; 09 June 2010 at 20:46.
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Old 09 June 2010, 20:56   #84
Toni Wilen
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Hmm.. Something is different this time, it seems old DLL is used on XP, new only on Vista and 7.

b8 zip archive updated.
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Old 09 June 2010, 23:03   #85
Retroplay
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My ClassicWB setup that worked in previous beta doesn't work anymore.
Power led just keeps blinking and Amiga doesn't boot.

Athlon64 3400+, 1536MB RAM, WinXP SP3 with DX9.0c june 2010.

Logs attached.

Last edited by prowler; 10 September 2016 at 23:13. Reason: Removed attachment.
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Old 10 June 2010, 03:48   #86
msayed1977
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With the latest B8, Amiga gives error message (failure) with my "Kick Off 2".
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Old 10 June 2010, 07:07   #87
Toni Wilen
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Quote:
Originally Posted by Retroplay View Post
My ClassicWB setup that worked in previous beta doesn't work anymore.
Power led just keeps blinking and Amiga doesn't boot.

Athlon64 3400+, 1536MB RAM, WinXP SP3 with DX9.0c june 2010.

Logs attached.
Attach winuaelog.txt using previous working version (beta or last official) please. (for comparison)

EDIT: forget it, it is fixed now. (beta archive yet again updated because it was too stupid bug)

Quote:
Originally Posted by msayed1977 View Post
With the latest B8, Amiga gives error message (failure) with my "Kick Off 2".
Logs and screenshot please.

Last edited by Toni Wilen; 10 June 2010 at 07:19.
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Old 10 June 2010, 13:50   #88
Mad-Matt
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one bug I forgot to mention with b7(and b8), the null filter seems to be stuck on even when filter is set to none, so allthe sliders and resizer still work when they shouldnt be on.
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Old 10 June 2010, 14:40   #89
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Toni, followed what you said on the tests and I get a crash the second the emulator starts, if no config are used then its fine. Not using any special settings.

Stock A500 quickstart

X64 Win 7

2gig ram, P4, latest DirectX (afaik) Latest Nvidia driver for the GEForce7800

Should mention beta 6 worked
Attached Files
File Type: zip winuae.zip (29.2 KB, 216 views)

Last edited by Mclane; 10 June 2010 at 15:07. Reason: add text
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Old 10 June 2010, 16:08   #90
Toni Wilen
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Quote:
Originally Posted by Mclane View Post
Toni, followed what you said on the tests and I get a crash the second the emulator starts, if no config are used then its fine. Not using any special settings.

Stock A500 quickstart

X64 Win 7

2gig ram, P4, latest DirectX (afaik) Latest Nvidia driver for the GEForce7800

Should mention beta 6 worked
You don't have latest DX. (XP fix broke Vista/7 DX detection)
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Old 10 June 2010, 16:09   #91
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Aha...I'll grab it...thanks Toni
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Old 10 June 2010, 16:10   #92
Toni Wilen
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Quote:
Originally Posted by Mad-Matt View Post
one bug I forgot to mention with b7(and b8), the null filter seems to be stuck on even when filter is set to none, so allthe sliders and resizer still work when they shouldnt be on.
- D3D "none" filter allows again all filter setting adjustments
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Old 11 June 2010, 20:48   #93
Toni Wilen
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http://www.winuae.net/files/b/winuae_2200b9.zip

Beta 9:

- "megachip" was added even if disabled (was fixed in b8 update)
- fixed DX detection on XP (was fixed in b8 update)
- removed "*" from DirectInput keyboard and mouse name strings
- uaeunp/virtual archives: if input file was inside archive and it had multiple output files (most raw disk image formats can have .ima, .adf and .ext.adf output files) only first supported file was listed. Plain files worked correctly.
- added "scanning ROMs" dialog
- fixed old memory corruption bug if rom scan data has single rom from odd/even pair (unpaired rom removal code was buggy)
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Old 12 June 2010, 19:23   #94
Romanujan
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Hey, I have noticed, that my slowdown problems are fixed in beta 9 (or in beta 8 - unfortunately it crashes as soon as I try to boot my custom kickstart...)
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Old 12 June 2010, 19:50   #95
Toni Wilen
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Originally Posted by Romanujan View Post
Hey, I have noticed, that my slowdown problems are fixed in beta 9 (or in beta 8 - unfortunately it crashes as soon as I try to boot my custom kickstart...)
Interesting.. Set Z3Chip to some non-zero value to stop b8 from crashing.
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Old 14 June 2010, 19:17   #96
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Just a quickie - I'm using Keyboard layout "B", (arrows+rctrl/ralt) and would like autofire on R-CTRL, but not on R-ALT.

If I use the "input" page, I cannot change the status of autofire - it resets when emulation starts.

This is regardless of what status the autofire on port 2 is in the Gameports page. If I set it to "on" in Gameports, then it stays on even if I turn it off in "input". Similarly, it stays off in the "input" panel if it's turned off in Gameports page.

What am I doing wrong?

D.
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Old 14 June 2010, 19:39   #97
Toni Wilen
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Quote:
Originally Posted by Dunny View Post
Just a quickie - I'm using Keyboard layout "B", (arrows+rctrl/ralt) and would like autofire on R-CTRL, but not on R-ALT.

If I use the "input" page, I cannot change the status of autofire - it resets when emulation starts.

This is regardless of what status the autofire on port 2 is in the Gameports page. If I set it to "on" in Gameports, then it stays on even if I turn it off in "input". Similarly, it stays off in the "input" panel if it's turned off in Gameports page.

What am I doing wrong?

D.
GamePorts overrides Input panel now which means you can't adjust any Input panel mapping (in slot 1) that has mapping also in GamePorts panel.

Hmm.. I'll think of some workaround, perhaps by using slot 2 to map exact same input target + autofire enabled or something.. (currently this does work)

EDIT: It does work (I configured wrong keyboard, too many keyboards connected..). Select layout B normally, no autofire, go to Input panel, find RCTL, select slot 2, map Joy2 Fire/Mouse button (same as in slot 1), enable autofire. (but there is a bug, configuration is not saved correctly in this situation)

Last edited by Toni Wilen; 14 June 2010 at 19:50.
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Old 15 June 2010, 18:20   #98
Toni Wilen
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http://www.winuae.net/files/b/winuae_2200b10.zip

Beta 10: (RC1, official release before Midsummer)

- some V(H)POSW modifications corrupted memory (AR3 for example)
- AR3 3.09 odd/even pair rom image didn't load correctly
- AR1 has never worked in cycle-exact mode
- Amiga->Windows image clipboard sharing didn't work if any IFF chunk (except body) size was more than 255 bytes
- removed confusing and useless Input keyboard key numbers
- GamePorts test mode list vertical centering improved
- configuration file joyportX=kbdZ/joyZ/mouseZ (where Z is larger than max available devices) was not checked
- floppy sound channel mask added, configuration file only (floppy_channel_mask), default is all channels. 1=left,2=right,4=center,8=sub,16=surleft,32=surright.
- keyboard input configuration slots 2/3/4 not saved if slot 1 contained port configuration and stored slot 1 was mapped to default keyboard key
- configuration.backup and configuration.cache remembers hidden file attribute
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Old 15 June 2010, 18:36   #99
Dunny
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Quote:
Originally Posted by Toni Wilen View Post
EDIT: It does work (I configured wrong keyboard, too many keyboards connected..). Select layout B normally, no autofire, go to Input panel, find RCTL, select slot 2, map Joy2 Fire/Mouse button (same as in slot 1), enable autofire. (but there is a bug, configuration is not saved correctly in this situation)
Hmm. Cannot get this to work at all, I'm afraid -

1. Choose keyboard layout "B" from Gameports
2. Open Input panel
3. Listview is set to "Windows Mouse", so use second combo-box to choose "keyboard"
4. Scroll down, find "Right CTRL" - is currently set to "[Port 2] Joy2 Fire/Mouse 2 Left button", Select that entry
5. Select "2" from the little combo-box below the listview
6. Listview now has nothing assigned to any keys
7. Unable to remap the Right Ctrl key - "remap" button is disabled, though "test" is not (but that hangs WinUAE if I click it).

The top-left combo-box is set to "Gameports", btw - should that be set to Config #1 - #3?



Edit - Yes, it should! Works now, thanks Toni

D.

Last edited by Dunny; 15 June 2010 at 18:53.
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Old 15 June 2010, 18:40   #100
Toni Wilen
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Quote:
Originally Posted by Dunny View Post
Hmm. Cannot get this to work at all, I'm afraid -

1. Choose keyboard layout "B" from Gameports
2. Open Input panel
3. Listview is set to "Windows Mouse", so use second combo-box to choose "keyboard"
4. Scroll down, find "Right CTRL" - is currently set to "[Port 2] Joy2 Fire/Mouse 2 Left button", Select that entry
5. Select "2" from the little combo-box below the listview
6. Listview now has nothing assigned to any keys
7. Unable to remap the Right Ctrl key - "remap" button is disabled, though "test" is not (but that hangs WinUAE if I click it).

The top-left combo-box is set to "Gameports", btw - should that be set to Config #1 - #3?

D.
Gameports = "view only" mode (used to store gameports configuration, not allowed to edit because it would confuse everyone when gameports starts doing weird things). Use Configuration #1 (or #2 or #3)

"Test" does not hang, read the GUI window title
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