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#181 | |
Registered User
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Location: France
Posts: 456
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Quote:
Same result with "Body Blows Galactic AGA" and NTSC. The colors are good. But not in PAL. ![]() Note : for James Pond II ( Robocod AGA version ), this seems to be another issue that is different. |
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#182 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,807
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EHB + AGA weird behavior fixed.
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#183 |
Registered User
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Location: France
Posts: 456
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![]() Silents-Soulkitchen. " Dots logo " is broken ( pic 1 ) . Fine with 4.9.1 and - ( pic 2 ). Note : uss file is zipped because savestate size exceeds 1MB and cannot be uploaded directly. Quickstart A1200. Edit : debug files. Edit 2 : since b3. Edit 3 : CPU issue. Ok in Fastest mode. It probably worked by accident before. Last edited by Zarnal; 02 December 2022 at 20:49. |
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#184 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,807
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https://download.abime.net/winuae/fi...nuae_4990b6.7z
https://download.abime.net/winuae/fi...ae64_4990b6.7z Beta 6: - Interlace mode filter crash fix (b5). - Disk read DMA started (without DSKSYNC) and reading "nothing" (no drives connected): disk DMA never finished. (CDTV boot hang without DF0:) - CIA B timer counting timer A underflows or CNT: generated interrupt was 1 timer count too early. - 68060 without FPU and executing FPU instruction that uses -(an) or (an)+ addressing mode: address register's original value was restored twice when F-line exception stack frame was being created. Second time it used invalid register value causing D7 to be modified. - Audio interrupts and AUDxDAT processing delays fixed. They were too long (2 CCK) when correct delay is only 1 CCK. 2 CCK appeared to be correct because previously interrupt timing was wrong. - Keep CPU halted when keyboard reset keys are kept pressed. (b3 reset change update) - EHB mode was unreliable in AGA mode (b5) - 68010+ BKPT illegal instruction exception had stacked PC pointing to next instruction but it should point to BKPT. - 68010 DIVU overflow condition undefined N flag behavior updated. (DIVS overflow undefined flags are still not fully correct) - Copper/blitter bug tested, updated and confirmed and is enabled by default again (only if 68000 and cycle-exact). This is the infamous chipset bug that can cause copper pointer to blitter pointer copy if copper was waiting, CPU wrote to COPJMPx during odd cycle and blitter was active. Not 100% accurate (modulos are not added correctly when glitch happens) in line mode because line mode internal "micro-operations" are not fully correct (exactly when pointers change, modulo is added etc, invisible operations that don't affect line mode output). |
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#185 |
Registered User
Join Date: Jul 2006
Location: Sunderland
Posts: 924
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Thank you!
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#186 |
Bug hunter
![]() Join Date: Jul 2006
Location: Italy
Age: 47
Posts: 2,082
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b6:
still reproducible glitches with Robocod AGA and Lionheart (2nd level, first cave with the spiders have strange white flickerings...). To quickly test Lionheart you can use cheats: crouch down and press P (pause the game), press CTRL+HELP to activate cheatmode, and now press F2 to skip to 2nd level. Lionheart: [ Show youtube player ] Last edited by hexaae; 21 November 2022 at 11:48. Reason: HELP not HOME key |
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#187 |
Lemon Curry ?
![]() Join Date: Sep 2004
Location: Denmark
Age: 48
Posts: 3,916
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Kick Off 2 ipfs, SPS ipfs as well as unofficial ipfs, they all fail to load since 4.9.2 beta 1.
Loading same images in 4.9.1 is working well. For testing you can try the unofficial ipf in the zone. In 4.9.2 beta 1 to beta 6, the game gets stuck on track 03 during load showing a yellow screen. 4.9.1, loads and is playable. Same for SPS ipfs, Kick Off 2 v1.4e (SPS 0760) as an example: 4.9.1, game loads and is playable. 4.9.2b1 and newer, gets stuck on track 02 during load. 64bit versions tested with A500 1.3/OCS/512k+512k quickstart setting plus v5.1 caps dll. Last edited by Retroplay; 23 November 2022 at 01:17. |
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#188 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,659
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Hi Toni,
There is an issue with scanlines in Dyna Blaster that occurs in all betas. No other games seem affected: Scanlines are set via "Filters" --> "Extra Settings" --> "Scanline opacity". No scaling is set. This only occurs in "Fullscreen", "Windowed" and "Full-Window" are fine. Last edited by vulture; 23 November 2022 at 12:32. |
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#189 | ||
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,807
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Quote:
Quote:
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#190 | |
Registered User
![]() Join Date: Feb 2018
Location: France
Posts: 456
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Quote:
The glitch is the same on my side with or without the cycle. I just tried quite a few combinations tonight (without using save state). This doesn't seem to be a CPU issue but more of a chipset issue. ![]() Note: If you are using a Quickstart A500, which you just switch to AGA chipset, the same problem appears with the OCS version. Edit : IPF 1352 ( no code needed ) with Quickstart A500 and chipset AGA with OCS version ( pic 1 ). Last edited by Zarnal; 02 December 2022 at 20:49. |
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#191 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,659
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#192 |
Registered User
![]() Join Date: Jul 2019
Location: Poland
Posts: 236
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Interlaced filters seem to inherit multiplier and scaling from Native - shouldn't they apply their own settings?
Also after Reset of emulation, interlaced filters seem to fall back to DX9. Other bugs I'm still observing: Scanlines patterns are broken. RTG integer scaling isn't integer. Last edited by rutra80; 26 November 2022 at 00:18. |
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#193 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,807
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#194 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,659
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Yes, I'm 100% sure. I'm using DamienD's WinUAE collection with 4.9.1, no issues at all.
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#195 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,659
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Hey Toni!
The latest non-public beta fixes he Dyna Blaster scanline issue, thx! |
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#196 | ||||
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,807
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Quote:
Check the log because I can't duplicate fall back to DX9 (it should be loggedf) Quote:
Quote:
Please confirm this and above (winuae.7z) Quote:
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#197 | ||||
Registered User
![]() Join Date: Jul 2019
Location: Poland
Posts: 236
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Quote:
Quote:
1. Quickstart A1200 2. Enable separate shaders for Interlaced 3. Enable D3D11 4. Start something with screenmode changing (WB 2.0) 5. Change screenmode to laced 6. F12, change Interlaced shader to some other, or change multiplier etc. OK Rendering stops and on misc tab you can see fallback to D3D 9 On some configs, if I then Restart the emulation and switch back to D3D11, and change screen mode to laced, I get emulation hang, but I have to investigate further... Also, Remove interlace artifacts seems to have problems again. Quote:
Quote:
Last edited by rutra80; 26 November 2022 at 14:11. |
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#198 |
Registered User
![]() Join Date: Feb 2018
Location: France
Posts: 456
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More information for Robocod :
A500 Robocod OCS version ( IPF 1352 ) is also affected with the same glitch after title screen. Quickstart A500. To reproduce : Load state and press 2x " Fire ". ![]() Last edited by Zarnal; 02 December 2022 at 20:49. |
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#199 | ||
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,807
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Fixed. This was very old bug. ID3D11RenderTargetView was not freed in D3D11 shader support code.
Quote:
Quote:
Last edited by Toni Wilen; 26 November 2022 at 16:30. |
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#200 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,807
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https://download.abime.net/winuae/fi...nuae_4990b7.7z
https://download.abime.net/winuae/fi...ae64_4990b7.7z Beta 7: - When on the fly changing floppy type from FloppyBridge drive to normal or vice versa, disk change is now simulated automatically. - floppyXprofile (x=drive number) config file entry can be used to change drive type on the fly using uae-configuration. Replaces floppyXtype which uses magic number parameters (it is still supported). Floppy type can be for example "35dd" or "35hd" or "floppybridge". (TODO: floppybridge:<parameters> support) - CPU instruction prefetches are marked with "I" and data accesses with "D" in DMA debugger (for example "CPU-RWI") - Do not allow JIT FPU option if no FPU is selected. - If copper used last cycle of frame: following copper instruction (=very last instruction of copper before it restarts) was shown incorrectly in DMA debugger (visual bug only). - Special empty copper cycles where copper allocates the cycle but leaves it unused are now marked with "C" in DMA debugger. - Disk DMA write to nowhere (no drives selected) never finished. This (and reading which was fixed in b6) was working in older version, probably broke in b1. - Disk DMA write DMA slots now have correct order (Read DMA: slots are filled from right to left, write DMA: filled from left to right). - Floppy index sync (CIA-B flag) CIA interrupt bit was "sticky" in some situations. (b1) - CHD CD audio sync fix. (Always use logical block access method) - Some filter options still used non-interlace filter mode settings when interlace mode filter was active. - D3D11 mode integer scaling artifacts fixed. (b1) - D3D11 shader support code leaked ID3D11RenderTargetView, causing problems when shader or parameters were changed on the fly. - Double clicking windowed mode window title bar always switched to fullscreen mode (should only switch if Shift pressed=Fullscreen or Control pressed=Fullwindow is pressed). Possibly Windows version dependant. - DIWSTRT and DIWSTOP same vertical start and end was unreliable (James Pond 2 intro glitch) |
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