31 October 2016, 00:36 | #101 |
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With NoCache option, some games with problems do work. However, in some cases disabling caches slows things down seriously. SWOS, for example. With Lotus 3 NoCache won't help. That' s the case with relatively f3w games, however.
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31 October 2016, 11:03 | #102 |
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Rather use OS CPU command, CPU nodatacache nocopyback leaves instruction cache on. Can't remember how Lotus3 works - at least I played it with an 060. Probably just instruction cache on like with Lotus 2.
Last edited by zipper; 31 October 2016 at 11:14. |
31 October 2016, 14:36 | #103 |
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Hmm... with my 040/40 I get the same error as you with Lotus 3. When using NoCache all works fine. If that doesn`t help for you then make a bugreport, please.
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31 October 2016, 20:06 | #104 |
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I've just tested Lotus 3 on my Blizzard 040/25 and the game worked fine without additional options on my setup.
BTW: the game SWOS works only with CACHE option without problems on 040/25 machines. |
02 November 2016, 16:51 | #105 |
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I eventually got Lotus 3 to work. I booted directly to DOS with ECS chipset (?!) disabling Caches in early startup menu. Then I started Lotus 3 WHDload with NoCache option. I didn't use Preload option.
I only tested single player game, however. I'm afraid the two player game to have issues..?! :-o |
04 November 2016, 09:02 | #106 |
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Would it be fair to say that any slave requiring NOCACHE or other tooltypes was poorly written? Surely there's a way to disable the caches in the slave?
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04 November 2016, 12:19 | #107 |
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Can't say - but then different processors should have different slaves. And nocache is overkill as many games do use instrucrion cache but barf at data cache (030 and up) and 040/ 060 specific caches. Then some games expect VBR=0. too.
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04 November 2016, 16:26 | #108 |
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It might be the case but generally no. The slave author isn`t always able to test on different systems. It may work fine on his system(s) without NoCache. Sometimes it is better to give the user the choice to disable cache. Details about this should be answered by slave writer.
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20 July 2017, 03:44 | #109 | |
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YAY! Questron II works now
Quote:
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28 July 2017, 19:42 | #110 |
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@majestyx: I'm glad I could help. Well, I always use the NOMMU option in case of weird game crashes. Sometimes, it helps and sometimes it does not.
Btw: There is a little update in the WHDLoad 68040 Users Group.... |
23 September 2018, 18:23 | #111 | |
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The WHDLoad 68040 users group has birthday today :)
Quote:
Exactly 10 years ago we created our WHDLoad 68040 users group. I think that we have managed to solve some problems together. Of course, without great support from the entire WHDLoad team that would have been impossible. I wanted to say thank you. |
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23 September 2018, 18:28 | #112 |
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My impression was/is that there isn't such a big problem or incompatibility with 68040 like some people say in forums. At least no bugs in 68040 that cause software failures.
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12 April 2021, 15:58 | #113 |
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Is there maybe a way/workaround to use NoCache or Cache (disables data cache only) globally? I find it real problem these parameters are not allowed in WHDLoad prefs. Especially I like to use TinyLauncher and have 060, so it would be really good to set it once and for all, since I haven't managed TinyLauncher to use ToolTypes at all (just guru), not to mention setting NoCache tooltype for too many games launched from icon seems not the way.
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12 April 2021, 16:48 | #114 |
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if you have to disable caches, then the slave should be updated. Open a bug report on http://mantis.whdload.de, and enjoy the cache on the rest of your collection.
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09 July 2021, 08:42 | #115 |
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I'm interested in the problems with Wiz 'n' Liz. I'm currently updating a few things about this patch. Unfortunately I don't have an 040 to see the problems with this. I did originally fix the blits missing waits when I released a patch in 2006, but this seems not to be the extent of the game's issues.
It seems to have a wild combination of things going on to pull off the speed it runs at. - Some blits run without waiting for them to complete (these I patched in 2006) - Most blits run and do check for finish, using "btst #6,dmaconr" - but these also enable bltnasty/bltpri flag in dmacon before they start (and disable when finished) I noticed when running in WinUAE that, in 2 player mode, the whole playfield seems to glitch from time to time. However, that seems to be fixed by enabling Cycle Exact mode, so I don't know if it's relevant. I tried patching out bltnasty flag, but that causes slowdown to appear when the screen is busy, so it seems necessary. I have some code to replace the limited "btst #6,dmaconr" with Bert's better BLITWAIT macro that we could try, but I'd need testers to see if this works or not. I'm also not convinced if it will do anything given the previously mentioned bltnasty flag being employed for these (which means the CPU has to wait for the channel to be free anyway...) Unfortunately I have limited familiarity with blitting and other graphics DMA concerns, but I'm always eager to learn more about it. :-) Last edited by DJ Mike; 09 July 2021 at 17:57. Reason: Clarify DMA |
09 July 2021, 17:06 | #116 |
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btst #6,$dff096 isn't going to work because dff096 is write-only... you mean dmaconr
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09 July 2021, 17:53 | #117 |
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10 July 2021, 09:43 | #118 |
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let's remember that whdload has nothing to do with 68040 issues.
Some games themselves aren't 020 compliant, let alone 040 compliant. So when adapting a game, he A4K must be taken into account Last example: Music in monkey island going too fast, and on A4000 (not seen in winuae) Fixed by 1) moving Level 6 ack in the end of the routine and 2) doubling it (the infamous "a4k" bug that requires in some situations to write twice in intreq. Not sure of which part fixed it but it worked. |
10 July 2021, 13:26 | #119 |
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I wasn't suggesting otherwise. But I do at least try to address issues if I can when I make patches, which I know you and other devs do as well.
However, 68040 seems to cause a particularly unique set of issues that can be difficult to overcome - even compared to 68060. Particularly difficult for me as I don't have an 040 accelerator to test on - and emulation isn't a substitute. Do you have any insights on what tends to cause issues between 68040 and graphics DMA? I'm aware the caches cause problems but is that because of caching running instructions too fast, or perhaps because of faulty assumptions about the state of readable DMA registers? |
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