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#101 |
Registered User
![]() Join Date: May 2022
Location: Boston / USA
Age: 45
Posts: 26
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I just noticed that autofire support for input devices seems to not be working anymore. Was working fine in beta 7, not working as of beta 8.
It's likely that commit 09a06c4 is the culprit. Config file values for autofire are correct for all devices, and the GUI drop-down menus can be selected, but autofire has no effect under emulation for any input device. It's really late so I'm off to bed. I'll look closer into this tomorrow night. |
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#102 | |
Bug hunter
![]() Join Date: Jul 2006
Location: Italy
Age: 47
Posts: 2,101
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Quote:
Tested up to b6 and was still reproducible (can't find lower betas with Error 404). EDIT: ah was named winuae_41020b<1 to 5>.7z let me try... EDIT2: was reproducible since https://download.abime.net/winuae/fi...uae_41020b1.7z. Not reproducible with 4.9.1 ![]() EDIT3: 4.10.1 final public is also affected. Last edited by hexaae; 20 May 2023 at 14:47. |
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#103 |
Bug hunter
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Location: Italy
Age: 47
Posts: 2,101
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Tested some more old betas... BTS and Fantastic Dizzy AGA all green bug... It all started with 4.10.1b4. Up to 4.10.1b3 they were ok.
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#104 | |
Registered User
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Location: Boston / USA
Age: 45
Posts: 26
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Quote:
I've found that this is related to the compiler optimizations. The "Whole Program Optimization" (/GL flag) seems to be solely responsible for triggering the green screen bug. Debug builds don't have this issue, and almost all optimizations (O1/O2) changes nothing. Just disabling whole program optimization in the FullRelease build resolves the issue. It's apparently a DX9/DX11 issue, and it happens in both software and hardware mode. GDI does not have this problem. The visual debugger also goes green. If you switch between DX9/DX11 mode or software/hardware mode on-the-fly, the display is partially resolved, but there is still something internal that is messed up sooner or later the green comes back. When the screen goes green, I can see all kinds of packed-pixel garbage and chunks of the display moving all over, so it appears to be some kind of DirectX buffer corruption going on and it's definitely not a problem on the Amiga side. The BTS demo triggers it when a particular AGA video state with 8 planes is enabled. I'll see if I can isolate that code, but I'm out of time for today. |
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#105 |
Registered User
Join Date: Feb 2011
Location: Moonlightshadow
Posts: 26
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Hello there!
First the first, thank you Toni for all the work you've been investing in such a milestone as 68000 cycle-accuracy is when it comes to proper Amiga emulation. It's been a long journey, indeed! Now, I'd like to report a couple issues I've been noticing as of late. I'm using 5.0.0 RC4 right now: 1.) Intro screens in 'Agony' OCS/ECS appear completely distorted under ECS Agnus (or Full ECS combining Agnus and Denise). OCS and AGA work OK. Always using QuickStart profiles, of course. Regression is 4.9.1 where it doesn't happen at all. 2.) 'Lionheart' main menu appears corrupt when using 'remove interlace artifacts' display option to get rid of interlace hell both there and in main game background effects. Regression goes as back as 4.4.0, the last release where such an useful setting doesn't produce this effect. Thinking about it now, it might be that being both regressions back to versions older than 5.0.0 beta/RC cycle they may not belong to this particular thread; if that's the case please accept my apologies and tell me about so I can replicate this post into the main support forum. And once again, thank you so much and all the best for WinUAE 5! |
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#106 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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#107 | ||
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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Quote:
Quote:
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#108 | |
Registered User
Join Date: Feb 2011
Location: Moonlightshadow
Posts: 26
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Quote:
Within the changelog of 4.9.0 there's an interesting “Remove interlace artifacts” last line flickering workaround fix. entry. Could this issue be related to that particular fix? Just guessing... And thanks a lot for that other fix, Toni. See, due to its 1992 state-of-the-art (IMHO) nature I'm always testing new WinUAE versions against 'Agony'. |
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#109 |
Registered User
Join Date: Apr 2008
Location: France
Posts: 28
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Toni could you create an another entry for the translation of this options.
Thanks |
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#110 | ||
Bug hunter
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Location: Italy
Age: 47
Posts: 2,101
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Quote:
for WinUAE 4.9.1: Code:
ExecuteStartup= ExecutePostDisk=uae-configuration cachesize 0 cpu_compatible false cpu_cycle_exact true immediate_blits true cpu_throttle -600 Quote:
The strange thing is that using "4.9.1 cfg" on 5.0.0 the game often takes a lot to load with black screen and other issues, that's why I created another cfg. EDIT: this is interesting... After I run Lionheart with last winuae64.7z mouse and screen positioning goes wrong with other games like Colonization AGA (run from WB, no WHD: it closes WB screen automatically to save chipmem). Moreover Lionheart WHD itself (just load and Start the game without changing Options) puts Valdyn not in the center of the screen but on the right side and scrolling is also broken (= badly centered). No problem with WinUAE 4.9.1. EDIT2: Attached log with Colonization AGA with windows out of focus (i.e. cursor clicks are moved on the right and not right under the pointer). To reproduce it I ran: DeluxeGalaga AGA, then Lionheart WHD (using WinUAE 5.0 ExecutePostDisk as above), and finally Colonization AGA. Possibly something related to Filter/Overscan settings and recent changes... Log: https://paste.sh/gDwFv61U#ilpEd1isBEwMREeCJEEhpc7o Last edited by hexaae; 22 May 2023 at 16:50. |
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#111 | |||
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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Quote:
Quote:
Just a random guess: get rid of these lines: gfx_center_horizontal_position=0 gfx_center_vertical_position=0 gfx_center_horizontal_size=0 gfx_center_vertical_size=0 I am 99.9% sure you don't want those or you will get strange display positioning in some filter modes. Quote:
Screenshot please. |
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#112 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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#113 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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https://download.abime.net/winuae/fi...uae_5000b13.7z
https://download.abime.net/winuae/fi...e64_5000b13.7z Beta 13: (RC5) - Sprite buffer overflow was still possible. Adjusted buffer size again and added limit check, if it is still going to overflow, sprite emulation is skipped until next frame. Problem with this buffer is that it is static, it needs to be as big as max supported programmed display mode which is waste of memory when emulating normal PAL/NTSC modes. It needs to be dynamically allocated. But it is too late now. ("Green" Big Time Sensuality / Axis) - Game ports panel autofire options didn't do anything (b8) - b8 "Allow moving vertical position backwards (VPOSW/VHPOSW writes) if current vpos is out of range" only handled VHPOSW writes. Agony interlace title screen swapped odd/even fields if accurate A500 ECS 68000 mode (CLR.W $DFF02A..) - Added Striker Manager dongle emulation. |
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#114 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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#115 | |
Registered User
Join Date: Feb 2011
Location: Moonlightshadow
Posts: 26
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Quote:
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#116 | |
Registered User
Join Date: Apr 2008
Location: France
Posts: 28
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Quote:
I did not find an entry for these 3 cases |
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#117 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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#118 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 48
Posts: 25,956
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https://download.abime.net/winuae/fi...uae_5000b14.7z
https://download.abime.net/winuae/fi...e64_5000b14.7z This should finally fix remaining reported bugs. Random refresh conflict sprite offset was very nasty one. Beta 14: (RC6). - "Remove interlace artifacts" + accurate modes: some blitter cycles were also rerun during "scandoubled" line. - Added Multi-Player Soccer Manager dongle emulation. This is very similar to Striker Manager dongle. - On the fly switch from AGA to OCS/ECS and then back didn't restore original AGA background color until running program wrote different value to COLOR0 register. - In some situations refresh conflict (even if it was harmless single cycle conflict due to bitplane DMA being enabled with "bad" position) left sprites in always on horizontal "conflict offset" state. (4.9.9+) - Added jit_inhibit config entry, can be used to force disable JIT temporarily even if uae-configuration/custom event is used to enable JIT. When you really want JIT disabled but don't want to modify anything else. |
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#119 |
Bug hunter
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Location: Italy
Age: 47
Posts: 2,101
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Great work!
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#120 |
Old retro god.
![]() Join Date: Apr 2002
Location: Northolt, West London
Age: 61
Posts: 811
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Incredible work as always, Toni.
May you wake up to sunshine and happiness every day! |
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