English Amiga Board


Go Back   English Amiga Board > Support > support.WinUAE

 
 
Thread Tools
Old 17 November 2022, 12:48   #181
Zarnal
Registered User
 
Join Date: Feb 2018
Location: France
Posts: 504
Quote:
Originally Posted by Waccoon View Post
That Methylate demo is ECS and uses EHB for only a few scenes, such as the ship scene. During the ship scene, if you run the demo in NTSC mode it works fine, but in PAL mode some of the scanlines enable EHB mode and some lines don't. Perhaps it has to do with the different scanline count or scanline starting offset between NTSC and PAL?

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.
Zarnal is offline  
Old 17 November 2022, 18:07   #182
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,502
EHB + AGA weird behavior fixed.
Toni Wilen is online now  
Old 19 November 2022, 13:29   #183
Zarnal
Registered User
 
Join Date: Feb 2018
Location: France
Posts: 504


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 19:49.
Zarnal is offline  
Old 19 November 2022, 18:57   #184
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,502
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).
Toni Wilen is online now  
Old 19 November 2022, 21:22   #185
Viceroy
Registered User
 
Join Date: Jul 2006
Location: Sunderland
Posts: 946
Thank you!
Viceroy is offline  
Old 20 November 2022, 16:12   #186
hexaae
Bug hunter
 
hexaae's Avatar
 
Join Date: Jul 2006
Location: Italy
Age: 48
Posts: 2,161
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 10:48. Reason: HELP not HOME key
hexaae is offline  
Old 23 November 2022, 00:10   #187
Retroplay
Lemon Curry ?
 
Retroplay's Avatar
 
Join Date: Sep 2004
Location: Denmark
Age: 49
Posts: 4,079
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 00:17.
Retroplay is offline  
Old 23 November 2022, 11:07   #188
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
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 11:32.
vulture is online now  
Old 23 November 2022, 19:07   #189
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,502
Quote:
Originally Posted by Retroplay View Post
Kick Off 2 ipfs, SPS ipfs as well as unofficial ipfs, they all fail to load since 4.9.2 beta 1.
Fixed. Index sync was "sticky" in some situations.

Quote:
Originally Posted by vulture View Post
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.
Direct3D 11 or D3D9 only? Or both?
Toni Wilen is online now  
Old 23 November 2022, 20:08   #190
Zarnal
Registered User
 
Join Date: Feb 2018
Location: France
Posts: 504
Quote:
Originally Posted by amilo3438 View Post
Does this also happen on the real A1200?!

EDIT: BTW. on posted "Robocod.uss" file the Cycle-exact (Full) is disabled! (and the glitch looks different when is enabled)
No, it's ok with real 1200.

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 19:49.
Zarnal is offline  
Old 23 November 2022, 20:27   #191
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
Quote:
Originally Posted by Toni Wilen View Post
Direct3D 11 or D3D9 only? Or both?
It's an old laptop, so D3D9 only
vulture is online now  
Old 23 November 2022, 23:20   #192
rutra80
Registered User
 
Join Date: Jul 2019
Location: Poland
Posts: 308
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; 25 November 2022 at 23:18.
rutra80 is offline  
Old 24 November 2022, 20:19   #193
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,502
Quote:
Originally Posted by vulture View Post
There is an issue with scanlines in Dyna Blaster that occurs in all betas. No other games seem affected:
Are you 100% sure same config using 4.9.1 does not have this glitch?
Toni Wilen is online now  
Old 24 November 2022, 21:03   #194
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
Yes, I'm 100% sure. I'm using DamienD's WinUAE collection with 4.9.1, no issues at all.
vulture is online now  
Old 25 November 2022, 12:08   #195
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,840
Hey Toni!

The latest non-public beta fixes he Dyna Blaster scanline issue, thx!
vulture is online now  
Old 26 November 2022, 10:07   #196
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,502
Quote:
Originally Posted by rutra80 View Post
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.
Multipliers and others are now correctly used in interlace filter mode.

Check the log because I can't duplicate fall back to DX9 (it should be loggedf)

Quote:
Scanlines patterns are broken.
I assume D3D11 only? This has always been broken and I am not going to fix them in this version because it is D3D11 mode design issue..

Quote:
RTG integer scaling isn't integer.
Fixed. (Again, assuming D3D11 only)

Please confirm this and above (winuae.7z)

Quote:
Originally Posted by vulture View Post
Hey Toni!
The latest non-public beta fixes he Dyna Blaster scanline issue, thx!
Thanks. I was going to ask about it today but you were faster
Toni Wilen is online now  
Old 26 November 2022, 13:04   #197
rutra80
Registered User
 
Join Date: Jul 2019
Location: Poland
Posts: 308
Quote:
Originally Posted by Toni Wilen View Post
Multipliers and others are now correctly used in interlace filter mode.
Scaling yes, but interlaced shader's multiplier still seems to be inherited from Native.
Quote:
Check the log because I can't duplicate fall back to DX9 (it should be loggedf)
Steps to reproduce:
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:
I assume D3D11 only? This has always been broken and I am not going to fix them in this version because it is D3D11 mode design issue..
Understood. Yes, D3D11, although in D3D9 pattern is wrong too, but after switching around it comes back to normal.


Quote:
Fixed. (Again, assuming D3D11 only)

Please confirm this and above (winuae.7z)
Now lower resolutions are fixed, but full resolution is broken as seen on attached screenshot. Yes D3D11 only.
Attached Thumbnails
Click image for larger version

Name:	full.png
Views:	54
Size:	56.2 KB
ID:	77228  

Last edited by rutra80; 26 November 2022 at 13:11.
rutra80 is offline  
Old 26 November 2022, 14:23   #198
Zarnal
Registered User
 
Join Date: Feb 2018
Location: France
Posts: 504
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 19:49.
Zarnal is offline  
Old 26 November 2022, 14:26   #199
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,502
Quote:
Originally Posted by rutra80 View Post
Rendering stops and on misc tab you can see fallback to D3D 9
Fixed. This was very old bug. ID3D11RenderTargetView was not freed in D3D11 shader support code.

Quote:
Also, Remove interlace artifacts seems to have problems again.
Works for me. EDIT: If it happens without no filters, include exact mode and preferences overscan settings.

Quote:
Now lower resolutions are fixed, but full resolution is broken as seen on attached screenshot. Yes D3D11 only.
Fix attempt #2.

Last edited by Toni Wilen; 26 November 2022 at 15:30.
Toni Wilen is online now  
Old 26 November 2022, 19:00   #200
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,502
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)
Toni Wilen is online now  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
WinUAE 4.9.0 beta series (Was 4.5.0) Toni Wilen support.WinUAE 1068 07 December 2021 17:45
WinUAE 4.1.0 beta series Toni Wilen support.WinUAE 105 04 December 2018 20:36
WinUAE 4.0.0 beta series Toni Wilen support.WinUAE 472 19 June 2018 22:54
WinUAE 1.6.1 beta series Toni Wilen support.WinUAE 54 18 June 2009 11:05
WinUAE 1.5.0 beta series Toni Wilen support.WinUAE 453 19 June 2008 09:05

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 11:10.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.14045 seconds with 16 queries