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Old 28 April 2009, 13:57   #21
hexaae
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Quote:
Originally Posted by Toni Wilen View Post
I can't duplicate above issues but try http://www.winuae.net/files/b/winuae.zip which has some updates (and possibly breaks something else..)
BTW, this version reintroduced instability and WUAE crashes after I reboot from WB.
-some tests later-
No sorry it was this Picasso Prefs option that when inactive makes WUAE crash after a 2nd, 3rd software reboot from WB:


Attached a log + minidump.
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File Type: zip winuaebootlog.zip (31.0 KB, 134 views)

Last edited by hexaae; 28 April 2009 at 14:27.
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Old 28 April 2009, 13:58   #22
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Originally Posted by TheCyberDruid View Post
I will test it later with the disk version and a 16:10 host ratio. Just a question : Do you use 1200x800 as the resolution inside WinUAE, when running fullscreen hexaae?
Yes. In the above msg it's attached my cfg if you want to replicate my settings...
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Old 28 April 2009, 15:33   #23
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I've finally found the origin of the problem!

It's MCP (Amiga side)! The well known multi-purpose commodity... the strange thing is that even disabling ALL options/features and even killing it after first run (just run it again to remove all its WB patches and quit) the problem with trembling screen was still there! Why, even with all options disabled and not running (it was ON but you quit it), should affect WUAE screen emulation?

Attached with simple instructions to run it.
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File Type: lzx mcp_hex.lzx (219.4 KB, 133 views)
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Old 28 April 2009, 15:48   #24
Toni Wilen
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"Couldn't open mcpsupport.library V4.x !" Do you have installer package? (exact same version, of course)
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Old 28 April 2009, 16:07   #25
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Quote:
Originally Posted by Toni Wilen View Post
"Couldn't open mcpsupport.library V4.x !" Do you have installer package? (exact same version, of course)
Here are missing libs, should run now.
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Old 28 April 2009, 18:52   #26
Toni Wilen
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I can duplicate it now, thanks.

MCP enables "show sprites outside bitplane" (AGA-only feature) and there seems to be some moving/changing "ghost" sprite somewhere that causes autoscale repositioning.

Problem is that there should not be any "ghost" sprites, need to debug more..
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Old 29 April 2009, 14:51   #27
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Quote:
Originally Posted by Toni Wilen View Post
I can duplicate it now, thanks.

MCP enables "show sprites outside bitplane" (AGA-only feature) and there seems to be some moving/changing "ghost" sprite somewhere that causes autoscale repositioning.

Problem is that there should not be any "ghost" sprites, need to debug more..
Interesting...

In the meanwhile I've found a little bug in scaled mode + vertical centering (PAL game) with Darkmere:

The loading screen should be centered.
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Old 29 April 2009, 16:23   #28
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Interesting...

In the meanwhile I've found a little bug in scaled mode + vertical centering (PAL game) with Darkmere:

The loading screen should be centered.
"Loading screen" = ?

(vertical centering? and autoscale? Do not enable both)
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Old 29 April 2009, 17:18   #29
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Dragonstone autoscale + BRDSPRT problem is solved (forgot to check for both BRDSPRT and ECSENA when testing if sprites are visible outside of bitplanes when calculating autoscale).

btw, it was the cursor that caused the problem, cursor flickering is done by moving the cursor "behind" left border every 1-2 frame
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Old 29 April 2009, 17:34   #30
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Quote:
Originally Posted by Toni Wilen View Post
"Loading screen" = ?

(vertical centering? and autoscale? Do not enable both)
Yes. When you press fire at main menu it asks to load a previous game (2nd option) or start a new one. That's the Loading screen for me...
Attached my savegame file-disk, copy it into Darkmere/Data/

Quote:
Originally Posted by Toni Wilen View Post
Dragonstone autoscale + BRDSPRT problem is solved (forgot to check for both BRDSPRT and ECSENA when testing if sprites are visible outside of bitplanes when calculating autoscale).

btw, it was the cursor that caused the problem, cursor flickering is done by moving the cursor "behind" left border every 1-2 frame
Great news!
I suspected that could be something cursor-related... MCP infact can patch cursor to use 8 or 16 colors as far as I can remember. Even if you disable all options probably...
I've just re-read your msg above when you said it was "show sprites outside bitplane" function, triggered by MCP.
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Last edited by hexaae; 29 April 2009 at 17:51.
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Old 29 April 2009, 18:10   #31
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Just found another strange issue!
This time is Future Wars: Time travellers.
Just start it. With scaled mode on, when you move mouse to the borders of the screen it gets rescaled on the fly, every time you move the mouse to the 4 edges.

Again, no MCP no issue. Same problem?

Didn't think Amiga games did so weird things...
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Old 29 April 2009, 22:50   #32
Toni Wilen
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Originally Posted by hexaae View Post
Just found another strange issue!
This time is Future Wars: Time travellers.
Just start it. With scaled mode on, when you move mouse to the borders of the screen it gets rescaled on the fly, every time you move the mouse to the 4 edges.

Again, no MCP no issue. Same problem?

Didn't think Amiga games did so weird things...
Same problem. Quick workaround: disable AGA emulation

btw, there is nothing weird
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Old 29 April 2009, 23:34   #33
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Quote:
Originally Posted by Toni Wilen View Post
btw, there is nothing weird

cursor flickering is done by moving the cursor "behind" left border every 1-2 frame
This is a bit weird IMHO

BTW, can you do something to reduce vertical size in NTSC aspect when Vert./Horiz. size = FS? Should be a bit more squashed.

Last edited by hexaae; 30 April 2009 at 09:07.
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Old 30 April 2009, 17:04   #34
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This is a bit weird IMHO

BTW, can you do something to reduce vertical size in NTSC aspect when Vert./Horiz. size = FS? Should be a bit more squashed.
Show me example program/game/demo that has easy to see shape (like a circle) that looks wrong. (btw, there will be "interesting" replies from me if I can see exact same shape on my real Amiga in NTSC mode. Be prapared! )

winuae.zip updated, should fix all previously reported problem.
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Old 30 April 2009, 18:23   #35
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Here is EOBI (AGA by CFou! ):



First sshot is 16:10 FS, FS. 2nd is 15:9 FS, FS and looks better (see rectangles and circles.
Other games where I've noticed this excessive vertical stretching in NTSC and FS, FS are Panza Kick Boxing (intro uses some circles), or IK+ (run the WHD versions with NTSC tooltype).

On my 16:10 (1280x800) laptop, when Vert./Horiz. size = FS 15:9 looks better proportioned.

PS
Great work! All afore-mentioned bugs with Darkmere, Dragonstone etc. are fixed. Confirmed.
Have you also fixed the crash I reported in msg #21?

Last edited by hexaae; 30 April 2009 at 18:29.
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Old 30 April 2009, 18:36   #36
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Have you also fixed the crash I reported in msg #21?
Ignored because so called "bug report" was useless
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Old 30 April 2009, 18:57   #37
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Originally Posted by Toni Wilen View Post
Ignored because so called "bug report" was useless
Just dload and use from Aminet: http://aminet.net/package/driver/video/PVS and try setting that option OFF. WUAE will crash after a software reboot from WB (to boot again in WB).
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Old 30 April 2009, 19:10   #38
Toni Wilen
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Originally Posted by hexaae View Post
Just dload and use from Aminet: http://aminet.net/package/driver/video/PVS and try setting that option OFF. WUAE will crash after a software reboot from WB (to boot again in WB).
Oops, I missed your edit. Only original report was totally useless

Confirmed, that option is incompatible with emulated RTG, option is now internally always force-enabled.
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Old 06 May 2009, 12:32   #39
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Toni, what about wrong aspect of NTSC in FS, FS mode?
Here is a comparision:


As you can see FS, FS is too streched vertically compared to autoscale mode. Should have the same proportions instead.
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Old 06 May 2009, 14:11   #40
Toni Wilen
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Originally Posted by hexaae View Post
As you can see FS, FS is too streched vertically compared to autoscale mode. Should have the same proportions instead.
How? Autoscale and FS are totally different things. FS = use "internal" resolution (which is always the same) scaled to current host resolution. Autoscale = detect "real" native display size. Width/Height ratio can be totally different in FS and autoscale modes.
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