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Author Topic: Winuaex Is Next - Submit Fixes/requests  (Read 266 times)

Diontae18

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Winuaex Is Next - Submit Fixes/requests
« Reply #15 on: March 17, 2006, 02:00:00 PM »

Thanks for replying. You know, I Wasn't too fond of the idea of only being able to view cheat results by narrowing it down to 10 or fewer results.
 (IMG:style_emoticons/default/ph34r.gif)

This post has been edited by Diontae18: Mar 17 2006, 10:11 PM
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madmab

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« Reply #16 on: March 17, 2006, 03:19:00 PM »

Hey there.  Thanks for the kind response.  (IMG:style_emoticons/default/biggrin.gif)

The amiga gamebase is functionally the same as gamebase 64.  I guess we were under the impression that gamebase64 was something you added on a whim (was not part of the original emulator).

That being said gamebase is a "standard" and can supposedly be used for any system.  For example a gamebase exists for the amiga, and the atari ST, and both have actually gotten quite good.  So in theory ( (IMG:style_emoticons/default/laugh.gif) ) the databases should be the same format.  Of course knowing how much memory this emu uses I dunno if a gamebase is even remotely possible.  I guess we were thinking you could "snag" the code from the c64 emu.

Thanks for the reply anyways.

As for the save state thing.  Please note I missed a few versions due to a hard drive crash.  The way your documentation goes is like this..

Towards the bottom of the doc it says

QUOTE
When you change disks while playing, the configuration of the game is updated as well.
For example, if I start a game with DISK1 and then during the game I change the disk
in drive 1 from DISK1 to DISK2, then the configuration of the game will now state
that the disk in drive 1 is DISK2. When you start the game again from the main menu,
it will try to boot off of DISK2. This is intentional. Save states for multiple disk
games requires that the disks present in the drives when the state was saved are there
when the state is reloaded.


That implies to me it actually modifies the game config file as opposed to storing this info in the save state which would make more sense.  Putting it in save states allows multiple save states regardless of which disk is in.  The other way would force the player to make sure the same disk is in for all save states.

But then later on version 7 it says...

QUOTE
- Fixed load state bug on multi-disk games where the wrong disk was being
inserted.


If that means you modified the functionality like I suggested, then great!  I was a little unsure about this.  The last version I tried (I think) modified the config file so it would (if I had load states off) try to boot of the wrong disk.  (IMG:style_emoticons/default/laugh.gif)

I thought putting the disk info in the save state would make things a little less confusing for everyone.

Oh, and did I say thanks for a great emulator?  It may be finicky, but it is fun.
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Likklebaer

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Winuaex Is Next - Submit Fixes/requests
« Reply #17 on: March 17, 2006, 04:59:00 PM »

QUOTE(madmab @ Mar 18 2006, 12:19 AM) *

As for the save state thing.  Please note I missed a few versions due to a hard drive crash.  The way your documentation goes is like this..

Towards the bottom of the doc it says
That implies to me it actually modifies the game config file as opposed to storing this info in the save state which would make more sense.  Putting it in save states allows multiple save states regardless of which disk is in.  The other way would force the player to make sure the same disk is in for all save states.

But then later on version 7 it says...
If that means you modified the functionality like I suggested, then great!  I was a little unsure about this.  The last version I tried (I think) modified the config file so it would (if I had load states off) try to boot of the wrong disk.  (IMG:style_emoticons/default/laugh.gif)

I thought putting the disk info in the save state would make things a little less confusing for everyone.

Oh, and did I say thanks for a great emulator?  It may be finicky, but it is fun.

I don't know about how it works with savestates but at the moment the disk you select from the ROMlist is always the disk that launches regardless of whether you changed disks last time you played. This is the way it should be since having it put disk 2 in the drive when I choose disk 1 from the list would be annoying as hell.

Storing the disk info in the savestate sounds like a decent idea as long as the above stays exactly as it is.

QUOTE
Yes, please package one up and PM me with where I can download it.

PM sent. (IMG:style_emoticons/default/happy.gif)



This post has been edited by Likklebaer: Mar 18 2006, 01:08 AM
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madmab

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Winuaex Is Next - Submit Fixes/requests
« Reply #18 on: March 17, 2006, 11:18:00 PM »

QUOTE(Likklebaer @ Mar 17 2006, 06:59 PM) *

I don't know about how it works with savestates but at the moment the disk you select from the ROMlist is always the disk that launches regardless of whether you changed disks last time you played. This is the way it should be since having it put disk 2 in the drive when I choose disk 1 from the list would be annoying as hell.

Storing the disk info in the savestate sounds like a decent idea as long as the above stays exactly as it is.
PM sent. (IMG:style_emoticons/default/happy.gif)


Yeah... that is pretty much what I had in mind.  Keep the original disc configuration in the "config" file, that way it will boot properly when auto save load is turned off.  If auto save load is on, then it can read the disc configuration from the save file and adjust it appropriately.  Best of both worlds.  (IMG:style_emoticons/default/biggrin.gif)

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tonioni

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« Reply #19 on: March 18, 2006, 12:46:00 AM »

QUOTE(XPort @ Mar 17 2006, 09:23 PM) *

I said it earlier in this post, but just to be clear - I'm not updating the core to the latest source.  There's no compelling reason to do so (especially since this particular port is so finicky).


Can you update small parts of core? There are some improvements that would be nice to have in WinUAEX too..

drawing.c & custom.c: update for random horizontal lines in right border (very annoying in 16:9 TV if I remember correctly), also other display corruption fixes etc.. There should be no slowdown (and if there is, I will have some suggestions for fixing it)

cia.c: keyboard handling. (stuck/non-working keyboard in some games)

disk.c: some disk handling fixes. (disk errors while saving in some games)
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Likklebaer

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« Reply #20 on: March 18, 2006, 04:12:00 AM »

You should probably be more specific about which games have these problems.
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XPort

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« Reply #21 on: March 18, 2006, 06:39:00 AM »

QUOTE(tonioni @ Mar 18 2006, 02:46 AM) *

Can you update small parts of core? There are some improvements that would be nice to have in WinUAEX too..

drawing.c & custom.c: update for random horizontal lines in right border (very annoying in 16:9 TV if I remember correctly), also other display corruption fixes etc.. There should be no slowdown (and if there is, I will have some suggestions for fixing it)

cia.c: keyboard handling. (stuck/non-working keyboard in some games)

disk.c: some disk handling fixes. (disk errors while saving in some games)


I had to check my PM archive to make sure, but just as I suspected we're speaking with the man who maintains WinUAE - so he's definitely "in the know" about what would make for good updates wrt the core.

I'll check later on today, but are the files you mentioned replaceable without much residual affect?  (i.e. do the changes made to, say, drawing.c require code changes to lots of other files or is it pretty self-contained?  I'm just worried about things breaking when trying to merge in individual files.)

While poking around drawing.c I did see some places where I could make some hardware-specific updates that would result in some minor improvement (like those places where it checks the size of pixbytes for 8/16/32 bit displays - I can remove all of those checks since that will never change on the XBox version.)  If you can think of other areas where speed could be improved, I'd love to hear about it.  

Thanks for all the work you've done with WinUAE.  It's a very impressive emulator.
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Solo0815

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« Reply #22 on: March 18, 2006, 09:58:00 AM »

Please fix this bug in the new version:
If a game is started and i change the Filter-Settings in the menu, i can“t get the screen of the game back. i have to restart the game.

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Likklebaer

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« Reply #23 on: March 19, 2006, 05:56:00 AM »

Some corrections/additions to the Select Machine Default settings:

The CPU Speed for the A1200 AGA config should be set to Max since the Real setting only matches the A500's CPU speed.

The CD32 config is incorrect it should be:

Port 1: Joystick
Port 2: Joystick
Kickstart: 3.1-CD32
Extended ROM: CD32
CPU: 68020 (technically this should be 68EC020 but that would disable JIT)
CPU Speed: Max
CPU Compatible: No
Cycle Exact: No
Video Chipset: AGA
Chipmem Size: 2Mb
Fastmem Size: 1Mb


There was never such a thing as a non-AGA A1200 so the A1200 config with the Agnus chipset should be removed. The closest thing to this would be an A600 which would have the following settings:

Kickstart: 2.0
CPU: 68010
CPU Speed: Max
CPU Compatible: No
Cycle Exact: No
Video Chipset: Full ECS
Chipmem Size: 1Mb
Fastmem Size: 0Mb


For maximum compatibility the following changes should be made to the A500 config. Many more games that require an A500 will work correctly this way:

CPU Compatible: Yes
Cycle Exact: Yes
Video Chipset: OCS


It would also be nice to have an A500+ default config since some games take advantage of the extra RAM:

Kickstart: 1.3
CPU: 68000
CPU Speed: Real
CPU Compatible: Yes
Cycle Exact: Yes
Video Chipset: Agnus
Chipmem Size: 512Kb
Fastmem Size: 1Mb


And finally you could have an A4000 config. It does work better for some of the more taxing games even on the Xbox:

Kickstart: 3.1
CPU: 68040
CPU Speed: Max
CPU Compatible: No
Cycle Exact: No
Video Chipset: AGA
Chipmem Size: 4Mb
Fastmem Size: 0Mb

This post has been edited by Likklebaer: Mar 19 2006, 02:14 PM
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madmab

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« Reply #24 on: March 19, 2006, 06:29:00 AM »

Did the a4000 really have that much chipmem?
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Nightbird

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« Reply #25 on: March 19, 2006, 09:14:00 AM »

Xport. Glad your updating this. My Xbox basically runs as an Amiga.

2 bugs i've found in WinuaeX.

First is, the USB mouse doesn't work in v8(keyboard does). I think it's since you added the abillity to have 2 USB mice. A few people have noticed this and find by dropping back to v7 their USB mouse works again:

http://forums.xbox-scene.com/index.php?showtopic=465596

The other bug is, the CD32 pad 'BLUE' button isn't emulated in quite a few games. Exile, EliteII, and Arcade Pool just to name a few. These are my original CD32 games i've tested. The blue button either doesn't work, or it will perform some random function, for instance, during Exile, the CD32 blue button performs as F10 instead of pick up object, and during Arcade Pool, the blue button is supposed to take your shot, but doesn't work at all. EliteII, CD32 yellow button increases speed and CD32 blue button is supposed to reduce speed, but blue doesn't work. All the other CD32 pad functions work perfect in all games. On the main CD32 screen, the blue button does work, just not in quite a lot of CD32 dedicated games.
The CD32 pad 'BLUE' button is mapped to 'B' on the xbox pad by default and changing the key mappings doesn't make any difference.
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browll

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« Reply #26 on: March 19, 2006, 01:38:00 PM »

hi. i'm havinf trouble with the configs for certain games. say abandoned places and walker. the games seem like they are gonna work with a few variations but then stop.
walker stops loading after i've swapped disks a few times then stuck and with abandoned places it seems to be going well until i select my 4 charectors and it just hangs there and there is no next tab and i have tried every key on the keybaord.
what i'm not sure about is if it's down to compatibility or not setting the emu options right for the games in question.
i ain't really played a lot with this emu except some older games which run fine.
it's confusing as i sometimes don't know if i'm doing something wrong with the setup. seems to be so many kickstarts and chips and stuff. don't help that i know nothing about the amiga lol.
anyhow when it works it is awsome emu.
cheers.
bye.
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tonioni

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« Reply #27 on: March 19, 2006, 01:40:00 PM »

QUOTE(XPort @ Mar 18 2006, 03:39 PM) *

are the files you mentioned replaceable without much residual affect?  (i.e. do the changes made to, say, drawing.c require code changes to lots of other files or is it pretty self-contained?  I'm just worried about things breaking when trying to merge in individual files.)


There should not be any major dependencies. (if you replace both drawing.c and custom.c) and most changes are quite localized.

QUOTE

While poking around drawing.c I did see some places where I could make some hardware-specific updates that would result in some minor improvement (like those places where it checks the size of pixbytes for 8/16/32 bit displays - I can remove all of those checks since that will never change on the XBox version.)  If you can think of other areas where speed could be improved, I'd love to hear about it.  


Hmm.. Maybe CONVERT_RGB() macro in drawing.h?

QUOTE

Thanks for all the work you've done with WinUAE.  It's a very impressive emulator.


Thanks. btw, next WinUAE will have new useless&stupid features like floppy sounds from PC floppy drive (IMG:style_emoticons/default/biggrin.gif)
(ok, more usefull feature will be "input recording", finally..)

QUOTE
Some corrections/additions to the Select Machine Default settings:


CD32 has only 2MB chip, no fast. Yes, CD32 has 68EC020 but 68020+JIT is usually better except some CD32 games that simply won't work with 32-bit address space.. (the usual stupid programming style..)
A600 has 68000 and it has exactly the same speed as A500 (there is no Amiga model with 68010 built-in)
There is no Amiga chipset that can support more than 2MB of chip ram. (not enough internal address lines)

It may be good idea to replace current default settings with WinUAE Quickstart-config settings. (they are in cfgfile.c)

QUOTE

The other bug is, the CD32 pad 'BLUE' button isn't emulated in quite a few games.


This is core bug. There was big CD32 pad update in 0.9.90 (at that time I finally found complete schematics of CD32 pad. previous emulation was not too good) Source file is inputdevice.c (CD32 emulation parts should be quite easily merged)

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sebi

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« Reply #28 on: March 19, 2006, 06:15:00 PM »

Hi XPort,

Love all your emulators!  (IMG:style_emoticons/default/love.gif)

But the Amiga is my favorite computer of all time. Your WinUAEX emulator really rulez!

I think most things have already been requested and I am only missing one.

Samba support would be sweet. WinUAEX works great with WindowsXP netbios but I can't get WinUAEX to connect to my debian linux server running Samba. I use my debian server as an NAS server so all my Amiga roms are on it.

If you need more information I can send you my Samba debug logging.  (IMG:style_emoticons/default/smile.gif)

Thanks in advanced!

Sebi
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Likklebaer

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« Reply #29 on: March 19, 2006, 07:59:00 PM »

QUOTE(tonioni @ Mar 19 2006, 10:40 PM) *

CD32 has only 2MB chip, no fast. Yes, CD32 has 68EC020 but 68020+JIT is usually better except some CD32 games that simply won't work with 32-bit address space.. (the usual stupid programming style..)
A600 has 68000 and it has exactly the same speed as A500 (there is no Amiga model with 68010 built-in)
There is no Amiga chipset that can support more than 2MB of chip ram. (not enough internal address lines)

It may be good idea to replace current default settings with WinUAE Quickstart-config settings. (they are in cfgfile.c)

I added the Fastmem to the CD32 config since some games won't work without it and it doesn't affect those that don't use it. Didn't realise the A600 had a 68000. I'm sure the one I owned contained a 68010 but it was second-hand and so could possibly have been modified. The A4000 Chipmem setting I took from an old WinUAE config so I guess that was incorrect.

The current WinUAE Quickstart configs seem pretty good though.
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