xboxscene.org forums

Pages: 1 [2] 3 4 ... 8

Author Topic: Winuaex V2  (Read 1107 times)

Likklebaer

  • Archived User
  • Hero Member
  • *
  • Posts: 767
Winuaex V2
« Reply #15 on: June 21, 2004, 09:33:00 AM »

happy.gif

Who would've thought my bitching and complaining would actually come in handy  blink.gif

Ah well, no time to talk...

Logged

XDelusion

  • Archived User
  • Hero Member
  • *
  • Posts: 970
Winuaex V2
« Reply #16 on: June 21, 2004, 10:15:00 AM »

XPort, Damage HD runs PERFECTLY on the PC, and does not require RAM settings any higher than the XBOX is capable of. It is the floppy version that locks up.

There are a LOT of games out there, it would be permature to assume that your XBOX port is capable of running them all just as the PC does, not unlike the funky UlneashX icon bug, I'm not so sure the problem does not lie in the program itself.

Another thing, when I have 1Mb of Fast RAM set as an option, it does not show up in the Workbench info screen at the top. I only see my Chip Mem.

P.S. I notice small random glitches at times in the top upper right hand side of the Workbench screen. Also when you hold down the right mouse to bring up additional functions in Workbench, the screen goes fuzzy.
Logged

A600

  • Archived User
  • Newbie
  • *
  • Posts: 40
Winuaex V2
« Reply #17 on: June 21, 2004, 10:48:00 AM »

QUOTE (XDelusion @ Jun 21 2004, 08:15 PM)
Another thing, when I have 1Mb of Fast RAM set as an option, it does not show up in the Workbench info screen at the top. I only see my Chip Mem.

It's a bug. Select 0 MB of FastRAM and you'll have 1 MB of FastRAM.
Logged

A600

  • Archived User
  • Newbie
  • *
  • Posts: 40
Winuaex V2
« Reply #18 on: June 21, 2004, 10:49:00 AM »

QUOTE (Danjuro @ Jun 21 2004, 08:46 PM)
I have a minor anoyance here : the mouse cursor is incredibly slow in v2 using the analog pad, while it wasn't in v1. I tried messing around with the analog speed settings, but from 1 to 255, it didn't change a bit.

You can change the mouse speed in the game config settings.
Logged

Danjuro

  • Archived User
  • Newbie
  • *
  • Posts: 25
Winuaex V2
« Reply #19 on: June 21, 2004, 10:55:00 AM »

laugh.gif

Just one little more thing, when the emulator starts up, it looks like the infamous ficker filter is off, but as soon as a game is launched, it is back. Dunno what to think about it  happy.gif
Logged

Likklebaer

  • Archived User
  • Hero Member
  • *
  • Posts: 767
Winuaex V2
« Reply #20 on: June 21, 2004, 11:40:00 AM »

happy.gif
Logged

XDelusion

  • Archived User
  • Hero Member
  • *
  • Posts: 970
Winuaex V2
« Reply #21 on: June 21, 2004, 12:19:00 PM »

Changed my Gloom, settings and it still does not run full speed full screen, but it does run very good half screen with the ceiling textures off. Kool!

Anyone remember if this game had a strafe button, I forget.
Logged

Likklebaer

  • Archived User
  • Hero Member
  • *
  • Posts: 767
Winuaex V2
« Reply #22 on: June 21, 2004, 12:43:00 PM »

happy.gif
Logged

XPort

  • Archived User
  • Hero Member
  • *
  • Posts: 941
Winuaex V2
« Reply #23 on: June 21, 2004, 01:31:00 PM »

Zool (1992)(Gremlin)[cr CSL][t +1 DC] - 68020, kick31, agnus, chipmemsize 2mb, jit=0, fast=0

Zool (1992)(Gremlin)[cr Ministry][f AGA] - same as above, except AGA

Zool 2 (1993)(Gremlin)(AGA)[cr CLS](Disk 1 of 2) - same as zool aga

Zool 2 (1993)(Gremlin)[cr CLS][t +12 ZNT](Disk 1 of 3) -same as zool non-aga

Body Blows - same as non-aga zools

All of the above worked without any problems that I could see.

I did not check cannon fodder because I suspect whatever problem you're having is the same as your configuration as the others noted above.

re: fastram 0MB vs 1MB - yes this is a display error.  When you select 0MB it's actually adding 1MB of fastram and vice versa.  This has been fixed.

fract504 : that's a strange one.  I'll look into it as best I can (given that I do not have a PAL TV)

fcorbier - Yes, you are right about the screen tearing.  I forgot to change something the last time.  This is fixed now and will be included in v3.  

Furthermore, to get the Andromeda demo to play, you need to set the following:

kickstart 3.0
68020
cpu speed 100/0
chipset AGA
JIT - 2MB
Chipmem size - 2MB
FastRam - 1MB (set it to 0MB on v2 because of the bug)
Collision level - sprites only
Sound quality - good/faster

This will get it working so that it plays to the very end of the demo.  However, during the bouncing sphere there is some stutter and the shade cluster is very choppy.  I've added some more fine-grade options in v3 and now Andromeda goes full speed through the bouncing sphere and everything else except for the shade cluster and plasma zoom which are still choppy.  When testing this on UAEX, however, it wouldn't go past the disco ball stage.  I was using the "aga" configuration.  You must be using a different configuration file.

I certainly hope you don't feel like I stepped on your toes with this port.  It looked like you were done doing anything with UAEX.

XDelusion - If you read what I wrote closely, you'll see that I did not say that anything running on the PC version will run just as well as on the XBox version.  For one thing, your typical PC has a much faster CPU than the XBox.  Perhaps you can PM me a place where I can find this HD version of Damage so I can see for myself because I have not been able to locate it for testing.

re: fuzzy screen in workbench with right mouse button.  I tried workbench 1.0 and 3.1 - I don't see it.  As I said, if you want to complain about something, you need to provide all the specifics.

Danjuro - re flicker filter - I realized that about 3 minutes after I posted news about v2.  It's fixed for v3.

re: selectable pal50/60 - OK

Logged

XPort

  • Archived User
  • Hero Member
  • *
  • Posts: 941
Winuaex V2
« Reply #24 on: June 21, 2004, 01:42:00 PM »

QUOTE
3) Dont do 2MB JIT and 2MB Chip Ram as it will crash the emulator.


This not true.  I've had both those options enabled lots of times and it has not crashed on me.  It must be specific to the game/program you are trying.

Tanas - Change the sound quality to "Good/faster" and it will play just fine.  (This game doesn't even play smoothly on my PC with the "Exact/slower" setting enabled!)

Logged

Antiriad

  • Archived User
  • Jr. Member
  • *
  • Posts: 64
Winuaex V2
« Reply #25 on: June 21, 2004, 01:46:00 PM »

My apologies, i wrote my post before reading your recommended spec for that demo and realised the problems were just with me. I had already removed this before you rightly pointed it out.
Logged

XDelusion

  • Archived User
  • Hero Member
  • *
  • Posts: 970
Winuaex V2
« Reply #26 on: June 21, 2004, 01:53:00 PM »

smile.gif

Logged

synchro

  • Archived User
  • Jr. Member
  • *
  • Posts: 60
Winuaex V2
« Reply #27 on: June 21, 2004, 03:13:00 PM »

Winuae on an xbox is an echivement on its own......It must have been a real pain in the rear to convert probably the mOst complex emu so far for xbox so im really looking forward to V3 ( if it happens )

I would still like to know if it can emulate the cd32 like Winuae.....Now that would be impressive !!!!
Logged

lantus

  • Archived User
  • Sr. Member
  • *
  • Posts: 297
Winuaex V2
« Reply #28 on: June 21, 2004, 03:43:00 PM »

QUOTE (Likklebaer @ Jun 21 2004, 08:43 PM)

And speed-wise the Amiga just wasn't designed for games like Gloom. It was being fed more than it could chew by games companies who were desperate to stay in a market being dominated by PC FPS games. In the larger screen sizes, these games ran poorly on all but the most stupidly pumped up Amigas. There's no reason they should fare any better on the Xbox. Best to just forget them and go play some real Amiga games like Superfrog. happy.gif

very true.

if you recall every game of this type required a 'chunky to planer' conversion routine which ate up alot of CPU.

Bitplanes basically suck for these kinda games because for example you require many operations just to change the color of a pixel versus one operation.
Logged

seph200x

  • Archived User
  • Newbie
  • *
  • Posts: 5
Winuaex V2
« Reply #29 on: June 21, 2004, 03:54:00 PM »

Hi Xport. You have proven once again that you are a supreme being with such presence that we are not worthy to be in. And now I've boosted your ego, I have a quick comment.

When I head that you had released an Amiga emulator, I was wrapped. Finally I could use the 15GB ADF collection on my PC via Samba. Awesome! Now all I needed was a SNES emulator with Samba support and I'd be eternally happy. So I foolishly deleted all the ADFs from my Xbox after reading the WinUAEX V1 doc file saying in one part that SMB shares were supported (I obviously didn't read the part that said that feature was removed). After I found out that network support was not available, I felt like I was back at square one (well actually because of the emulation enhancements, more like square 1.8 or 1.9)

My question is, is SMB support totally out of the question? Is it something virtual memory can fix? Or is virtual memory still a big secret in Xbox dev land, only known by 2 or 3 developers?

Please know that I am only asking out of ignorance, and I am not having a go at you or anyone else. It's just that I haven't been able to find this info out anywhere else.

Cheers and beers
Logged
Pages: 1 [2] 3 4 ... 8