ADFFS 2.89 public beta

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caveman
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Re: ADFFS 2.89 public beta

Post by caveman »

In obey for Asylum - F1070001

In line 20 and 26 are two ! instead of |
JonAbbott
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Re: ADFFS 2.89 public beta

Post by JonAbbott »

caveman wrote: Wed Oct 28, 2026 In line 20 and 26 are two ! instead of |
So it does, I'll correct and update in the next build.

Thanks for pointing that out.
caveman
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Re: ADFFS 2.89 public beta

Post by caveman »

I have another one. ;)

Worldscape hangs on World selection screen. In 2.89 and 2.88. It worked on 2.87.
JonAbbott
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Re: ADFFS 2.89 public beta

Post by JonAbbott »

caveman wrote: Sun Nov 01, 2026 Worldscape hangs on World selection screen. In 2.89 and 2.88. It worked on 2.87.
I'm seeing the issue, its actually randomly hanging once its past the intro sequence. I'll investigate and resolve
caveman
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Re: ADFFS 2.89 public beta

Post by caveman »

There are some more that a hanging from Time to Time at Start on my Pi4.

Leaderboard, Saloon Cars, Powerband, Enter the Realm, Merp, Fire & Ice, E-Type come to my head. Some startup at a second Start.

Grievous Bodily Arm work on the Pi3 but not on Pi4.

Burn Out: The good news it is not longer crashing as in 2.87, but the bad news the Opponents not moving.
JonAbbott
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Re: ADFFS 2.89 public beta

Post by JonAbbott »

caveman wrote: Wed Nov 04, 2026 There are some more that a hanging from Time to Time at Start on my Pi4.

Leaderboard, Saloon Cars, Powerband, Enter the Realm, Merp, Fire & Ice, E-Type come to my head. Some startup at a second Start.
Before I do any in-depth debugging of these, could you please confirm you either don't have a Wi-Fi stack loaded or have terminated the appropriate Module before running the games?

Saloon Cars - I assume that's the original version?
caveman wrote: Wed Nov 04, 2026 Grievous Bodily Arm work on the Pi3 but not on Pi4.
I don't have a Pi4 to test this, could you provide a bit more detail please. How is it not working? Does it load on a Pi4? Does it lock/crash at a specific point?
caveman wrote: Wed Nov 04, 2026 Burn Out: The good news it is not longer crashing as in 2.87, but the bad news the Opponents not moving.
I'll see if I can reproduce this. I assume its the SA version from Ian's website

EDIT: I've reproduced the Burn Out issue, which is evident on the SA version only.
JonAbbott
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Re: ADFFS 2.89 public beta

Post by JonAbbott »

JonAbbott wrote: Sat Nov 07, 2026
caveman wrote: Wed Nov 04, 2026 Burn Out: The good news it is not longer crashing as in 2.87, but the bad news the Opponents not moving.
I've reproduced the Burn Out issue, which is evident on the SA version only.
TLDR: While I'm figuring out the long-term fix, edit F1046101 and change GOARM4JIT to GOARM3JIT to run it under an emulated ARM610.

This is one of two issues:
  1. The game has self-modifying code, or is loading over existing code without calling OS_SynchroniseCodeAreas. ie it's relying on cache timeouts
  2. There's a bug in the ADFFS JIT
In theory, running the game with cache consistency enabled in ADFFS will tell me if it's the 1st of those, however it seems I broke that somewhere along the way, so I've got to fix that first.

EDIT: The game has two occurrences of self-modifying code without a code sync. I've also spotted what might be a few bugs that are triggering unaligned memory accesses.
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