@Jon: Eveything is ok now, except for:
-Technodream is still hanging on exit sometimes. I would say 1/4 times or more.
-Rick Dangerous is still leaving the mouse pointer in automatic-movement mode sometimes, not always.
The rest seem to be fixed on Pi1 at least.
EDIT: "The Last Ninja" is hanging on boot again.
ADFFS future feature testing
Re: ADFFS future feature testing
Is this after running something else or straight after a clean boot. ie 1 in 4 times after a clean boot the game hangs?Vanfanel wrote:-Technodream is still hanging on exit sometimes. I would say 1/4 times or more.
Are you talking about the mouse pointer at the desktop after using CTRL-SHIFT-F12? If so, everything is shutdown and memory put back in the spare heap.Vanfanel wrote:-Rick Dangerous is still leaving the mouse pointer in automatic-movement mode sometimes, not always.
I've been unable to reproduce this. I've put the debug Modules up, if you'd like to try it under them to find the address it's hanging at. I'll need to know the PC address.Vanfanel wrote:"The Last Ninja" is hanging on boot again.
Re: ADFFS future feature testing
This is fixed with updated Modules and latest obey.zipSensible Soccer - palette issue
EDIT: Although it appears to hang during the intro on Pi2/Pi2, but works on Pi3
EDIT2: QTM is crashing when converting the tracker samples although, the root cause could be the DTT shim module. I can't fathom out why it works on Pi3 through
EDIT3: Should be fixed with the updated DTT Module I've just copied up
Re: ADFFS future feature testing
I've finally managed to work my way through all the reported issues, the only game that's directly affected by the PLL VSync is Pysanki, or more specifically it's music. I suspect there will be other games where the music is affected, but it's expected when games hang their music code off VSync instead of TickerV.
Of the issues that are outstanding, Blitz! and SWIV are running the game under an IRQ, so need their code modifying to work. The alternative is to implement a proper Paravirtualized CPU, which I've put off to date as its a lot of work for a few games. Blitz! is also missing the disc protection, so isn't worth looking at until I can locate an original to image.
Command Ship's issue is related to a bug in its code, which is relying on a Page Zero access to work.
Dune II is an issue in CLib, where unhandled IRQ's are causing stack unwinds. I'll deal with this when we test localized APCS-R
Finally Elite, I'll be dropping support for as it needs full WIMP support to work.
I'll sort out the next test build and detail the games that need testing under it soon.
Of the issues that are outstanding, Blitz! and SWIV are running the game under an IRQ, so need their code modifying to work. The alternative is to implement a proper Paravirtualized CPU, which I've put off to date as its a lot of work for a few games. Blitz! is also missing the disc protection, so isn't worth looking at until I can locate an original to image.
Command Ship's issue is related to a bug in its code, which is relying on a Page Zero access to work.
Dune II is an issue in CLib, where unhandled IRQ's are causing stack unwinds. I'll deal with this when we test localized APCS-R
Finally Elite, I'll be dropping support for as it needs full WIMP support to work.
I'll sort out the next test build and detail the games that need testing under it soon.
Re: ADFFS future feature testing
The localized APCS-R build is up on the dev site, before it will work you need to copy the CLibAPCS-R Module to the extras folder.
Games that need testing are:
Games that need testing are:
- Alone In the Dark
- Asylum
- Battle Chess
- Burn 'Out
- Command Ship
- Dune II - Battle for Arrakis
- Empire Soccer 94
- Fish!
- Gribbly's Day Out
- Inferno
- The Pawn
- Populous
- Quest For Gold
- Quest For Gold [Learning Curve version]
Re: ADFFS future feature testing
@Jon:
Battle Chess: OK
Burn Out: OK
The Pawn: OK
Glibbly's Day Out: OK
Fish!: OK
Inferno: OK
Asylum: Works very slowly
Alone in the Dark: Crashes: Uncaught trap - Internal error, undefined instruction at &2027459C
DUNE2: Crash on blue screen
Command Ship: Stalls in PLEASE WAIT banner
Quest for Gold: Seems to work OK, but pressing ESC during a game results in "undefined instruction at &202BB61C"
Empire Soccer 94: Crashes after tittle screen
Populus: Hangs when clicking on STAR GAME
Also, "The Last Ninja" is now showing: "undefined instruction at &FC0174C4"
Battle Chess: OK
Burn Out: OK
The Pawn: OK
Glibbly's Day Out: OK
Fish!: OK
Inferno: OK
Asylum: Works very slowly
Alone in the Dark: Crashes: Uncaught trap - Internal error, undefined instruction at &2027459C
DUNE2: Crash on blue screen
Command Ship: Stalls in PLEASE WAIT banner
Quest for Gold: Seems to work OK, but pressing ESC during a game results in "undefined instruction at &202BB61C"
Empire Soccer 94: Crashes after tittle screen
Populus: Hangs when clicking on STAR GAME
Also, "The Last Ninja" is now showing: "undefined instruction at &FC0174C4"
Re: ADFFS future feature testing
Resolved with the latest ModulesJonAbbott wrote:CTRL-SHIFT-F12 doesn't work with any of these games, which I'll investigate.
Known issues I need to look at.Vanfanel wrote:Asylum: Works very slowly
Command Ship: Stalls in PLEASE WAIT banner
I've been unable to reproduce this, although it does generate a blue screen when you click exit. At what point does it crash?Vanfanel wrote:DUNE2: Crash on blue screen
Oddly, this works if you use *ADFBootFloppy from the commandline. It does however crash if you quit via ESC.Vanfanel wrote:Empire Soccer 94: Crashes after title screen
ESC quits the game, this will be resolved with the updated ModulesVanfanel wrote:Quest for Gold: Seems to work OK, but pressing ESC during a game results in "undefined instruction at &202BB61C"
This looks like the same issue as before, its on the list to investigateVanfanel wrote:Alone in the Dark: Crashes: Uncaught trap - Internal error, undefined instruction at &2027459C
I'll investigate.Vanfanel wrote:Populous: Hangs when clicking on START GAME
I'll need more detail, as I've tried this on Pi1, Pi2 and Pi3 at 50hz and 60hz and have been unable to get it to crash.Vanfanel wrote:"The Last Ninja" is now showing: "undefined instruction at &FC0174C4"
Re: ADFFS future feature testing
This is hopefully fixed with the latest obey.zip.-Command Ship: hangs on mission select screen. Sometimes it hangs earlier on the "Please Wait" banner.
I've added your APCS-R issues to your post on page 1, if you notice any changes, please update that post.
Re: ADFFS future feature testing
@Jon:
I updates modules/obey
-Command Ship seems to work well now!
-Last Ninja doesn't crash anymore (no idea why, but it's ok now!)
No changes in the other APCSR affected titles.
As for DUNE2, I get a blue screen when I press the mouse button on the Eclipse logo. In tha blue screen, I see an "Abort on data transfer at &01245F6C", among a lot of other information. Do you want an screenshot of that in case you can't replicate it?
I updates modules/obey
-Command Ship seems to work well now!
-Last Ninja doesn't crash anymore (no idea why, but it's ok now!)
No changes in the other APCSR affected titles.
As for DUNE2, I get a blue screen when I press the mouse button on the Eclipse logo. In tha blue screen, I see an "Abort on data transfer at &01245F6C", among a lot of other information. Do you want an screenshot of that in case you can't replicate it?
Re: ADFFS future feature testing
Could you try commenting out the line that runs the intro and see if it still crashes. The Abort tells me where it's crashed, but not which app.Vanfanel wrote:DUNE2, I get a blue screen when I press the mouse button on the Eclipse logo. In tha blue screen, I see an "Abort on data transfer at &01245F6C", among a lot of other information.
If it works without the intro, uncomment the intro and comment the main game, then see if it crashes when skipping the intro.