Notes |
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(0005151)
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Hexaae
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2016-08-04 20:23
(Last edited: 2016-08-04 21:08) |
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(0005164)
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Denis
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2016-08-06 19:58
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i have this very same problem on real hardware. Maybe JOTD can have a look at this? |
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(0005550)
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JOTD
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2017-04-10 23:06
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errr, that's really too minor to bother about that |
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(0005571)
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Hexaae
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2017-04-23 10:42
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(0005997)
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Hexaae
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2018-01-22 11:12
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...in the meanwhile with WinUAE I've found is possible to fix also that glitch using these tooltypes for the WHDLoad slave:
ExecuteStartup=
ExecutePostDisk=UAE-configuration cachesize 0 cycle_exact true cpu_multiplier 4 chipset ecs_denise
chipset ecs_denise did the trick! |
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(0006748)
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Hexaae
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2019-03-12 17:49
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Is it possible to force "chipset ECS" mode in the slave? This will automagically solve also the tree sprite issue in the main menu. |
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(0006749)
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Hexaae
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2019-03-12 17:49
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ECS Denise mode to be exact (with WinUAE this removes the sprite bug) |
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(0007198)
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CFOU
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2019-10-25 01:35
(Last edited: 2019-10-25 01:57) |
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try something fun:
1) launch Beast 1 in WinAUE
2) wait to get main scrollings screen (with Trashed tree in parallax scrolling)
3) enter in Winuae debugger
(in general Shilf+F12 =>but Warning, WINUAE must be in windows mode to see debugger external screen)
4) type in debugger prompt:
W 283AC 00960020.L
W 28444 F80FFFFE.L 00968020.L FFFFFFFE.L
g
5) Tree sprite is fixed!!!!!
PS: it's just a joke, because i erase good datas in copperlist (it's cause gfx bugs in loading screen. But it's first step to fix it;)
PS2: in fact, i disable DMA sprite after tree and enable DMA sprite at the end of the screen ;)
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(0007199)
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CFOU
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2019-10-25 02:34
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I think that I found a solution to integrate the tree sprite fix properly.
I'm going to ask JOTD, if he agrees that I integrate it to his whdload's slave via a CUSTOM option ;) |
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(0007200)
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Hexaae
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2019-10-25 02:55
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Would be great, after all these years for a great classic like Beast! :) |
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(0007201)
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CFOU
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2019-10-25 03:45
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Try proper solution using copperlist2 (loading screen not corrupted)
1) launch Beast 1 in WinAUE
2) wait to get main scrollings screen (with Trashed tree in parallax scrolling)
3) enter in Winuae debugger
(in general Shilf+F12 =>but Warning, WINUAE must be in windows mode to see debugger external screen)
4) type in debugger prompt:
W 283AC 00960020.L
W 28438 00860400.L
W 400 F80FFFFE.L 00968020.L FFFFFFFE.L
W 28444 008A0000.L
g
5) Tree sprite is fixed!!!!! |
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(0007203)
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Hexaae
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2019-10-25 04:10
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Nice, it works! :D
Switching temporarily to ECS in WinUAE is still better though since it fixes also left border 1 pixel vertical lines glitches... (visible only in AGA mode) |
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(0007204)
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CFOU
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2019-10-25 09:20
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Can you send me picture of following gfx glitches?
=>left border 1 pixel vertical lines glitches |
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(0007205)
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CFOU
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2019-10-25 09:50
(Last edited: 2019-10-25 10:35) |
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In fact, i have simply disable DMA sprite after end of tree during raster display and enable DMA sprite in the bottom black part of the screen.
Other solution would had consisted to fix DMA sprite End(Stop) via SPRxCTL in sprite structure.
I had done that for Ballistix to fix bubble sprites(see http://www.whdload.de/games/Ballistix.html).
But it was more longer to done because tree use several sprites.
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(0007206)
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Hexaae
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2019-10-25 10:45
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Attached left border glitch screenshot. |
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(0007207)
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CFOU
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2019-10-25 10:52
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I had never noticed that.
It may be only under UAE.
Is it the same thing on a real amiga?
do you know which hardware is affected? |
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(0007208)
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Hexaae
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2019-10-25 12:15
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Yes was confirmed on EAB on real HW, happens only in AGA mode.
If you switch to OCS/ECS before you run the game you won't notice it.
(Would be great if someone could add also a delay pause at screen "Alestes metamorphoses into a owl..." when you press fire, for the WHDLoad version ;-) ) |
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(0007210)
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CFOU
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2019-10-25 14:36
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Can you test Beta slave?
For moment, only method using temporary DMA sprites disable supported.
Indeed more simple implementation, because no code modification needed.
Just to install it before launch main game code.
here slave patch code:
lea $400,a0 ; initialise new copperlist2
move.l #$F80FFFFE,(a0)+ ; wait bottom of screen
move.l #$00968020,(a0)+ ; restore sprite
move.l #$018000f0,(a0)+ ; green flash for test position
move.l #$ffffFFFE,(a0)+ ; CopperList end
move.l #$00960020,$283ac ; disable DMA Sprite after to have display tree sprites=>replace 00F40007 it"s not needed because BPL6PTL already to 0007 and not change....
; move.l #$00860400,$28438 , define copperlist2 adress to $400
move.l #$008a0000,$28444 , jump to CopperList2 at the end of copperlist1=>replace $FFFFFFFE end of copperlist1
move.l #$400,$DFF084 ; force copperlist2
JMP $1E986
For second method (SPRxCTL fix), it's need code modifications, it seems Sprites structure are not present at $46xxx memory area, at this step.
prehaps sprites are not again initialised....
I investigate. |
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(0007211)
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Hexaae
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2019-10-25 15:10
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Just tested. Doesn't fix the tree bug unfortunately |
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(0007212)
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CFOU
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2019-10-25 16:03
(Last edited: 2019-10-25 16:23) |
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working here:
but you must:
- use custom2=1 tooltype
or on whdload's splash windows select:
"Tree sprite fix without ECS Denise: Disable DMA Sprites (CFou!)"
Working for moment only with one verison of game (not tested with other).
If patch installed correctly main sceolling screen must be green at TOP & bottom
see for snapshots:
http://eab.abime.net/showpost.php?p=1354118&postcount=68
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(0007215)
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CFOU
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2019-10-25 22:30
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Hi,
Can you test new beta slave?
To fix tree sprite bug
CUSTOM1=0 ; nothing changed (for ECS Denise)
CUSTOM1=1 ; Disable DMA Sprites temporary via not used copperlist2
CUSTOM2=2 ; SPRxCTL fix (Toni's solution)
Ross's enhancement included in both cases to see:
http://eab.abime.net/showpost.php?p=...2&postcount=57 |
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(0007216)
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CFOU
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2019-10-25 22:31
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(0007217)
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Hexaae
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2019-10-25 23:03
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Works fine! Thank you!
I prefer mode 2: once I got a vertical line in the first loading scree with mode 1 I've not been able to reproduce though...
Only remaining bugs are the borders now! ;) |
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(0007221)
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CFOU
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2019-10-26 00:15
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if you can reproduct vertical line (sprite?) can you send to me screenshot |
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(0007222)
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Hexaae
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2019-10-26 00:54
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(0007223)
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CFOU
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2019-10-26 02:47
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Hi can you test last version and both method?.
normaly sprite bug on loading screen fixed |
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(0007224)
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CFOU
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2019-10-26 20:30
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(0007234)
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CFOU
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2019-10-28 20:48
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Final i think it's finished =>borders seems fixed too
All game (with AGA +sub-pixel option) has been tested up to the static end screen!
it Seems ok.
Can you test ?
Have you possibility to test it on real amiga? |
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