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 Post subject: DAPHNE v0.99.7pre3 test build available! (full .zip file)
PostPosted: Thu May 26, 2005 10:32 pm 
DAPHNE Creator
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I've packaged up 'pre3' for you guys. This is the whole thing, including the new .ogg files, the new daphne loader .ini, etc, with all the new games in the menu. You can get it at:

http://www.daphne-emu.com/download/daphne-0.99.7pre3-win32.zip

Framefile parsing woes should be fixed, with even more descriptive error messages.

Cool things you can try:
- Add "-blend" or "-scanlines" to the command line (can be done in the Advanced section of daphneloader). -Blend will blend all the fields together which will make the DVD-Video/DVD-ROM conversions look a lot better (IMO). -Scanlines will make every other line black to give kind of an 'arcade look' and can also be used as a 'de-interlacer' in place of -blend. -scanlines ONLY looks good in 640x480, it will look like schlop in anything that is not a vertical multiple of 480.

A few issues I am aware of:
- goal to go doesn't work (yes, I know... the cost of fixing this outweighs the desire to actually play the game)
- dragon's lair 2 sound beeps do not work, and the game has no text overlay
- DLE v2.1 cannot be selected from DaphneLoader
- Fullscreen mode w/ hardware acceleration does not work on Radeon 9200 or Radeon 9600 cards.
- Game warnings cannot be skipped

Reported issues I cannot duplicate:
- DLE v2.0 only allows selection of 4 coins for 5 dirks. Tony M. V., please verify that this is still a problem for you in 'pre3'. It seems to work fine for me.


selftest.bat is still included for those who wish to run the self test. All tests should pass except for on Radeon 9200's and 9600's (and the s3 savage, of course hehe).

Post issues/problems/comments/daphne_log.txt files to this thread!

thx guys... we're getting closer! :)


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PostPosted: Fri May 27, 2005 2:27 am 
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I'm getting an odd problem with cobraab:

The game playes fine, but the overlay is cut off.

It almost looks like a border is cut out around it, but I don't think the offset is wrong, because the crosshairs and "lock on" boxes seem to line up. I can send a pic if you need it. I'm running a radeon 9600.


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PostPosted: Fri May 27, 2005 2:32 am 
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Just tried mach3...... the targets on it are offest to the left. So maybe it's my card, but the overlays seem to be acting a little funny.


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PostPosted: Fri May 27, 2005 2:50 am 
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Both Versions of cliffy are broke. The game seems to freeze just when the laserdisc is supposed to go into attract mode.

--DAPHNE version 0.99.7pre3
--Command line is: E:\daphne\daphne.exe cliffalt vldp -framefile g:\roms\daphne\cliffalt.txt -fullscreen -sound_buffer 8192
--CPU : AuthenticAMD 1900 MHz || Mem : 512 megs
--OS : Windows XP/.NET || Video : RADEON 9600 SERIES
Setting sound buffer size to 8192
Set 640x480 at 32 bpp with flags: 80000001
Initializing sound system ...
No joysticks detected
Remapping input ...
Loading compressed ROM image cliff_alt_0.bin...8192 bytes read.
Loading compressed ROM image cliff_alt_1.bin...8192 bytes read.
Loading compressed ROM image cliff_alt_2.bin...8192 bytes read.
Loading compressed ROM image cliff_alt_3.bin...8192 bytes read.
Framefile parse succeeded. Video/Audio directory is: g:/mpeg/cliff/
Loaded 2048 bytes from ./ram/cliffalt.gz
Booting ROM ...
YUV overlay is hardware accelerated.
Play
Pause
Search to 6 received
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
Saved 2048 bytes to cliffalt.gz
Freeing memory used to store audio stream...
Shutting down sound system...


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 Post subject:
PostPosted: Fri May 27, 2005 3:00 am 
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I don't know if this will be a stupid question, but do the problems with the Radeon 9200 also apply to the Radeon 9250? I have a 9250 arriving in the mail tomorrow which was purchased specifically for my Daphne cab. But if it won't work (or there is even a chance that it won't work), then I'd like to send it back without opening it.

-Jeff "etumor"


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PostPosted: Fri May 27, 2005 3:38 am 
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Hi Matt,

The problem with the 4 Coins for 5 Dirks is gone in DAPHNE -pre3. :)

New problem with Space Ace and SAE while using DVD2DAPH Frame Files.
Game tries to parse, but fails. Get the two beeps and the Gong, but no game video. Laser Disc Frame File works fine.

Hers's my Daphne Log:

--DAPHNE version 0.99.7pre3
--Command line is: C:\Documents and Settings\Tony M. Victorino\Desktop\Games\daphne-0.99.7pre3-win32\daphne.exe ace vldp -framefile .\framefile\daphne-0.99.6c-win32\framefile\SADVDROM\ace_dvdrom.txt -fullscreen -blank_skips -blank_searches -enable_leds -bank 0 00000000 -bank 1 00100001
--CPU : GenuineIntel 2650 MHz || Mem : 512 megs
--OS : Windows XP/.NET || Video : NVIDIA GeForce4 MX 440
Set 640x480 at 32 bpp with flags: 80000000
Initializing sound system ...
No joysticks detected
Loading ./roms/ace/sa_a3_u1.bin ... 8192 bytes read into memory
Loading ./roms/ace/sa_a3_u2.bin ... 8192 bytes read into memory
Loading ./roms/ace/sa_a3_u3.bin ... 8192 bytes read into memory
Loading ./roms/ace/sa_a3_u4.bin ... 8192 bytes read into memory
Loading ./roms/ace/sa_a3_u5.bin ... 8192 bytes read into memory
Framefile parse succeeded. Video/Audio directory is: ./framefile/daphne-0.99.6c-win32/framefile/SADVDROM/./
YUV overlay is done in software (ie unaccelerated).
LDP-VLDP: Could not parse video because file ./framefile/daphne-0.99.6c-win32/framefile/SADVDROM/./spa00.vob.m2v could not be opened.
Booting ROM ...
Play
LDP : disc is already playing, play command ignored
Play
Display disable received
Search to 148 received - [ 0] Introduction, Sequence 0 Attract Mode
LDP-VLDP.CPP : Could not open video file ./framefile/daphne-0.99.6c-win32/framefile/SADVDROM/./spa00.vob.m2v
LDP : search command was rejected
LDP : tried to search without checking for search result first! that's bad!
00149
LDP : tried to search without checking for search result first! that's bad!
00150
LDP : tried to play without checking to see if we were still seeking! that's bad!
Shutting down sound system...
Shutting down video display...

I guess that the Daphne Log says it all, "That's Bad!".

- DLE v2.1 cannot be selected from DaphneLoader

What is DLE v2.1? :o

What? No Interstaller?

I am able to test All of the Games on the New List, but Road blaster.
Sorry, but I don't have that one.


Yours Truly,

Tony M. Victorino

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 Post subject: Other minor things to note...
PostPosted: Fri May 27, 2005 3:56 am 
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Hi Matt O.,

Other minor things to note...

Cliff Hanger (alt) has no beeps. This has aways been this way in previous versions of DAPHNE.

Cobra Command (Mach 3 Conversion) Player 1 and 2 start doesn't work.
Only when you press the Fire Button can you start a Game.
I think that this is the way the Original Game was.
The text seems misleading when it says to press start to play the Game.
Also, when you get hit, there is no sound with the Flashing Red Screen.
I remeber in the original game that there was a Kaboom Kaboom
sound that went with the Flashimg Red Screen. ;)

Bega's Battle continue Screen counts down too fast.


Yours Truly,

Tony M. Victorino

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PostPosted: Fri May 27, 2005 6:08 pm 
DAPHNE Creator
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HowardC wrote:
Just tried mach3...... the targets on it are offest to the left. So maybe it's my card, but the overlays seem to be acting a little funny.


I've noticed this also. The solution is to either shift the overlay or shift the mpeg video. I tend to think that the overlay's position is probably correct, but I'd be interested to hear Warren's input on this matter ...


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PostPosted: Fri May 27, 2005 6:11 pm 
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HowardC wrote:
Both Versions of cliffy are broke. The game seems to freeze just when the laserdisc is supposed to go into attract mode.


can you try this using 'noldp' mode and report what happens?


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PostPosted: Fri May 27, 2005 6:11 pm 
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etumor wrote:
I don't know if this will be a stupid question, but do the problems with the Radeon 9200 also apply to the Radeon 9250? I have a 9250 arriving in the mail tomorrow which was purchased specifically for my Daphne cab. But if it won't work (or there is even a chance that it won't work), then I'd like to send it back without opening it.


no one has reported any results using the 9250 ... so it's a big unknown


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PostPosted: Fri May 27, 2005 6:13 pm 
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Lord_Victorino wrote:
LDP-VLDP: Could not parse video because file ./framefile/daphne-0.99.6c-win32/framefile/SADVDROM/./spa00.vob.m2v could not be opened.


can you verify that this file exists?

perhaps win32 doesn't _always_ work with /'s instead of \'s ...


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 Post subject: Re: Other minor things to note...
PostPosted: Fri May 27, 2005 6:18 pm 
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Lord_Victorino wrote:
Cliff Hanger (alt) has no beeps. This has aways been this way in previous versions of DAPHNE.


I added it to the TODO list, but it ended up being a low priority, because regular Cliff's beeps work.

Quote:
Cobra Command (Mach 3 Conversion) Player 1 and 2 start doesn't work.
Only when you press the Fire Button can you start a Game.
I think that this is the way the Original Game was.
The text seems misleading when it says to press start to play the Game.


I think this is working as it is supposed to.

Quote:
Also, when you get hit, there is no sound with the Flashing Red Screen.
I remeber in the original game that there was a Kaboom Kaboom
sound that went with the Flashimg Red Screen. ;)


sound isn't emulated.. all we have are mach 3 samples, which don't apply to cobra command.

Quote:

Bega's Battle continue Screen counts down too fast.


I added it to the todo list.. low priority because it could be a lot of work to fix, and the benefits of fixing it aren't too great (unless it could also help improve cobraconv's timing problems...)


Last edited by Matt Ownby on Fri May 27, 2005 6:22 pm, edited 1 time in total.

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 Post subject:
PostPosted: Fri May 27, 2005 6:21 pm 
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Matt Ownby wrote:
no one has reported any results using the 9250 ... so it's a big unknown


That's what I was afraid of. I think I'll just send it back in favor of an nVidia card. That's the easiest solution. I'll use something that's on the list of "known compatible cards."

-Jeff "etumor"


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PostPosted: Fri May 27, 2005 7:16 pm 
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etumor wrote:
Matt Ownby wrote:
no one has reported any results using the 9250 ... so it's a big unknown


That's what I was afraid of. I think I'll just send it back in favor of an nVidia card. That's the easiest solution. I'll use something that's on the list of "known compatible cards."

-Jeff "etumor"


I just wanted to point out that none of the cards are unplayable. Now it appears that the 9200-9600 won't use hardware acceleration, but those cards are so fast that you can turn hwaccel off and not notice any speed effect. I would only take it back if you'll be running daphne and just daphne on your cab.


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PostPosted: Fri May 27, 2005 7:34 pm 
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Matt Ownby wrote:
HowardC wrote:
Both Versions of cliffy are broke. The game seems to freeze just when the laserdisc is supposed to go into attract mode.


can you try this using 'noldp' mode and report what happens?



It no longer freezes on attract mode or the "player1 ready" screen. However, it still gives the "unsupported port" error in the log.

--DAPHNE version 0.99.7pre3
--Command line is: daphne cliff noldp -nohwaccel
--CPU : AuthenticAMD 1900 MHz || Mem : 512 megs
--OS : Windows XP/.NET || Video : RADEON 9600 SERIES
Set 640x480 at 32 bpp with flags: 0
Initializing sound system ...
No joysticks detected
Remapping input ...
Loading compressed ROM image cliff_u1.bin...8192 bytes read.
Loading compressed ROM image cliff_u2.bin...8192 bytes read.
Loading compressed ROM image cliff_u3.bin...8192 bytes read.
Loading compressed ROM image cliff_u4.bin...8192 bytes read.
Loading compressed ROM image cliff_u5.bin...8192 bytes read.
Loaded 2048 bytes from ./ram/cliff.gz
Booting ROM ...
Play
Pause
Search to 6 received
Search success!
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
CLIFF: Unsupported Port Output-> 68 : 43
CLIFF: Unsupported Port Output-> 68 : 1
Play
Search to 1547 received
Search success!
Play
Saved 2048 bytes to cliff.gz
Shutting down sound system...
Shutting down video display...


Also about the overlays..... I've noticed they are acting odd in a number of games, and I can tell it's the overlays, because on games where the start screen is a solid color, generated by the overlay, I can see the mpeg playing underneath for about 1/4 of an inch along the bottom. (That is unless they are supposed to act that way, you would know more than I on that matter.) In other words it's offset too high. I appears to be any game running on astron belt hardware. It's hard to tell with abelt itself though, as it doesn't have any solid screens and the aiming doesn't have to be very accurate. There may be more though, I'll try to check them all this evening.

Also there is evidence that the mach3 overlay is indeed the culprit. Play the mach 3 version of cobra comand and get yourself blown up. The red screen that is supposed to cover the entire playfield falls short on the right side about a quarter of an inch, suggesting to me that the non-static overlays (targets, bullets ect) are offset slightly to the left, just as we saw in mach3. In the cvs builds of mach3, the targets seemed to be in the right position, or at least closer to it. Maybe in the case of mach3 it's a combination of both, but in cobra command it's quite obvious.

I hope some of this helps.


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PostPosted: Fri May 27, 2005 7:38 pm 
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HowardC wrote:
I just wanted to point out that none of the cards are unplayable. Now it appears that the 9200-9600 won't use hardware acceleration, but those cards are so fast that you can turn hwaccel off and not notice any speed effect. I would only take it back if you'll be running daphne and just daphne on your cab.


A valid point, but being able to run Daphne with Hardware Accel on is the only reason the card was purchased at all. There is an existing video card in the cabinet, integrated onto the motherboard, but it is giving me some problems with HW accel enabled (I get artifacts on the screen).

As for running it in software mode, yes that works, but there is a small tearing effect which is eliminated by HW mode. Since Daphne is the primary reason that the cabinet exists in the first place, I'd like it to work as "perfectly" as possible. Getting Dragon's Lair and Space Ace to run in a way that is indistinguishable from using the laserdisc is the only priority on the machine in question.

-Jeff "etumor"


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PostPosted: Fri May 27, 2005 8:06 pm 
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The tearing you are mentioning migth be due to the videos themselves. You might want to try the new -blend efect. Poor interlacing, particularly due to using the dvd rips is common. I'm not trying to contradict you at all, I'm just saying, don't assume that hardware acceleration will solve all of your problems.


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PostPosted: Fri May 27, 2005 9:14 pm 
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HowardC wrote:
The tearing you are mentioning migth be due to the videos themselves. You might want to try the new -blend efect. Poor interlacing, particularly due to using the dvd rips is common. I'm not trying to contradict you at all, I'm just saying, don't assume that hardware acceleration will solve all of your problems.


Thank you much, but the tearing isn't part of the videos themselves. The videos were ripped from the laserdiscs, they have been properly de-interlaced, and I know that HW accel fixes the problem, as I have tested it both on that system and on others. This isn't a guess.

-Jeff


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PostPosted: Fri May 27, 2005 9:23 pm 
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I suppose it is worth adding that the tearing I'm talking about is extremely minor -- most people would never notice it. I'm trying to fine tune something that is already working extremely well, because I'm obsessive. I've already recaptured and converted the video multiple times, tweaked the sound, and so on, to get the absolute best performance that I can. The HW accel was originally working beautifully, but the video chip on the system seems to have gone a little wonky -- the artifacts that I'm seeing (in HW mode) only appeared recently. They are clearly a symptom of failing video (I've seen this before). It is easier for me just to add a new video card to the system, rather than replacing the entire MB, since everything else seems to be functioning fine.

And regardless -- the machine in question only exists to run Daphne -- I want the option of using HW accel, whether I ultimately choose to use it or not.

-Jeff


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PostPosted: Fri May 27, 2005 10:58 pm 
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HowardC wrote:
It no longer freezes on attract mode or the "player1 ready" screen. However, it still gives the "unsupported port" error in the log.


those aren't really errors.. just left over from when the driver was being developed. :)

I would check to make sure your cliffy m2v has a frame 6. Nevertheless, I will test myself with a missing frame 6 and make sure that it reports an error instead of just hanging forever...

Quote:
Also about the overlays..... I've noticed they are acting odd in a number of games, and I can tell it's the overlays, because on games where the start screen is a solid color, generated by the overlay, I can see the mpeg playing underneath for about 1/4 of an inch along the bottom. (That is unless they are supposed to act that way, you would know more than I on that matter.) In other words it's offset too high. I appears to be any game running on astron belt hardware. It's hard to tell with abelt itself though, as it doesn't have any solid screens and the aiming doesn't have to be very accurate. There may be more though, I'll try to check them all this evening.


I've made a note of this ...

Quote:
Also there is evidence that the mach3 overlay is indeed the culprit. Play the mach 3 version of cobra comand and get yourself blown up. The red screen that is supposed to cover the entire playfield falls short on the right side about a quarter of an inch, suggesting to me that the non-static overlays (targets, bullets ect) are offset slightly to the left, just as we saw in mach3. In the cvs builds of mach3, the targets seemed to be in the right position, or at least closer to it. Maybe in the case of mach3 it's a combination of both, but in cobra command it's quite obvious.


I've made a note of this also...


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PostPosted: Fri May 27, 2005 11:01 pm 
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etumor wrote:
As for running it in software mode, yes that works, but there is a small tearing effect which is eliminated by HW mode. Since Daphne is the primary reason that the cabinet exists in the first place, I'd like it to work as "perfectly" as possible. Getting Dragon's Lair and Space Ace to run in a way that is indistinguishable from using the laserdisc is the only priority on the machine in question.


plus software mode uses 'nearest neighbor' scaling so it can look kind of schloppy whereas the hardware scaling is usually a bit nicer (usually, but not always).


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 Post subject: Target offset in Mach 3
PostPosted: Sat May 28, 2005 2:08 am 
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Just wanted to confirm that the targets are for the most part to the left and south of where they should be in M.A.C.H. 3

The easiest fix to this would be to use the small square target that is constantly changing in the upper right hand corner of your screen. Move it up and to the right so that it is no longer shown on the screen and I think it would allow all the targets in game to line up. Hopefully :)

I can only test and try to help with M.A.C.H. 3 and Cobra Command, sorry I can't help with the others guys.


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PostPosted: Sat May 28, 2005 2:28 am 
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For whatever it is worth, you can add the Radeon 9250 to the list of cards that don't work. Oh well, back to the drawing board.

Beginning YUV hardware acceleration test (this test should be last since it may mess up the video modes beyond use)
--- RELEASETEST SUMMARY
-----------------------
LineParse #1 passed.
LineParse #2 passed.
LineParse #3 passed.
LineParse #4 passed.
LineParse #5 passed.
LineParse #6 passed.
FrameFile Parse #1 passed.
FrameFile Parse #2 passed.
FrameFile Parse #3 passed.
FrameFile Parse #4 passed.
FrameFile Parse #5 passed.
FrameFile Parse #6 passed.
FrameFile Bad Parse #1 passed.
FrameFile Bad Parse #2 passed.
FrameFile Bad Parse #3 passed.
FrameFile Bad Parse #4 passed.
RGB2YUV Complete Exerciser passed.
BLEND accuracy test passed.
VLDP BLEND Sanity Test passed.
VLDP Overlay w/ Vertical Offset Render passed.
Env Var Test #1 passed.
Env Var Test #2 passed.
Env Var Test #3 passed.
YUV Hwaccel (windowed = 0) and (accel = 0) passed.
YUV Hwaccel (windowed = 1) and (accel = 0) passed.
# of passed tests: 25
YUV Hwaccel (windowed = 0) and (accel = 1) FAILED!
YUV Hwaccel (windowed = 1) and (accel = 1) FAILED!
# of failed tests: 2
Shutting down sound system...
Shutting down video display...

-Jeff "etumor"


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 Post subject: MACH 3 update
PostPosted: Sat May 28, 2005 2:52 am 
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Sorry, I must be getting dyslexic in my old age. :(

I just ran MACH 3 again and found that all the targets need to go to the right and DOWN from where they are. If you move the little constant target box in the upper right hand corner of the screen down and to the right until it doesn't show up on the screen, it would line up with all the targets in the game very well.

Sorry again for the confusion :(


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 Post subject: Re: MACH 3 update
PostPosted: Sat May 28, 2005 3:40 am 
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Invader_ZIM wrote:
Sorry, I must be getting dyslexic in my old age. :(

I just ran MACH 3 again and found that all the targets need to go to the right and DOWN from where they are. If you move the little constant target box in the upper right hand corner of the screen down and to the right until it doesn't show up on the screen, it would line up with all the targets in the game very well.

Sorry again for the confusion :(


You are absolutely right. We are all having the same issue, I just think the last poster forgot to use logic for a second. If something is too far to the left and up then you need to adjust to the right and down to correct it. :)


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PostPosted: Sat May 28, 2005 3:41 am 
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crap you were the last poster.... sorry

I guess I'm getting senile in my old age. :lol:


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PostPosted: Sat May 28, 2005 3:46 am 
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Matt Ownby wrote:
HowardC wrote:
It no longer freezes on attract mode or the "player1 ready" screen. However, it still gives the "unsupported port" error in the log.


those aren't really errors.. just left over from when the driver was being developed. :)

I would check to make sure your cliffy m2v has a frame 6. Nevertheless, I will test myself with a missing frame 6 and make sure that it reports an error instead of just hanging forever...



I changed my framefile to an offset of 6 rather than 10 and now they are working fine, sorry for the confusion.

But one thing..... I've been using the same mpeg and same framefile literally for years now. Did anything code-wise change that could have caused daphne to crap out like that? My guess is the offset was always a little bit off and before daphne just ignored it but in recent builds it decided to freak out.

It's not important at all, but I'm just curious.

Thanks for your help. :)


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 Post subject: lol
PostPosted: Sat May 28, 2005 5:03 am 
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LOL HowardC, I know what you mean, no offense taken :lol:

I think I'm just over excited that MACH 3 is in the Daphne Loader.... And working for the most part too!! :D


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 Post subject: DOH! Space Ace and SAE DVD2DAPH Frame Files Work fine... :)
PostPosted: Sat May 28, 2005 6:57 am 
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Joined: Sun May 12, 2002 8:37 pm
Posts: 183
Location: Yuma, Arizona
Hi Matt,

This is Tony M. Victorino.

DOH! Space Ace and SAE DVD2DAPH Frame Files Work fine... :)

When I decided to only use DAPHNE 0.99.6c and DAPHNE 0.99.7-pre3 and get rid of all other previous and prototype versions of DAPHNE to make it easier to do the testing, I moved my Space Ace DVD2DAPH Frame Files to a wrong Folder. I found my mistake and corrected it.
My Fault, not yours. Something else you need not worry about.

Self Test, All O.K.
And All of my Laser Games seem to boot up and work Great!
I'll let you know if and when I run into any more problems.

One last thing.

I want to Thank You and All of the DAPHNE Team on the Great Work you do. The Tech. Service is first rate! Better than some of those multi-million dollar companies I know of.

I will continue to do my best in the support of making DAPHNE better by
testing out each and every revision of DAPHNE to the best of my ability.
DAPHNE is just GREAT!!!


Yours Truly,

Tony M. Victorino

_________________
End of line...


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 Post subject:
PostPosted: Sat May 28, 2005 2:50 pm 
DAPHNE Creator
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Joined: Sat Jan 20, 2001 1:00 am
Posts: 2127
Location: Salt Lake City,Utah, USA
etumor wrote:
For whatever it is worth, you can add the Radeon 9250 to the list of cards that don't work. Oh well, back to the drawing board.


If you want spend some time fixing the ATI card problem, I have an idea of what needs to be done.

The problem is inside sdl.dll (which has full source available). I already made some changes (which can be found here: http://www.daphne-emu.com/cgi-bin/viewcvs.cgi/daphne/src/sdl_mods/).
I think the main problem is that SDL uses DirectX 3 calls for its YUV stuff and ATI probably never bothered testing that far back with the 9200-9600 series, then caught their mistake by the time they hit 9800 and fixed it. I suspect if you change all the calls to use DirectX 7 or so (that is the last SDK I got that had yuv overlay sample code in it) that the 9200-9600 should probably work under those circumstances. There was a reason I did not do this originally.. the reason is probably that it was a lot of work to convert everything from DX3 to DX7... the SDL author seems to have stopped development on SDL and he never did accept my patch for improved YUV, so any work we do will only help daphne... but I don't really have time to work on this right now, nor do I have a troublesome ATI card to test with.. but someone could make it work, I am sure. Having all the source code makes it possible...


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