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 Post subject: DAPHNE v0.99.7pre5 READY FOR TESTING
PostPosted: Fri Jun 24, 2005 11:06 pm 
DAPHNE Creator
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It's available in the download section.

This addresses the monitor refresh rate issue in fullscreen mode and the missing par-io.dll problem.

If no significant issues are reported for this release, this will become v0.99.7 official.

things that changed:
- fullscreen mode should now use default monitor hertz instead of highest
- all mach3 games (mach3, uvt, cobram3) .. I added crc32's to all of them
- par-io.dll added back into the .zip file (it was accidently not included)


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PostPosted: Sat Jun 25, 2005 4:39 am 
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I am happy to report that both the external scoreboard bug and the "out of range" errors are fixed on my test systems.

However, I wish to report another problem. The "-min_seek_delay" switch has no effect, as far as I can tell. The program behaves exactly the same whether or not "-min_seek_delay 4000" is included. I tried it with and without Hardware Accel enabled, and with and without "-blank_searches." I tried it on both systems (a GeForce4 MX and an S3).

I remember someone in the chatroom reporting the same thing in the chatroom a couple of days ago, but I hadn't tested it myself until tonight.

-Jeff "etumor"


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PostPosted: Sat Jun 25, 2005 3:54 pm 
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I verified and fixed the problem. You can get it here:

http://www.daphne-emu.com/download/daphne.exe-0.99.7pre5-win32-fixed1.zip

Keep those reports coming! :)


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PostPosted: Sat Jun 25, 2005 8:05 pm 
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Yup, that fixed the problem with min_seek_delay. I set it to 400, and it produced a very nice effect.

And I love the scanlines.

-Jeff


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 Post subject: Re: DAPHNE v0.99.7pre5 READY FOR TESTING
PostPosted: Sat Jun 25, 2005 9:59 pm 
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Matt Ownby wrote:
- all mach3 games (mach3, uvt, cobram3) .. I added crc32's to all of them


Here's a curious error:
Loading compressed ROM image m3rom4.bin...8192 bytes read.
Loading compressed ROM image m3rom3.bin...8192 bytes read.
Loading compressed ROM image m3rom2.bin...8192 bytes read.
Loading compressed ROM image m3rom1.bin...8192 bytes read.
Loading compressed ROM image m3rom0.bin...8192 bytes read.
Loading compressed ROM image mach3fg3.bin...8192 bytes read.
Loading compressed ROM image mach3fg2.bin...8192 bytes read.
Loading compressed ROM image mach3fg1.bin...8192 bytes read.
Loading compressed ROM image mach3fg0.bin...8192 bytes read.
Loading compressed ROM image m3target.bin...971776 bytes read.
ROM CRC checked failed for m3target.bin, expected a2a9f8e5, got a1d6e9e0
ROM CRC checked failed for m3target.bin, expected a2a9f8e5, got a1d6e9e0

Loading compressed ROM image mach3bg0.bin...4096 bytes read.
Loading compressed ROM image mach3bg1.bin...4096 bytes read.

Realizing that you just added CRC32 to MACH3 I clearly have a bad ROM, but here's the interesting part. The CRC32 for the m3target.bin I have is not what Daphne reports, it's 6E779A6F (1,048,576 bytes). I checked with both Powerarchiver and QuickSFV.

As for the hardware MPEG issue I reported before it still exists, though by the what's new report this wasn't touched anyway. So you don't have to go back and find it, I'll mention it again here. I have an old card, a Radeon 7500 (64MB). Unless I disable hardware acceleration, Daphne will unexpectedly exit when running full screen or crash with an error if playing from a window. Most I've tried crash immediately when the video is started, but when playing Dragon's Lair 2 in a window strangely enough I can play it for a bit, but it will crash during the game. Disabling hardware acceleration works, though there are minor glitches when using it (though I can't say whether it stems from using software acceleration or not since most games as I said don't work with hardware acceleration enabled). I'm using the latest Catalyst drivers by the way, though whether or not those are the best for my card I can't answer.


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 Post subject: Mach 3 target
PostPosted: Sat Jun 25, 2005 10:45 pm 
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As an FYI, I just tried Mach 3 with Daphne pre5 and it loads fine.

Brad O.


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PostPosted: Sat Jun 25, 2005 11:47 pm 
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Hi guys, I noticed that with those new versions of Daphne (from the 0.99.6c), when I play DL (E-F2, A-D, DLE11 and DLE20), with a rip of my Pal laserdisc (1991 Software Corner), all plays ok, but in the attract mode after the intro the movie don't stop, it plays 4/5 sec of the beginning of the first "room" (the bridge), so after every intro of the attract mode i can clkearly see Dirk and then the "castle zoom", after that appear the still screen of the player instructions. In the previous versions of Daphne (0.99.6 and before), there still were 4/5 sec of gap between the end of the attract mode and the player instructions, but those 4/5 sec show a black screen (not a piece of animation) then the player instruction.
This happen with or w/o the "blank on..." options.
For the rest the game plays perfectly, without any imperfection.
I don't know what to think.
Can you help me figure this out?

Thanks! ;)


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PostPosted: Sun Jun 26, 2005 12:22 am 
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So Far, Mach 3 is playing like it was with the Pre 3 release. No change noticed. :)

I don't know if the graphics overlay for Mach 3 is going to be offset to the right or not to better line up with the targets.

Ran the self test of Pre 5 and now I seem to have one error, below is my log, pretty funny video in the self test, would make a cool and funny game :)

--DAPHNE version 0.99.7pre5
--Command line is: daphne releasetest noldp
--CPU : GenuineIntel 3350 MHz || Mem : 2048 megs
--OS : Windows XP/.NET || Video : NVIDIA GeForce 6800 Ultra
Set 640x480 at 32 bpp with flags: 0
Initializing sound system ...
No joysticks detected
Booting ROM ...
Beginning RGB2YUV exerciser (this may take a long time) ...
Beginning BLEND accuracy test...
Framefile parse succeeded. Video/Audio directory is: test/./
YUV overlay is hardware accelerated.
Search to 1 received
RELEASETEST : Surface does not match mpeg, re-allocating surface!
Beginning VLDP comprehensive test ...
Freeing memory used to store audio stream...
Framefile parse succeeded. Video/Audio directory is: test/./
YUV overlay is hardware accelerated.
Trying to seek to a file that isn't found
Search to 5000 received
LDP-VLDP.CPP : Could not open video file test/./filenotfound.m2v
LDP : search command was rejected
Trying to seek to a file that isn't found (+1)
Search to 5001 received
LDP-VLDP.CPP : Could not open video file test/./filenotfound.m2v
LDP : search command was rejected
Trying to seek to a file that isn't found (+2)
Search to 5002 received
LDP-VLDP.CPP : Could not open video file test/./filenotfound.m2v
LDP : search command was rejected
Trying to seek to illegal frame
Search to 1 received
LDP-VLDP.CPP ERROR: frame could not be converted to file, probably due to framefile.
Your framefile must begin on at least frame 00001
LDP : search command was rejected
Trying to seek to valid 640x480 frame
Search to 30000 received
YUV overlay is hardware accelerated.
RELEASETEST : Surface does not match mpeg, re-allocating surface!
Trying to seek to valid 720x480 frame
Search to 5 received
YUV overlay is hardware accelerated.
RELEASETEST : Surface does not match mpeg, re-allocating surface!
Trying to play valid video
Play
End of audio stream detected!
Search to 30000 received
YUV overlay is hardware accelerated.
Freeing memory used to store audio stream...
RELEASETEST : Surface does not match mpeg, re-allocating surface!
YUV overlay is hardware accelerated.
Beginning VLDP BLEND sanity test...
Beginning VLDP Render test...
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.
Internal VLDP TEST #1 (playing and skipping) passed.
Internal VLDP TEST #2 (opening repeatedly) passed.
Internal VLDP TEST #3 (seeking to illegal frame) passed.
Internal VLDP TEST #5 (playing to end of file, then playing again) passed.
Internal VLDP TEST #6 (play to end of file, then seek) passed.
VLDP Search to Missing File #1 passed.
VLDP Search to Missing File #2 passed.
VLDP Search to Missing File #3 passed.
VLDP Search to Illegal Frame passed.
VLDP Seek to 640x480 Frame passed.
Overlay is 320 wide passed.
VLDP Seek to 720x480 Frame passed.
Overlay is 360 wide passed.
VLDP is playing video 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.
YUV Hwaccel (windowed = 0) and (accel = 1) passed.
YUV Hwaccel (windowed = 1) and (accel = 1) passed.
# of passed tests: 41
Internal VLDP TEST #4 (seeking to legit frame) FAILED!
# of failed tests: 1
Shutting down sound system...
Shutting down video display...


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 Post subject:
PostPosted: Sun Jun 26, 2005 2:14 am 
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Okay, I still don't know why Daphne reported the wrong CRC32 for the m3target.bin file I mentioned, but apparently that one is from the MAME ROM set. I found the correct one at the Mach3 Emulation Development page (no ROMS or video files there that I could tell, so it should be safe to post the URL), though oddly enough they had this to say about it:
Quote:
Update: It appears that even this file is not correct. The clever chaps on the Daphne project have spotted some errors and may have a correct file soon.


BTW, MACH3 does work with the MAME m3target.bin. After the error it continues to load. I can only assume there are some problems with some of the targets, but I'm not good enough at the game to tell.


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PostPosted: Sun Jun 26, 2005 6:21 am 
DAPHNE Creator
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Invader_ZIM wrote:
So Far, Mach 3 is playing like it was with the Pre 3 release. No change noticed. :)

I don't know if the graphics overlay for Mach 3 is going to be offset to the right or not to better line up with the targets.


Mach 3 probably will be left as is. No one can find any obvious problems with it and no one knows why it is shifted.


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PostPosted: Sun Jun 26, 2005 6:22 am 
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Qun Mang wrote:
BTW, MACH3 does work with the MAME m3target.bin. After the error it continues to load. I can only assume there are some problems with some of the targets, but I'm not good enough at the game to tell.


there is currently no 'correct' m3target.bin because the guy who was trying to produce a correct one hasn't worked on that project lately. So we are using the most correct one we have available for now ...


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PostPosted: Sun Jun 26, 2005 5:21 pm 
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It's no problem really if you guys are going to leave it the way it is.

The only problem in game I have noticed is the bomber mission. Some of the targets are too far to the left that it is impossible to hit those targets.

Again, you guys have done a great job, a stock Mach 3 machine had the same little glitch in the upper right hand corner and they used to shift that to the right so that the player did not see it, as well it moved the targets that were too far to the left to be bombed into range and matched up with the video targets.

Thanks again for getting Mach 3 to Daphne :)


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PostPosted: Sun Jun 26, 2005 11:48 pm 
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Maybe I don't understand, this is a mach3 bug report only? :roll:


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 Post subject: Re: DAPHNE v0.99.7pre5 READY FOR TESTING
PostPosted: Mon Jun 27, 2005 4:19 pm 
DAPHNE Creator
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Qun Mang wrote:
I have an old card, a Radeon 7500 (64MB). Unless I disable hardware acceleration, Daphne will unexpectedly exit when running full screen or crash with an error if playing from a window.


I really have no resources to fix this problem. The only way I could fix it would be to have one of those cards to test with.


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PostPosted: Mon Jun 27, 2005 4:21 pm 
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deltaquad wrote:
Hi guys, I noticed that with those new versions of Daphne (from the 0.99.6c), when I play DL (E-F2, A-D, DLE11 and DLE20), with a rip of my Pal laserdisc (1991 Software Corner), all plays ok, but in the attract mode after the intro the movie don't stop, it plays 4/5 sec of the beginning of the first "room" (the bridge), so after every intro of the attract mode i can clkearly see Dirk and then the "castle zoom", after that appear the still screen of the player instructions. In the previous versions of Daphne (0.99.6 and before), there still were 4/5 sec of gap between the end of the attract mode and the player instructions, but those 4/5 sec show a black screen (not a piece of animation) then the player instruction.
This happen with or w/o the "blank on..." options.


I just checked and nothing seems to have changed with Dragon's Lair from v0.99.6 to v0.99.6c ... are you sure your information about that is correct?


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 Post subject: DeltaSquad....
PostPosted: Mon Jun 27, 2005 6:05 pm 
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DeltaSquad,

Could you post your daphne_log.txt?


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PostPosted: Mon Jun 27, 2005 10:43 pm 
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Unfortunatly I'm sure, I've tried this on 2 differt pc. One with an ATI and one with a geforce, if that matter. I love this emulator, this is my beloved emulator, I love lasergames, I'm a lasergame collector, I'm not someone that like to waste your time. If you visit my site (the www link) you can clearly see by yourself I'm a lasergame freak. No problem to post my log file. I suppouse you mean the DL (software corner 91) log file:



Quote:
--DAPHNE version 0.99.7pre5
--Command line is: D:\daphne\daphne.exe dle20 vldp -framefile D:\daphne\framefile\lair_91sc.txt -fullscreen -blank_skips -blank_searches -pal_dl_sc -scanlines
--CPU : AuthenticAMD 1900 MHz || Mem : 1024 megs
--OS : Windows XP/.NET || Video : RADEON 9200 SE Family (Microsoft Corporation)
Setting DAPHNE up for the PAL Dragon's Lair Software Corner disc
Set 640x480 at 32 bpp with flags: 80000001
Initializing sound system ...
No joysticks detected
Loading compressed ROM image DLE20_U1.bin...8192 bytes read.
Loading compressed ROM image DLE20_U2.bin...8192 bytes read.
Loading compressed ROM image DLE20_U3.bin...8192 bytes read.
Loading compressed ROM image DLE20_U4.bin...8192 bytes read.
Framefile parse succeeded. Video/Audio directory is: D:/daphne/framefile/../mpeg2/lair_91sc/
YUV overlay is hardware accelerated.
Booting ROM ...
Play
LDP : disc is already playing, play command ignored
Play
Display disable received
Search to 93 (formerly 323) received - [25] Attract Mode, Sequence 0 Attract Mode
Play
Display disable received
NOTE: NTSC frame requested is not available on DL Software Corner disc
Search to 1 (formerly 209) received - [25] Attract Mode, Sequence 6 Attract Mode
LDP-VLDP.CPP ERROR: frame could not be converted to file, probably due to framefile.
Your framefile must begin on at least frame 00001
LDP : search command was rejected
NOTE: NTSC frame requested is not available on DL Software Corner disc
Search to 1 (formerly 210) received - [25] Attract Mode, Sequence 6 Attract Mode
LDP-VLDP.CPP ERROR: frame could not be converted to file, probably due to framefile.
Your framefile must begin on at least frame 00001
LDP : search command was rejected
NOTE: NTSC frame requested is not available on DL Software Corner disc
Search to 1 (formerly 211) received - [25] Attract Mode, Sequence 6 Attract Mode
LDP-VLDP.CPP ERROR: frame could not be converted to file, probably due to framefile.
Your framefile must begin on at least frame 00001
LDP : search command was rejected
Display disable received
Search to 76 (formerly 306) received - [25] Attract Mode, Sequence 10 Attract Mode
Freeing memory used to store audio stream...
Shutting down sound system...
Shutting down video display...



The game plays perfect has ever, so the framefile is all right, the only thing that changes from the 0.99.6 is that those 4/5 sec of gap (from the end of the intro and the appearence of the player instructions) shows a piece of animation (the very start of the bridge room, from the Dirk apperance till the castle zoom), in the previous version this 4/5 sec gap shoed up a black screen, that's why I never noticed this problem.

I have no problem to send you my laserdisc rip so you can test it by yourself. I really want this fantastic emu to be perfect! I need to help.
Thatìs my chance.

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PostPosted: Mon Jun 27, 2005 10:52 pm 
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I just forgot to tell you, that this happend from the 0.99.6c (I don't know about the 0.99.6b). The 0.99.6 play it perfectly has ever, there's a 4/5 sec gap but it's a black screen so no one can see an error.

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PostPosted: Tue Jun 28, 2005 3:52 pm 
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deltaquad wrote:
NOTE: NTSC frame requested is not available on DL Software Corner disc
Search to 1 (formerly 209) received - [25] Attract Mode, Sequence 6 Attract Mode
LDP-VLDP.CPP ERROR: frame could not be converted to file, probably due to framefile.
Your framefile must begin on at least frame 00001
LDP : search command was rejected


This might be a problem. It is trying to go to frame 1 and not finding 1. Maybe if you added a frame 1 to your framefile, it would help?


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PostPosted: Tue Jun 28, 2005 5:22 pm 
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Matt you are a genius, I've changed my frame number in the framefile from 2 to 1 and now all it's okay. Now the 4/5 sec gap shows a black screen like old times. I never tought it was a frame problem cause in thre prev version it never happend. Thanks a lot Matt. You are always the best. ;) :D :D

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PostPosted: Tue Jun 28, 2005 5:43 pm 
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I just realize that I forgot to show you my pre5 selftest log:

Quote:
--DAPHNE version 0.99.7pre5
--Command line is: daphne releasetest noldp
--CPU : AuthenticAMD 1850 MHz || Mem : 1024 megs
--OS : Windows XP/.NET || Video : RADEON 9200 SE Family (Microsoft Corporation)
Set 640x480 at 32 bpp with flags: 0
Initializing sound system ...
No joysticks detected
Booting ROM ...
Beginning RGB2YUV exerciser (this may take a long time) ...
Beginning BLEND accuracy test...
Framefile parse succeeded. Video/Audio directory is: test/./
YUV overlay is hardware accelerated.
Search to 1 received
RELEASETEST : Surface does not match mpeg, re-allocating surface!
Beginning VLDP comprehensive test ...
Freeing memory used to store audio stream...
Framefile parse succeeded. Video/Audio directory is: test/./
YUV overlay is hardware accelerated.
Trying to seek to a file that isn't found
Search to 5000 received
LDP-VLDP.CPP : Could not open video file test/./filenotfound.m2v
LDP : search command was rejected
Trying to seek to a file that isn't found (+1)
Search to 5001 received
LDP-VLDP.CPP : Could not open video file test/./filenotfound.m2v
LDP : search command was rejected
Trying to seek to a file that isn't found (+2)
Search to 5002 received
LDP-VLDP.CPP : Could not open video file test/./filenotfound.m2v
LDP : search command was rejected
Trying to seek to illegal frame
Search to 1 received
LDP-VLDP.CPP ERROR: frame could not be converted to file, probably due to framefile.
Your framefile must begin on at least frame 00001
LDP : search command was rejected
Trying to seek to valid 640x480 frame
Search to 30000 received
YUV overlay is hardware accelerated.
RELEASETEST : Surface does not match mpeg, re-allocating surface!
Trying to seek to valid 720x480 frame
Search to 5 received
YUV overlay is hardware accelerated.
RELEASETEST : Surface does not match mpeg, re-allocating surface!
Trying to play valid video
Play
End of audio stream detected!
Search to 30000 received
YUV overlay is hardware accelerated.
Freeing memory used to store audio stream...
RELEASETEST : Surface does not match mpeg, re-allocating surface!
YUV overlay is hardware accelerated.
Beginning VLDP BLEND sanity test...
Beginning VLDP Render test...
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.
Internal VLDP TEST #1 (playing and skipping) passed.
Internal VLDP TEST #2 (opening repeatedly) passed.
Internal VLDP TEST #3 (seeking to illegal frame) passed.
Internal VLDP TEST #4 (seeking to legit frame) passed.
Internal VLDP TEST #5 (playing to end of file, then playing again) passed.
Internal VLDP TEST #6 (play to end of file, then seek) passed.
VLDP Search to Missing File #1 passed.
VLDP Search to Missing File #2 passed.
VLDP Search to Missing File #3 passed.
VLDP Search to Illegal Frame passed.
VLDP Seek to 640x480 Frame passed.
Overlay is 320 wide passed.
VLDP Seek to 720x480 Frame passed.
Overlay is 360 wide passed.
VLDP is playing video 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.
YUV Hwaccel (windowed = 0) and (accel = 1) passed.
YUV Hwaccel (windowed = 1) and (accel = 1) passed.
# of passed tests: 42
# of failed tests: 0
Shutting down sound system...
Shutting down video display...


Thanks for your work!

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PostPosted: Wed Jun 29, 2005 8:51 am 
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:( dont know what i have done wrond but daphne no longer works for me, i installed the 99.7 pre5 and when i select configure i get the following error :-

run time error `339`:

component `comdlg32.ocx` or one of its dependencies not correctly registered: a file is missing or invalid

help?

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PostPosted: Wed Jun 29, 2005 5:22 pm 
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BLooD wrote:
:( dont know what i have done wrond but daphne no longer works for me, i installed the 99.7 pre5 and when i select configure i get the following error :-

run time error `339`:

component `comdlg32.ocx` or one of its dependencies not correctly registered: a file is missing or invalid

help?


Download this file:
http://www.daphne-emu.com/download/ms-ocx.zip

And follow the directions in the readme very carefully.

-Jeff "etumor"


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PostPosted: Wed Jun 29, 2005 5:37 pm 
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Yes, probably you forgot to register the ocx.
It happens :P

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PostPosted: Wed Jun 29, 2005 9:24 pm 
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DOH! :oops: works fine now guys, thanks :D

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Intel prescot p4 2.8ghz oc 3ghz, nVidia 6800gt, 1gb ddr500


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PostPosted: Thu Jun 30, 2005 3:58 am 
DAPHNE Team
DAPHNE Team

Joined: Thu Feb 08, 2001 1:00 am
Posts: 906
Location: Earth
I recently put an installer for this together. You can get it at the following link for now.

http://www.bionicmonkey.com/chip/ms-ocx.zip

I've offered it to Matt for the downloads section if he wants it.


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PostPosted: Thu Jun 30, 2005 6:18 am 
Registered User
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Joined: Fri Oct 19, 2001 1:00 am
Posts: 49
Location: Italy
Thanks! :wink:

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-=DelTAquAD=- ©2005


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PostPosted: Thu Jul 21, 2005 11:03 pm 
Registered User
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Posts: 1
thank's for the move beep in dragon's lair 2 i'm very apreciate :D :D :D


i'm the conceptor of DAPHNE twin cabinet whit wamadeus


Image
Image


P.S it's not a original it's a repro

:evil: pacmanboy :evil:


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