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 Post subject: something i found in dk 64
PostPosted: Thu Apr 23, 2009 6:50 pm 
Knight
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i looked at a dump in dk 64, and it uses texel1. maybe this is why it crashes. if that's why, then i can't wait for beta 3. plus, the CPU to the ME move might speed it up

Spoiler: show
case 0x0020fe04ff13f3ffLL:
//aRGB0: (Texel1 - 0 ) * Texel0 + 0
//aA0 : (0 - 0 ) * 0 + Texel0
//aRGB1: (Combined - 0 ) * Shade + 0
//aA1 : (Combined - 0 ) * Shade + 0
case


Last edited by mustangfan100 on Thu May 14, 2009 4:30 pm, edited 4 times in total.

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 Post subject: Re: something i found in dk 64
PostPosted: Fri Apr 24, 2009 3:44 am 
Mad Scientist
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Texel1 won't cause crashes, only missing or messed up graphics. But the fact the S2DEX uCode isn't fully emulated properly and there are other CPU/Memory/OSHLE related bugs are more likely the issue, but a lot of this will get looked and hopefully fixed by Beta 3.



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 Post subject: Re: something i found in dk 64
PostPosted: Fri May 01, 2009 7:17 am 
Knight
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Kreationz wrote:
Texel1 won't cause crashes, only missing or messed up graphics. But the fact the S2DEX uCode isn't fully emulated properly and there are other CPU/Memory/OSHLE related bugs are more likely the issue, but a lot of this will get looked and hopefully fixed by Beta 3.


actually, dk 64 might get helped with texel1 since you can see only half of the menu before it crashes


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 Post subject: Re: something i found in dk 64
PostPosted: Fri May 01, 2009 12:36 pm 
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If that's the case maybe try it with the latest Rev and I'll have Salvy look to see which missing function is causing the crash. He's been helping with that stuff lately on top of his graphic work with Wally.



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 Post subject: Re: something i found in dk 64
PostPosted: Mon May 04, 2009 6:22 pm 
Knight
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Kreationz wrote:
If that's the case maybe try it with the latest Rev and I'll have Salvy look to see which missing function is causing the crash. He's been helping with that stuff lately on top of his graphic work with Wally.


it's probably because the speed is so slow it crashes. hopefully this will be fixed once howard moves the CPU to the ME


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 Post subject: Re: something i found in dk 64
PostPosted: Mon May 04, 2009 6:33 pm 
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mustangfan100 wrote:
Kreationz wrote:
If that's the case maybe try it with the latest Rev and I'll have Salvy look to see which missing function is causing the crash. He's been helping with that stuff lately on top of his graphic work with Wally.


it's probably because the speed is so slow it crashes. hopefully this will be fixed once howard moves the CPU to the ME


Don't think so, could be Dynarec or many other factors. But how much speed are we talking about?


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 Post subject: Re: something i found in dk 64
PostPosted: Mon May 04, 2009 6:35 pm 
Knight
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Linkinkid wrote:
mustangfan100 wrote:
Kreationz wrote:
If that's the case maybe try it with the latest Rev and I'll have Salvy look to see which missing function is causing the crash. He's been helping with that stuff lately on top of his graphic work with Wally.


it's probably because the speed is so slow it crashes. hopefully this will be fixed once howard moves the CPU to the ME


Don't think so, could be Dynarec or many other factors. But how much speed are we talking about?


2-3 fps


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 Post subject: Re: something i found in dk 64
PostPosted: Mon May 04, 2009 7:30 pm 
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Linkinkid wrote:
mustangfan100 wrote:
Kreationz wrote:
If that's the case maybe try it with the latest Rev and I'll have Salvy look to see which missing function is causing the crash. He's been helping with that stuff lately on top of his graphic work with Wally.


Don't think so, could be Dynarec or many other factors. But how much speed are we talking about?


2-3 fps


Any game with Dynarec disabled can run at that speed, horribly slow, but not the cause for a freeze I believe.


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 Post subject: Re: something i found in dk 64
PostPosted: Mon May 04, 2009 8:02 pm 
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Donkey Kong Kiosk version, only version which boots with dynarec enabled:

Keeps looping that's why Dk64 is soo slow, but really hard to fix....

FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode


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 Post subject: Re: something i found in dk 64
PostPosted: Mon May 04, 2009 8:05 pm 
Knight
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salvy wrote:
Donkey Kong Kiosk version, only version which boots with dynarec enabled:

Keeps looping that's why Dk64 is soo slow, but really hard to fix....

FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode


Well it looks like it is a 64Bit register issue that causes the problem so this won't get fixed until we get much close to Beta 3. DX64 does have trouble with 64bit Registers...


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 Post subject: Re: something i found in dk 64
PostPosted: Mon May 11, 2009 4:37 pm 
Knight
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mustangfan100 wrote:
salvy wrote:
Donkey Kong Kiosk version, only version which boots with dynarec enabled:

Keeps looping that's why Dk64 is soo slow, but really hard to fix....

FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode
FP changed to 32bit register mode
FP changed to 64bit register mode


Well it looks like it is a 64Bit register issue that causes the problem so this won't get fixed until we get much close to Beta 3. DX64 does have trouble with 64bit Registers...


now there comes a point where i can't even boot it. it worked before, or is it just the changes you guys made


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 Post subject: Re: something i found in dk 64
PostPosted: Thu May 14, 2009 12:26 am 
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Not sure I haven't tested this game yet, but it won't be "Playable" in the near future.



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 Post subject: Re: something i found in dk 64
PostPosted: Thu May 14, 2009 2:51 pm 
Knight
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Kreationz wrote:
Not sure I haven't tested this game yet, but it won't be "Playable" in the near future.


it will be by beta 3 at the latest


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 Post subject: Re: something i found in dk 64
PostPosted: Thu May 14, 2009 4:08 pm 
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I will look at it by then.



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 Post subject: Re: something i found in dk 64
PostPosted: Thu May 14, 2009 4:21 pm 
Knight
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you can see that only half the menu is displayed and its probably because of texel1


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