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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Fri Jan 14, 2011 12:16 am 
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Revision 624 is causing a BSOD to occur in Ogre Battle immediately after the first intro cutscene. It was working on revision 623.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Fri Jan 14, 2011 12:44 am 
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The only change there that could be causing it AFAIK is [~] Simplified CPU_SetCompare

I checked it over though and there should be no issues with the current implementation though.

Beyond that:
[!] Removed Increase VI Event (No longer needed with the new screen update method) (Only if needed to bypass the freeze in 623)

[!] Moved specific hacks for SOTE and GE into into its own custom ucodes (Does it activate any of these hacks on 623?)

[~] Cleaned up excess of code and comments (Was only commented out code already so no real change)

[+] Added the rest of custom ucodes for SOTE (they are disabled, a bug on dlist doesn't alow me to test them..) (See what I said about specific hacks?)

Note: I haven't gone through every change or Tested this and this is working on the assumption (needs verification, but I trust Bdacanay's regression testing skills) that 624 is the breaking revision.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Fri Jan 14, 2011 1:53 am 
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I just retested several times, and I still have the same results.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Fri Jan 14, 2011 12:53 pm 
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I'll check Ogre Battle when I get back from work this evening.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Jan 26, 2011 3:49 pm 
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Ogre Battle regression is been fixed in dev build, forgot to post it here :x thnx bdacanay !

One new or old regression? in RR64 - Ridge Racer 64 - It freezes or bosods after you choose Quick Race, anyone want to giv it a shot to track it down?
I'm pretty much frustrated with that game xD I spent the whole morning tracking down in dev build thinking was a recent issue but happens in 636, could be an old regression?



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Jan 26, 2011 4:06 pm 
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Hot Wheels Turbo Racing (U)

bsod's in exhibition when you choose helicrash, command center and road to rustwell


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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Jan 26, 2011 6:04 pm 
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I'll have a look at both of those regressions later this evening.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Jan 26, 2011 7:31 pm 
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ridge racer broke on rev 628 or 629

EDIT: hot wheels turbo racing broke between 621 and 627


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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Jan 26, 2011 8:49 pm 
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Thanks re4thewin for narrowing them down to range of revisions to test.

I found that Hot Wheels Turbo Racing started BSODing on rev 625 on the levels that re4thewin stated. It was working on rev 624.
For Ridge Racer 64, it crashes on revision 628, but re4thewin said it was working on 627.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sat Feb 05, 2011 1:53 pm 
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I have tracked down the second Cruisn' Exotica regression that occurred whenever you were selecting which mode you wanted to play. The crash began on rev 589, and prior to that was able to get past the point and get into races.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Mon Feb 07, 2011 6:25 pm 
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bdacanay wrote:
I have tracked down the second Cruisn' Exotica regression that occurred whenever you were selecting which mode you wanted to play. The crash began on rev 589, and prior to that was able to get past the point and get into races.


Thx, was kind of tricky to fix since DD wasn't getting disabled, fixed regression and DD not disabling in Dev Build.

EDIT : Also Hot Wheels Turbo Racing's regression has been fixed in Dev build.



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Feb 09, 2011 10:06 pm 
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Ridge Racer's regression was fixed recently in dev build, thx guys!
Now we are done to 0 regression :)

There's one that was reported in the bug tracker tracker.php?p=1&t=117
Not sure if a user-error or real regression, anyone can confirm?



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<Salvy>WTF Kirby is invisible on latest rev?!
<Dougamer>Hmmm
<Dougamer>I'll "aquire" kirby and check...
20 minutes later...
<Salvy>Kirby looks ok on default settings Dougamer?
<Dougamer>still... "aquiring" it Salvy...
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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Feb 10, 2011 2:30 am 
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Salv-E wrote:
Ridge Racer's regression was fixed recently in dev build, thx guys!
Now we are done to 0 regression :)

There's one that was reported in the bug tracker tracker.php?p=1&t=117
Not sure if a user-error or real regression, anyone can confirm?

From what I have experienced from Pokemon Stadium 2, this is all normal. I did go back to revision 500 and I still experienced the same thing, but I did remember everything working more recently than that so I played with the settings. When I turned HLE off, everything worked fine as before, it didn't necessarily freeze but more or less the controls became unresponsive. It could still be an HLE regressions though, so I'll check a ways back.

It seems that if this is a regression, it is pre-100.

Confirmed regression. It did work with HLE on on rev 50, so it's between 50-100. I'll track down the specific one when I have a chance tomorrow.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sat Feb 12, 2011 4:08 am 
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uuummm. if hle causes so many problems....why not just remove it period?


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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sat Feb 12, 2011 5:24 am 
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mazterrein wrote:
uuummm. if hle causes so many problems....why not just remove it period?


Because it works very well in some games and gives a huge speed up (like 200% in some cases)



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