It is currently Wed May 22, 2013 1:53 am

All times are UTC - 6 hours [ DST ]




 Page 31 of 33 [ 484 posts ]  Go to page Previous  1 ... 28, 29, 30, 31, 32, 33  Next
Author Message
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sat Aug 27, 2011 7:57 am 
Knight
Knight
User avatar

Joined: Tue Mar 15, 2011 2:32 pm
Posts: 123
how I can update rom.ini ?

@bdacanay
thanks for the trick :)



_________________
Sorry for my bad english I'm french ^^

PS3 6O Go + 3.55 kneaw + multiman 2.09.00
PS2 SCPH-39004 + FMCB 1.8b + OPL rev 590 + Ulaunchelf 4.42a + PS2ESDL v0.821
PSP 1004 +6.20 proB9 + daedalus 747 + IR shell 5.2
PSone
Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sun Aug 28, 2011 1:03 am 
Mime
Mime

Joined: Wed Aug 17, 2011 8:36 pm
Posts: 11
notepad++ works great


Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sun Aug 28, 2011 10:40 am 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 2897
I forgot to merge roms.ini, don't worry guys about it.
As for the issue posted, it should be fixed in 726 without the need to mess with roms.ini, since the problem was that I made simulate doubles more aggressive and broke several games. Corn already fixed it cleverly in dev branch.



_________________
Image

<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...
Online
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Mon Aug 29, 2011 12:26 pm 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 2897
Update to 726, Rayman 2 should work fine.

Also since now we have rendering working in Perfect Dark, could anyone help to track down the regression that is causing it to freeze at the main logo?
I believe it should be in 5XX+ range.



_________________
Image

<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...
Online
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Sep 01, 2011 2:08 pm 
DX64 Site Staff
DX64 Site Staff
User avatar

Joined: Sat Dec 19, 2009 3:21 pm
Posts: 586
Salv-E wrote:
Update to 726, Rayman 2 should work fine.

Also since now we have rendering working in Perfect Dark, could anyone help to track down the regression that is causing it to freeze at the main logo?
I believe it should be in 5XX+ range.

I tracked the Perfect Dark regression to revision 648. Now, hopefully it will be a simple fix.

EDIT: We determined that that was not the culprit. After testing some more, I believe 686 broke it. It does get past the crash in 685, and starts in 686.



_________________
Add me on XboxLIVE: bdacanay
Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Sep 01, 2011 9:17 pm 
Global Moderator
Global Moderator
User avatar

Joined: Sat Nov 06, 2010 1:04 am
Posts: 568
bdacanay wrote:
Salv-E wrote:
Update to 726, Rayman 2 should work fine.

Also since now we have rendering working in Perfect Dark, could anyone help to track down the regression that is causing it to freeze at the main logo?
I believe it should be in 5XX+ range.

I tracked the Perfect Dark regression to revision 648. Now, hopefully it will be a simple fix.

EDIT: We determined that that was not the culprit. After testing some more, I believe 686 broke it. It does get past the crash in 685, and starts in 686.


I wonder how you'll track it down since there's only one change logged.
http://daedalusx64.svn.sourceforge.net/ ... athrev=686


Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Sep 01, 2011 10:23 pm 
Mime
Mime

Joined: Wed Aug 17, 2011 8:36 pm
Posts: 11
he's got hundreds of revs, just tries different versions.


Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Sep 15, 2011 8:00 am 
DX64 Site Staff
DX64 Site Staff
User avatar

Joined: Sat Dec 19, 2009 3:21 pm
Posts: 586
Perfect Dark started freezing on rev 692. I'm positive this time. I reverted the changes, and merged it with the latest rev, then it got past the freeze. Even better, I saved the devs time by tracking what exactly caused the freeze. To get past the freeze, go to Source/Utility/ROMFileCache.cpp and remove lines 71-76:

//ToDo: Optimize chunk size for Slim and Phat based on cache size
if (PSP_IS_SLIM)
{
CHUNK_SIZE = 24 * 1024;
STORAGE_BYTES = CACHE_SIZE * CHUNK_SIZE;
}

Sorry it took longer than expected. I've been busy, so what?



_________________
Add me on XboxLIVE: bdacanay
Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Sep 15, 2011 9:57 am 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 2897
Yep I can confirm reverting that line fixes the freeze in PD, great job Bdacanay!
I think the problem is not due a bug in ROM cache, but that we are running out of memory in PD, maybish a mem leak?



_________________
Image

<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...
Online
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Sep 15, 2011 6:21 pm 
Tester
Tester
User avatar

Joined: Thu Oct 01, 2009 2:12 pm
Posts: 848
Salv-E wrote:
Yep I can confirm reverting that line fixes the freeze in PD, great job Bdacanay!
I think the problem is not due a bug in ROM cache, but that we are running out of memory in PD, maybish a mem leak?

hasnt daedalus always had a mem leak xD


Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Sep 21, 2011 1:03 am 
Founder
Founder
User avatar

Joined: Tue Nov 04, 2008 5:07 pm
Posts: 2897
re4thewin wrote:
Salv-E wrote:
Yep I can confirm reverting that line fixes the freeze in PD, great job Bdacanay!
I think the problem is not due a bug in ROM cache, but that we are running out of memory in PD, maybish a mem leak?

hasnt daedalus always had a mem leak xD


Can you point out to which one? as far as I'm aware there isn't any atm, last one was the HOME button issue which is been fixed.
Anyways it wasn't a mem leak that was causing issues in PD, but a bug with ROM cache code.



_________________
Image

<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...
Online
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sun Sep 25, 2011 8:23 pm 
DX64 Site Staff
DX64 Site Staff
User avatar

Joined: Sat Dec 19, 2009 3:21 pm
Posts: 586
Are there any known regressions that need to be hunted?



_________________
Add me on XboxLIVE: bdacanay
Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Mon Sep 26, 2011 8:24 am 
Mime
Mime

Joined: Mon May 02, 2011 4:54 pm
Posts: 24
Not sure if starcraft 64 ever worked but if it did I would love for you to hunt down the regression that or star wars: rogue squadron


Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sun Oct 02, 2011 6:56 pm 
BOOM!
BOOM!
User avatar

Joined: Sat Dec 06, 2008 10:23 am
Posts: 558
Location: Michigan
xXCgruntXx wrote:
Not sure if starcraft 64 ever worked but if it did I would love for you to hunt down the regression that or star wars: rogue squadron

Nope never worked never will probably



_________________
Image Image "Piracy is just an excuse for people who write bad games. In reality, if 90% of your users have pirated your software, then you probably lost less than 1% in sales."- Youness Alaoui (KaKaRoTo)
Offline
 Profile  
 
 Post subject: Re: DaedalusX64 Regressions
PostPosted: Sun Oct 09, 2011 4:38 am 
Mime
Mime

Joined: Fri Mar 13, 2009 5:27 am
Posts: 2
I think There's a regression in Wave Race 64. It misses a lot of polygons (using recommended settings : Texture Update every frame & frameskip Auto 1)

Image


Offline
 Profile  
 
Display posts from previous:  Sort by  
 Page 31 of 33 [ 484 posts ]  Go to page Previous  1 ... 28, 29, 30, 31, 32, 33  Next

All times are UTC - 6 hours [ DST ]


Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: