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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Feb 17, 2011 11:46 am 
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Location: Texas, in the middle of nowhere...
What about the one from tracker.php?p=1&t=125



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Feb 17, 2011 12:10 pm 
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Kreationz wrote:
What about the one from tracker.php?p=1&t=125


I fixed it :)



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Thu Feb 17, 2011 12:19 pm 
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Also, tracker.php?p=1&t=89 should be fixed by Yama's new code most likely unless the 2 directions at once bug is still there.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Mar 02, 2011 8:05 am 
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I noticed two regressions in Tony Hawk's Pro Skater in Beta 3. One is a BSOD when you start a level and the other is that the text appears as a single rectangle instead of individual levels. I went back and tested rev 636 and these are confirmed regressions that occurred somewhere in the dev revs. I'll track down just which one or ones broke it when I get a chance today.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Wed Mar 02, 2011 1:21 pm 
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The text needs a blendmode, I remember Wally fixed the text with one a long time ago.
For the BSOD sounds like a regression, I'll check it when I get a chance.



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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: Fri Mar 04, 2011 7:19 pm 
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I found the Super Smash Bros regression that causes the trees in Dream Land to look flattened, it looks like a depth issue now. It looks as if it was correct in rev 552 and broken in 553.

Here's a savestate and pic from 553:

Attachment:
sd0000.png
sd0000.png [ 144.24 KiB | Viewed 1582 times ]


Attachment:
saveslot0.ss [1.4 MiB]
Downloaded 80 times



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Mon Mar 07, 2011 2:12 pm 
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Nice eye bdacanay, actually the tree was broken when Corn implemented InsertMatrix.
I fixed it in dev build, you can try it to double check it works correctly now.



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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: Mon Mar 07, 2011 3:33 pm 
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Well now the trees are back to their right layers and aren't flattened out, but now the tree in the Donkey Kong level is really fat.

Attachment:
sd0003.png
sd0003.png [ 94.25 KiB | Viewed 1548 times ]

Attachment:
sd0002.png
sd0002.png [ 109.79 KiB | Viewed 1548 times ]

Attachment:
saveslot3.ss [1.39 MiB]
Downloaded 68 times



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Mon Mar 07, 2011 4:54 pm 
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bdacanay wrote:
Well now the trees are back to their right layers and aren't flattened out, but now the tree in the Donkey Kong level is really fat.

Image


Looks really minor to me, just maybe 1-2 inches more than the real thing.
Since InsertMatrix is really poor documented on the manuals, the fix I committed is the best that can be done atm.

Image



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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: Mon Mar 07, 2011 4:57 pm 
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i think its the fact that bdacanay took his screens in fullscreen instead of 4:3 scaled so it looks fatter than it should...


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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Mon Mar 07, 2011 5:49 pm 
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Sorry, I was wrong XD After loading it up on PJ64, it looks the same. Also, as re4thewin suggested, fullscreen stretches it out a bit to skew results...my bad. I could have sworn it was a lot skinnier.



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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Tue Mar 08, 2011 6:33 pm 
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A new regression I spotted, maybe ancient?
Fighting Force doesn't boot anymore, last update in compat list confirms it that in 613 it didn't boot.
I remember trying in mid 400 and worked perfectly, I even did some blendmodes for it.



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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: Tue Mar 08, 2011 6:56 pm 
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booted fine for me on b3
edit: needs hle disabled otherwise it freezes after the core logo


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 Post subject: Re: DaedalusX64 Regressions
PostPosted: Tue Mar 08, 2011 7:31 pm 
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re4thewin wrote:
booted fine for me on b3
edit: needs hle disabled otherwise it freezes after the core logo


You are right! Can't remember if that always been the cause though.
I'll try to track down the culprit tonight or tomorrow.



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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 Mar 09, 2011 3:13 am 
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I thought it hanged but it needed some button mashing and waiting time to get things going.
When I tested it (pre 636) it also crashed with HLE on after the core logo.



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