Comments (32)
rendering thread is light enough, can't we make another thread that handles synchronization? Not only for textures but for other things too?
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Sick
On May 1, 2014 8:44 PM, "Stefanos Kornilios Mitsis Poiitidis" <
[email protected]> wrote:
Closed #49 #49 via
9fb80079fb8007
.—
Reply to this email directly or view it on GitHubhttps://github.com//issues/49
.
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@hooby3dfx can ya test? Psyman is kind of off these days ..
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yea i will between now and weekend!
On Thu, May 1, 2014 at 8:48 PM, Stefanos Kornilios Mitsis Poiitidis <
[email protected]> wrote:
@hooby3dfx https://github.com/hooby3dfx can ya test? Psyman is kind of
off these days ..—
Reply to this email directly or view it on GitHubhttps://github.com//issues/49#issuecomment-41973155
.
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@loungekatt is your bot still up? if not, is there a known good substitute?
otherwise i can probably setup jenkins.
On Thu, May 1, 2014 at 9:04 PM, Bryan Barnes [email protected] wrote:
yea i will between now and weekend!
On Thu, May 1, 2014 at 8:48 PM, Stefanos Kornilios Mitsis Poiitidis <
[email protected]> wrote:@hooby3dfx https://github.com/hooby3dfx can ya test? Psyman is kind of
off these days ..—
Reply to this email directly or view it on GitHubhttps://github.com//issues/49#issuecomment-41973155
.
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The most recent build is there but in the readme is a link to angelXwind's, too
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What is the frequency? When I checked it had the hash from a commit ~10
hours back, but not the latest commit which was 3 hours back at that time.
The force link was down :(
On Fri, May 2, 2014 at 9:14 AM, TwistedUmbrella [email protected]:
The most recent build is there but in the readme is a link to
angelXwind's, too—
Reply to this email directly or view it on GitHubhttps://github.com//issues/49#issuecomment-42030108
.
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I'll have to get that back up. I forgot about it when I moved stuff around. I had cut it back to manual builds since I was doing them almost every merge anyway. I kept having to reset the server so it was to avoid corruption. I'll trigger one now and get the link back up in case I fall behind again.
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Thanks!
Have you ever used jenkins? Its a piece of cake to setup. May be a good
option because you have the server and perhaps easier to maintain.
On Fri, May 2, 2014 at 10:12 AM, TwistedUmbrella
[email protected]:
I'll have to get that back up. I forgot about it when I moved stuff
around. I had cut it back to manual builds since I was doing them almost
every merge anyway. I kept having to reset the server so it was to avoid
corruption. I'll trigger one now and get the link back up in case I fall
behind again.—
Reply to this email directly or view it on GitHubhttps://github.com//issues/49#issuecomment-42036199
.
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I'll have to check it out. Thanks. All my current stuff is homemade. It was originally intended for in-app compiling but in this case, seeing the output is a little bit irrelevant.
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@skmp tried latest build with street fighter 3 and the gfx are still the
same with issues.
Tried with unstable on and off.
Screens: https://docs.google.com/folder/d/0B3xeid6v2vUbVXZGODU3TThwLUE/edit
@loungekatt I got a lot of crashes when the browser was downloading covers.
Had to put just the one game in a folder by itself.
Also I think the l&r triggers are not working on shield.
On May 2, 2014 10:51 AM, "TwistedUmbrella" [email protected] wrote:
I'll have to check it out. Thanks. All my current stuff is homemade. It
was originally intended for in-app compiling but in this case, seeing the
output is a little bit irrelevant.—
Reply to this email directly or view it on GitHubhttps://github.com//issues/49#issuecomment-42039968
.
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sorry, this link will work for the screenshots:
https://drive.google.com/folderview?id=0B3xeid6v2vUbVXZGODU3TThwLUE&usp=sharing
On Fri, May 2, 2014 at 7:31 PM, Bryan Barnes [email protected] wrote:
@skmp tried latest build with street fighter 3 and the gfx are still the
same with issues.
Tried with unstable on and off.
Screens:
https://docs.google.com/folder/d/0B3xeid6v2vUbVXZGODU3TThwLUE/edit@loungekatt I got a lot of crashes when the browser was downloading
covers. Had to put just the one game in a folder by itself.Also I think the l&r triggers are not working on shield.
On May 2, 2014 10:51 AM, "TwistedUmbrella" [email protected]
wrote:I'll have to check it out. Thanks. All my current stuff is homemade. It
was originally intended for in-app compiling but in this case, seeing the
output is a little bit irrelevant.—
Reply to this email directly or view it on GitHubhttps://github.com//issues/49#issuecomment-42039968
.
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Sf3 gfx are still corrupted
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do you think the sf3 graphics problem is a separate issue?
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Hum this looks accidently closed from the merge. Yes i think sf3 is
affected. I dont know why the fix does not work
Am 11.12.2014 04:48 schrieb "hooby3dfx" [email protected]:
do you think the sf3 graphics problem is a separate issue?
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#49 (comment)
.
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Looking into this now, already fixed a bug. Palettes need to be syncronized!
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Anndd fixed. Turns out it wasn't sync related, but locking related. SF3TS uses VQ as PAL, updates VQ LUTs to do the animations, I only locked the actual pixel data, and not the vq index data per texture (was a side effect of how I calculate the effective pixels).
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may I ask (maybe somehow related to this issue) question ?
there was a bug in mvsc2 on NullDC http://code.google.com/p/nulldc/issues/detail?id=176 , all other DC emulators also have such gfx artifacts. except reicast, it shows characters portraits in intro fine. can you say please that was the cause of this bug ?
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Uhrfm, I love when I leave comments "i know what it is" but never elaborate. And screenshots are down too. lulz.
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If you can verify this with reicast, open a new issue here. I guess at some point I need to get @MrPsyMan to verify the old nulldc issues...
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no, no issues needed, on reicast its OK, from very first revision. but all others DC and Naomi emulators not OK.
so I'm just curious what was the cause, if you remember. (its not texture caching)
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Awesome!
Hmm, latest build still has the problem in sf3. Is it in unstable opts?
On Dec 17, 2014 7:23 AM, "MetalliC" [email protected] wrote:
no, no issues needed, on reicast its OK, from very first revision. but all
others DC and Naomi emulators not OK.
so I'm just curious what was the cause, if you remember. (its not texture
caching)here is how it was on NullDC:
[image: mvsc2n0]
https://cloud.githubusercontent.com/assets/2674348/5470899/9b17d38e-85f7-11e4-9158-8b80dc325647.png
[image: mvsc2n1]
https://cloud.githubusercontent.com/assets/2674348/5470907/af18fd0e-85f7-11e4-819f-575e0969b652.png—
Reply to this email directly or view it on GitHub
#49 (comment)
.
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I didn't get the issue here (local testing). Which build did you use?
On Wed, Dec 17, 2014 at 2:01 PM, hooby3dfx [email protected] wrote:
Awesome!
Hmm, latest build still has the problem in sf3. Is it in unstable opts?
On Dec 17, 2014 7:23 AM, "MetalliC" [email protected] wrote:no, no issues needed, on reicast its OK, from very first revision. but
all
others DC and Naomi emulators not OK.
so I'm just curious what was the cause, if you remember. (its not
texture
caching)here is how it was on NullDC:
[image: mvsc2n0]
<
https://cloud.githubusercontent.com/assets/2674348/5470899/9b17d38e-85f7-11e4-9158-8b80dc325647.png>[image: mvsc2n1]
<
https://cloud.githubusercontent.com/assets/2674348/5470907/af18fd0e-85f7-11e4-819f-575e0969b652.png>—
Reply to this email directly or view it on GitHub
<
https://github.com/reicast/reicast-emulator/issues/49#issuecomment-67314973>.
—
Reply to this email directly or view it on GitHub
#49 (comment)
.
~skmp
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screen shots was made from r141, but build doesn't matter - latest r150 have the same glitches, as well as MAME, Makaron, Demul...
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I got this from travis:
2014-12-17 09:54:36 commit #160d6f0
160d6f0
Installed on shield and still had same issue w sf3.
On Dec 17, 2014 8:06 AM, "Stefanos Kornilios Mitsis Poiitidis" <
[email protected]> wrote:
I didn't get the issue here (local testing). Which build did you use?
On Wed, Dec 17, 2014 at 2:01 PM, hooby3dfx [email protected]
wrote:Awesome!
Hmm, latest build still has the problem in sf3. Is it in unstable opts?
On Dec 17, 2014 7:23 AM, "MetalliC" [email protected] wrote:no, no issues needed, on reicast its OK, from very first revision. but
all
others DC and Naomi emulators not OK.
so I'm just curious what was the cause, if you remember. (its not
texture
caching)here is how it was on NullDC:
[image: mvsc2n0]
<https://cloud.githubusercontent.com/assets/2674348/5470899/9b17d38e-85f7-11e4-9158-8b80dc325647.png>
[image: mvsc2n1]
<https://cloud.githubusercontent.com/assets/2674348/5470907/af18fd0e-85f7-11e4-819f-575e0969b652.png>
—
Reply to this email directly or view it on GitHub
<https://github.com/reicast/reicast-emulator/issues/49#issuecomment-67314973>
.
—
Reply to this email directly or view it on GitHub
<
https://github.com/reicast/reicast-emulator/issues/49#issuecomment-67318716>.
~skmp
—
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#49 (comment)
.
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sf3:ts def still has the issue, tested with latest build on shield and htc, chd and gdi.
are you not seeing stuff like this? https://drive.google.com/folderview?id=0B3xeid6v2vUbWXpPYnJWcEFWZlE&usp=sharing
anything else it could be on my end?
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btw the issue is also visible in the automated test (though old): https://www.youtube.com/watch?v=M5tKB85RxfI#t=84
is there a way to kick off a new run on specific games?
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Gah, this issue really doesn't want to die eh? I'll test more.
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Okay, this issue looks to be not resolved after all. I did run the game, and it DID work. wth?
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Did some other minor thing get tweaked after the test?
On Dec 23, 2014 7:52 AM, "Stefanos Kornilios Mitsis Poiitidis" <
[email protected]> wrote:
Okay, this issue looks to be not resolved after all. I did run the game,
and it DID work. wth?—
Reply to this email directly or view it on GitHub
#49 (comment)
.
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I have no idea, but this ain't making it into r7. Let's be happy with the mvsc fix for now
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@p1pkin, no idea. Texture handling was majorly improved on reicast (much more compact, cleaner code) but none of the changes I remember should be fuctional changes. Could be some common sh4 bug?
Closing this in favor of #292 which is more descriptive of the remaining glitches
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