Classicamiga Forum Retro Edition
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Thread: WinUAE 2.6.0 Betas
Demon Cleaner 11:35 14th April 2013
Beta 16:

Originally Posted by :
This beta should fix all strange display glitches introduced in previous 2.6 betas.

- New style filter mask config entry didnīt load. (b6 or later)
- Improved mouse movement mapping in GamePorts panel remap window (It creates mouse movement mappings that makes sense..), also implements 1s delay before next mouse movement is accepted in test/remap modes to reduce accidental events.
- Donīt attempt to combine left/right->horizontal and up/down->vertical if remapping single event.
- Add select menu didnīt include any "standard" device-specific events. (Incorrect filtering)
- DirectDraw + none filter was slow. (b7)
- Blitter changes in b12 still had some problems.
- "Subtle Shades" update was still broken, caused strange glitches in some situations.
- Left and right border was always fully blanked if scanline was in HAM mode.
- Low latency vsync + black frame insertion now always uses threaded vsync mode, normally was only used if fastest possible CPU mode is in use (If you have 100Hz+ monitor, especially lightboost, your PC shouldnīt be low end..), improves stability. No buffer also supported but it can be unstable.
- Added "gfx_autoresolution_delay" config entry. Number of frames to wait before autoresolution mode changes, timeout will always reset if mode change is detected during timeout countdown.

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Demon Cleaner 04:44 22nd April 2013
Beta 17:

Originally Posted by :
- One more IDE emulation fix, bogus extra write interrupt removed (I think this was accidentally introduced in some recent update). For some reason all tested drivers seemed to ignore it but it also could have caused data corruption in worst case.
- Added support for very large resolutions (NV Surround/AMD Eyefinity), max is now 8192x8192 (from 3072x2048) (I now have 3xVG248QE in portrait surround, 2d lightboost mode, GTX680 SLI. Debezeling still to do..)
- Display panel GUI didnīt accept new selected resolution if previously loaded config had non-existing resolution.
- B16 didnīt fix all glitches, yet another fix attempt. (Mindriot/Andromeda and more)
- Fixed sprite priorities in HAM mode (Thanks to Paradroid for this and right edge overscan test case)
- Added some uncommon aspect ratios to GUI aspect ratio select menus.
- Added new config entry "chipset_hacks" that is used to enable emulation of not fully known chipset features or bugs. Bit 0 = emulate COPJMP/Blitter cycle conflict (Blitter DMA channel gets loaded with Copper address). Bit 1 = emulate strange right edge overscan display shift if lores bitplane and scroll value is greater than 7. DO NOT enable in your default configuration, these are not fully emulated and can and will break other programs!

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Demon Cleaner 09:24 28th April 2013
Beta 18: (Estimated release date: mid May)

Originally Posted by :
- If config (for example default.uae) has keyboard layout A/B/C selected, it will be remembered as default keyboard layout for selected port, then if new config is loaded and it has non-existing device (for example unplugged gamepad), port is configured for remembered default keyboard layout instead of always defaulting to layout A.
- Patch stupid CD32 ROM CD drive detection CPU delay loop if configured for non-approximate CPU speed modes.
- Validate RTG blit parameters more carefully to prevent invalid memory accesses if program(s) do bad things.
- winuaeenforcer disassembly crashed due to recent debugger changes.
- B15 sprite emulation update caused graphics corruption if display window was "too wide". (Himalaya / Avalanche)
- Mention also Administrator privileges in real harddrive/memory card "block zero write failed" messages.
- Modified emulation of ddfstrt/ddfstop value pairs that cause display corruption on real hardware due to bitplane dma being active too long and conflicting with refresh/strobe slots, prints log message.

[Reply]
Demon Cleaner 07:39 13th May 2013
Beta 20 RC1: (final in a few days)

Originally Posted by :
- AROS ROM updated.
- DirectSound mode crashed if DS sound play cursor got stuck (which normally shouldnīt happen)

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