Coming soon! Steem SSE 3.6

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Mon Jan 20, 2014 9:14 pm

mOdmate wrote:Choice of Gods (Preview) by Holocaust
---------------------------------------------

- The fullscreen in the "Attack of the Indigestion" screen flickers both with STF and STE option.


STF: works with WU1
STE: when the VBI starts some cycles later, the screen flickers
Should be tested on real STE

- There is graphics rubbish in the lower border of the "Japanese Way of Life" screen.


I guess that coders had a smaller monitor and didn't see trash.
You may see trash in other Holocaust demos.
I don't think it's an emulation bug.
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Mon Jan 20, 2014 9:16 pm

mOdmate wrote:
Full Parts by HMD

- Link: http://demozoo.org/productions/70566/
- On STE (not STF!), the Fullscreen effect looks like this every now and then:

hmd fullscreen.png


Broken STF + STE in v3.5.0 by the same CPU timing rounding mod that broke Ishar
cracktro, only the .L version this time.
Fixed, and reverted to more specific fixes in instructions ADD.L and ADDA.L so
that Cernit Trandafir and Summer Delights still work.
Thx a lot for reporting this!
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Mon Jan 20, 2014 9:18 pm

npomarede wrote:
mOdmate wrote:Transbeauce Demo I by Bushwackers

- Link: http://demozoo.org/productions/65988/
- The Phenix/TBC screen has sync errors in the lower border on Steem when using the ignore wake up state option (on Hatari it flickers, too).

Looking at the code for this, it's another case of removing the bottom border 4 cycles to early ; could have been an emulator bug, except it's just as unstable on my STF. So yes, this demo is buggy even on real hardware, nothing to fix here.
That's the problem with emulating, you assume all the emulated programs ran fine on real HW, while sometimes they just don't as they were poorly coded. Unless you have a real STF to test, you can waste a lot of time on such issues :(
I think Hatari and Steem are really close to real HW now for video, so when a demo with low design/code doesn't work on either emulator (you could try Saint too), it's quite likely the demo is really broken.

Nicolas


This will work with STF WU1.
This should be correct emulation because the tests are calibrated with ijor's wakeup.tos
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby galahad » Tue Jan 21, 2014 2:02 am

Can I ask for a feature to be added?

I've asked about being able to select/deselect each of the individual 3 sound channels for ST stuff, no-one answered, therefore I conclude its not there.

So any chance of having the ability to switch on or off individual sound channels?

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Re: Coming soon! Steem SSE 3.6

Postby Cyprian » Tue Jan 21, 2014 11:57 am

also would be cool to have possibility to put YM into stereo
Lynx / Jaugar / TT030 / Mega STe / 800 XL / 1040 STe / Falcon030 / 65 XE / 520 STm / SM124 / SC1435
SDrive / PAK68/3 / Lynx Multi Card / LDW Super 2000 / XCA12 / SkunkBoard / CosmosEx / SatanDisk / UltraSatan / USB Floppy Drive Emulator / Eiffel / SIO2PC / Crazy Dots / PAM Net
Hatari / Steem SSE / Aranym / Saint
http://260ste.appspot.com/

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Re: Coming soon! Steem SSE 3.6

Postby Greyfox™ » Tue Jan 21, 2014 12:03 pm

I actually seconded that idea, it would allow folk to serperate channels for sampling or using existing melodies or drum sequences for use in drop and drag music tools, but if not possible I'm sure you can do this in jam player or ST-Sound player to do the same, but would be a great all round feature not seen in other ST emulators.

This I think would be a great help to Galahad's "Where time stood Still" conversion , I will look in this for you and see if I can serperate each channel for you and send them over as mp3 if that helps :)

Let me know :cheers:
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Re: Coming soon! Steem SSE 3.6

Postby galahad » Tue Jan 21, 2014 12:11 pm

Greyfox™ wrote:I actually seconded that idea, it would allow folk to serperate channels for sampling or using existing melodies or drum sequences for use in drop and drag music tools, but if not possible I'm sure you can do this in jam player or ST-Sound player to do the same, but would be a great all round feature not seen in other ST emulators.

This I think would be a great help to Galahad's "Where time stood Still" conversion , I will look in this for you and see if I can serperate each channel for you and send them over as mp3 if that helps :)

Let me know :cheers:


If you're able to do that, that would be most appreciated, :)

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Tue Jan 21, 2014 7:07 pm

mOdmate wrote:"XMAS-2004" by Paradox

- Link: http://www.pouet.net/prod.php?which=15053
- The lower border in the blue vertical scroller screen flickers (it is stable with Hatari).


In current build it didn't flicker but it did worse, it suddenly froze in an infinte loop. It turned out to be due to writes to the Microwire register while the previous value was supposed to be shifting. According to doc writes are then blocked.
I think it's a bug in the demo, where they do "BNE-6" instead of "BNE-4" to wait. To be honest I also had a peek at the Hatari source, and the way it's fixed now in Steem is cruder than in Hatari. A quick fix.
The last screen was wrong too, but I'm used to hack such "shifter shift" cases by now, next version will run it, at least with option 'Hacks' checked.
Hey first we have those programs running :)

Thx for reporting anyway.
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Tue Jan 21, 2014 7:14 pm

galahad wrote:Can I ask for a feature to be added?

I've asked about being able to select/deselect each of the individual 3 sound channels for ST stuff, no-one answered, therefore I conclude its not there.

So any chance of having the ability to switch on or off individual sound channels?


It should be easy and may be useful, also to me, good idea, but that's going beyond emulation.
I think I will add the possibility to the Boiler where it belongs, not regular Steem.
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby DrCoolZic » Wed Jan 22, 2014 9:41 am

Sorry to bother but I have a problem with an STX file generated with my Aufit program.
The stx file of game seems to work correctly using HXC2001 from Jeff but does not work on Steem.

All explanations are here viewtopic.php?f=102&t=25906&p=244636#p244605

I am a complete ignorant when it comes to debug under Steem and I would appreciate if you can have a look at this problem.

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Re: Coming soon! Steem SSE 3.6

Postby DrCoolZic » Wed Jan 22, 2014 11:07 am

Forget my previous message
Problem fixed new Pasti DLL check for undocumented flag in my Pasti documentation
viewtopic.php?f=47&t=19904&p=244675#p244675

will be fixed in next release

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Re: Coming soon! Steem SSE 3.6

Postby DrCoolZic » Wed Jan 22, 2014 1:34 pm

Question: Is blood money suppose to work on Steem 3.5.4?
Neither the image made with Pasti nor image with Aufit works for me?

suppose to work by now? viewtopic.php?f=47&t=7077#p227711

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Wed Jan 22, 2014 6:48 pm

DrCoolZic wrote:Question: Is blood money suppose to work on Steem 3.5.4?
Neither the image made with Pasti nor image with Aufit works for me?

suppose to work by now? viewtopic.php?f=47&t=7077#p227711


If it didn't work, would I brag about it?

http://ataristeven.t15.org/Steem_games.htm#blood_money

Long marked as not working, this favourite of many will now run in Steem in its original version, Pasti (STX) as well as Kryoflux (IPF). You may bet your bloody money on it.

First it was just another hack in CPU exception handling, like for War Heli, but now it's emulated at low level.


Download Blood Money (pasti) (IPF)
links on my site, STX is from atarimania
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby DrCoolZic » Wed Jan 22, 2014 10:15 pm

Steven Seagal wrote:
Download Blood Money (pasti) (IPF)
links on my site, STX is from atarimania

I downloaded from your site, tried it and still does not work on the version I am using 3.5.4
Is there some magic switch to set?

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Re: Coming soon! Steem SSE 3.6

Postby DrCoolZic » Wed Jan 22, 2014 10:27 pm

Very strange behavior!

As it did not work I went to option SSE and changed STE to STF in this mode the disk do not even load?
So I went back to STE and it works with your version and my version ????
May be a problem with the status of something stuck

Is it normal that the disk does not load in STF mode?
Probably not right place - Is there a way to remove?
Last edited by DrCoolZic on Sat Jan 25, 2014 10:21 am, edited 2 times in total.

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Re: Coming soon! Steem SSE 3.6

Postby DrCoolZic » Fri Jan 24, 2014 10:30 pm

Is there a list of non working ipf games?
or a list of working ipf games?

Probably not right place please remove
viewtopic.php?f=94&t=25093&p=244957#p244957

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sat Jan 25, 2014 12:21 pm

It's alright. It seemed to me that separate threads were better but I won't and can't enforce it. It's not very important.
Before the release of v3.5 Dizzy tested many if not all IPF images and I fixed reported bugs. The only one that shouldn't work is Sundog because CAPS won't emulate writes.
I checked your report, everything works with me. Only 500cc failed once. CAPS version? I use 4.2.
Also Blood Money works in STE and STF mode.
Check TOS, of course. Delete auto.sts and restart: Steem's snapshot and resume system is amazing, but a corrupt snapshot can corrupt the memory. It is stated in Steem SSE FAQ.
Right now I have other concerns as my free host t15.org seems to be offline. :evil:
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sun Jan 26, 2014 8:55 am

Problems with "ataristeven" don't keep me from uploading a new beta here:

http://sourceforge.net/projects/steemss ... SE%20Beta/?

- Shifter Stabiliser, ignore R0/R0 fake switches: Ventura/Naos

- 50Hz 'right off' and line -2 have no effect on shifter registers:
Ventura/Naos

- Better tests to decide when an unstable 'left off' will shift the
video RAM, still hacks: Overdrive Menu vs. Dragon, Ventura/Naos

- WU2 generally necessary for those effects: DOLB, Omega, Dragon, Ventura/Naos

- CPU bugfix rounding in <EA> = -(An), now more specific in
ADD.L and ADDA.L: Fullparts

- Microwire (STE) enforce register write latency: XMas 2004

- New shifter hack for STE HScroll and write SDP: XMas 2004

- Bugfix shifter trick line+20 on large display, Hacks on: Riverside


The Boiler includes requested feature "mute PSG channel" (maybe I got the A-B-C order wrong, plz report), and lot of other improvements.
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby Stefan jL » Sat Feb 01, 2014 2:31 pm

"No buddies Land Demo" show garbage for all moving objects except the main character, I used the latest beta and tried all possible configs.. ste, stf,, differnt tos, shifter wake ups, with or without hacks... but i guess it is possible i missed one combination :)
Downlaod here: http://demozoo.org/productions/99153/


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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sat Feb 01, 2014 7:16 pm

Stefan jL wrote:"No buddies Land Demo" show garbage for all moving objects except the main character, I used the latest beta and tried all possible configs.. ste, stf,, differnt tos, shifter wake ups, with or without hacks... but i guess it is possible i missed one combination :)
Downlaod here: http://demozoo.org/productions/99153/


Image


Last time I cried disk corruption I was wrong, but I'd like to know how it fares on real hardware, as 3 emulators render the same way. The "shifter trick" here is 0byte line, like in the actual game.
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Re: Coming soon! Steem SSE 3.6

Postby Stefan jL » Sat Feb 01, 2014 7:37 pm

You are right... it is a corrupt disk image.

I just tried it on my ST and confirmed it, the demo freaked out my capture card when it began to scroll, strange syncs i guess :) Anyway i managed to get an pic with the capture program as proof:

Image
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Re: Coming soon! Steem SSE 3.6

Postby troed » Sat Feb 01, 2014 10:20 pm

npomarede wrote:I think Hatari and Steem are really close to real HW now for video, so when a demo with low design/code doesn't work on either emulator (you could try Saint too), it's quite likely the demo is really broken.


Mmmm .... no ;)

(Sorry, couldn't resist. You're of course correct when talking about _released_ demos ... but not in regards to possible low level video tricks)

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sun Feb 02, 2014 9:28 am

ataristeven being back online, the brags you've been spared last week are for this week:

http://ataristeven.t15.org/Steem_360_co ... nd_Spheres

Board and Spheres (STF WU2)

Image

Part of the Ventura megademo, this is another case of destabilised Shifter. Apparently there was a bug in the code and programmers adapted the picture to the shift induced by wrong stabilisation. This wouldn't work on STE, that's why you had to press F1. Not sure it would work on all STF either. In Steem 3.6 it will display OK in WU2 mode.

Emulation is still pragmatic (hacky), but the concept used is general: when the Shifter contains X (1-3) extra words (16bit data) in its registers, there are some effects on the display, that is pixel and plane shifts. This is the same concept for cases like this one, Overdrive/Dragon, Death of the Left Border, Omega Full Overscan, and the very different "Bee" demos.
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sun Feb 02, 2014 9:30 am

XMAS-2004 (STE)

Image

This demo would suddenly stop in Steem because of an unexpected bug in... Microwire (volume & frequency control) emulation.

When this was fixed, there remained a confusing bad screen caused by conditions we're still examining: STE HSCROLL, writing the video counter, etc.

This is "fixed" in v3.6 thanks to hacks. If option 'Hacks' isn't checked that's what you get:

Image

In fact both fixes are hacks.
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Steem SSE: http://sourceforge.net/projects/steemsse

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sun Feb 02, 2014 9:33 am

http://ataristeven.t15.org/Steem_360_co ... tm#ReDMCSB

ReDMCSB (Megamax C project)

Image

I think I fixed a nasty bug in Steem's handling of GEMDOS and hard drive emulation, that is based on command interception. Apparently the command PTerm, that ends a TOS program on the ST, could be intercepted and executed several times in a row in Steem, prematurely closing programs that should be running on. This happened while trying to compile the fantastic reverse engineering project Back to the source: ReDMCSB. The author advised one to use Hatari because it would hang in Steem. No more (v3.6).

The hanging happened at random because it depended on the Timer C and when you started the script.

The change is both simple and dangerous, so if only for that the "beta" status is warranted for a few more weeks.
Notice the new OSD debug info showing the current GEMDOS command if the appropriate Boiler log section is selected.
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Steem SSE: http://sourceforge.net/projects/steemsse


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