Coming soon! Steem SSE 3.6

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Tue Jan 14, 2014 8:09 pm

mOdmate wrote:"3d full" by Oxygene

- Link: http://www.pouet.net/prod.php?which=29062
- The fullscreen cube is not filled (works on Hatari).


I still must check your other reports (and thanks), but I recently checked this demo, it looks alright in Steem, what's the difference with Hatari?
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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Tue Jan 14, 2014 8:50 pm

The cube is filled in Hatari, it's a linevector in Steem.

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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Tue Jan 14, 2014 8:55 pm

Just tested Sinfull Sinuses on my 1040 STE/German TOS/4 MB. It works perfect.

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Tue Jan 14, 2014 9:25 pm

mOdmate wrote:The cube is filled in Hatari, it's a linevector in Steem.


Do we see the same program?

Image

Image
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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Tue Jan 14, 2014 9:28 pm

mOdmate wrote:Just tested Sinfull Sinuses on my 1040 STE/German TOS/4 MB. It works perfect.


This is a pretty mysterious case. I guess the TOS is 1.62. And it should have worked on the STE of the non-French dudes who made the demo.
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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Tue Jan 14, 2014 10:28 pm

No, TOS 1.06.

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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Wed Jan 15, 2014 9:39 am

This is how Leonard's 3D Fullscreen looks on my setup (German TOS, same with TOS 1.06, same with 1MB RAM):

OXG - 3d-full.PNG


OXG - 3d-full 2.PNG
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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Wed Jan 15, 2014 2:21 pm

"TCE - DCD 116"

- Link: http://www.pouet.net/prod.php?which=28964
- The scroller in the lower boarder flickers (it is stable on Hatari).

"DHS - Tyranny"

- Link: on TCE - DCD 116
- The whole intro sequence flickers (it is stable on Hatari).

"The Sunny Demo"


- Link: on TCE - DCD 116
- The blue rasterscroller flickers (Hatari messes up the whole screen).

"170 Sprites Screen by Agression"

- Link: http://www.pouet.net/prod.php?which=28961
- The screen crashes before showing the Ascii text (on Hatari, at least the Ascii text is shown before it crashes).

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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Wed Jan 15, 2014 3:57 pm

"Compil MJJ a 10 ans + 1" by MJJ Productions

- Link: http://demozoo.org/productions/72659/
- The left/right border scroller in screen no. 5 is flickering (works under Hatari, Steem 3.2 and 3.4.5)
- The rasterlines in screen no. 7 are buggy, as no full lines are shown (bugfree under Hatari and Steem 3.4.5).

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Wed Jan 15, 2014 8:06 pm

mOdmate wrote:"The Sunny Demo"

- Link: on TCE - DCD 116
- The blue rasterscroller flickers (Hatari messes up the whole screen).


I checked this one first because I remember having fixed it on a sunny day for emulation, it's on my hit list:
http://ataristeven.t15.org/Steem_demos3.htm#Sunny

It still works in the current build, it's like "3d full" by Oxygene, so I suspect we don't test with the same build.

Yesterday I uploaded a new beta on sourceforge, with a "little" beta bugfix concerning the MFP (always tricky, that chip).
He he... so sorry if some of those problems you notice are caused by the wrong beta. :oops: See the positive of it: this didn't happen with the "official" release.

Here's the beta of yesterday:
http://sourceforge.net/projects/steemss ... SE%20Beta/

Here's the "hot build" of today:
http://ataristeven.t15.org/Files/Steem_SSE_Beta.zip

Which is worse?
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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Wed Jan 15, 2014 8:23 pm

Okay, the "hot build" solves the problems reported today. Great! :-)

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Wed Jan 15, 2014 8:26 pm

mOdmate wrote:Okay, the "hot build" solves the problems reported today. Great! :-)


Yes great in the end but I'm so sorry to have wasted your time.
I'd like to promise next builds won't contain bugs but...
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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Wed Jan 15, 2014 9:30 pm

mOdmate wrote:"Tragedy For You" by New Trend

- Link: http://demozoo.org/productions/73215/
- The loader screen stops with a red screen using Steem and Hatari. If the slow drive option is selected, the red screen does not appear, but the demo does not start either.
- Edit: The demo works with Saint and is bug free - except for the lower border in the Loader screen (FCopy).


STE (EDIT: or STF TOS1.04) ; You must disconnect drive B: (Steem: click on it) and it will load (fast OK (EDIT:no)).
It works in SainT because there's only one drive.
Like European Demos, I understood this only recently.
Last edited by Steven Seagal on Wed Jan 15, 2014 10:15 pm, edited 2 times in total.
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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Wed Jan 15, 2014 9:32 pm

To say it in the words of New Trend: Strange Circumstances.

But does it run beyond the comic scene with your setup? It crashes here as soon as the Fast Copy loader appears...

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Wed Jan 15, 2014 9:47 pm

mOdmate wrote:To say it in the words of New Trend: Strange Circumstances.

But does it run beyond the comic scene with your setup? It crashes here as soon as the Fast Copy loader appears...


It loads to the tank menu (?) with this config:

Image

Slow drive is probably required after all as the demo uses '90' and 'D0' FDC commands (as seen in the Boiler).
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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Wed Jan 15, 2014 9:53 pm

Okay, with slow disk access all screens work fine!

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Wed Jan 15, 2014 10:04 pm

mOdmate wrote:Okay, with slow disk access all screens work fine!


Cool but it already loaded to the menu with Steem v3.2, same config, so nothing to brag about.
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Re: Coming soon! Steem SSE 3.6

Postby mOdmate » Fri Jan 17, 2014 2:01 pm

"Place To Be Again Results" by Eagles/EkO/Impact

- Link: http://demozoo.org/productions/463/
- The interlace of the Spectrum (?) title picture stops every second for a moment which makes the interlace unstable (the picture is completely wrong in Hatari).
- Same problem with the interlace (?) pictures in the "monster" screen (the flickering does not stop on Hatari and feels "cleaner")
- I used windowed Steem mode/TOS 1.62/4 MB for testing.

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sat Jan 18, 2014 8:58 pm

Thx again for all the reports.
Because of those, I changed the "Steem roadmap", developing the Boiler (ST programs debugger) instead of doing neutral structure changes.
Already great mods are in (more about that tomorrow), and I still have a few ideas (and recent internal bugs to fix).
Right after that I'll check the emulation bugs. And only after that try and finish the heavy structure changes required.
This will considerably delay the "official" release of v3.6, but with the beta system there's no real problem.
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Re: Coming soon! Steem SSE 3.6

Postby Hippy Dave » Sat Jan 18, 2014 10:03 pm

Steven Seagal wrote:Right after that I'll check the emulation bugs.

Maybe v3.6 should be here.
Steven Seagal wrote:And only after that try and finish the heavy structure changes required.
This will considerably delay the "official" release of v3.6,

I mention this because one of my pet-peeves is that 99.999% of program developers fix the bugs, then immediately concatenate all of the experimental stuff before making a release.

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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sat Jan 18, 2014 10:35 pm

@Hippy Dave:

Not sure of what you mean, but those structure changes aren't experimental at all contrary to emulation fixes.
It's just a matter of compiling or not, changing from included files to separate "compilation units". It's heavy, kind of boring, but shouldn't even change the binary.
To get an idea of what I mean by "structure", check the ".decla.h" files in the source for example.
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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sun Jan 19, 2014 6:35 pm

npomarede wrote:
Steven Seagal wrote:
mOdmate wrote:The "Board and Spheres" screen by NAOS in the Ventura demo by OVR has a logo in the upper border that has plane shifts (tried several wake up states).

ftp://ftp.untergrund.net/users/ltk_tscc ... ENTURA.ZIP



Is the logo supposed to be stable or to move?

The logo is stable ; the horizontal change you can see is due to the hardscroll routine mixing 230 bytes lines and 160 bytes lines, that's when the hardscroll changes from 230 to 160 bytes that the 2 bytes offset happens.


Thx. I was asking because I was wondering what was the use of those effects. But it seems now that the sync routine was a bit buggy. The switches for the stabilisers are there, but writing 0/0 instead of 2/0. Apparently the picture in video RAM was adjusted to the shifts created by that unstable overscan.
That's why you had to press F1 for STF, it wouldn't work on a STE.
Or maybe it didn't even work on all STFs. I think it should work in WU 2, the most frequent warm state.
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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sun Jan 19, 2014 6:40 pm

Boiler: Debugger

http://ataristeven.t15.org/Steem_360_co ... htm#Boiler

WARNING!WARNING!WARNING! Competing teams please don't look at this, it's not good for you! WARNING!WARNING!WARNING!



XY on right click

Image

It happened more than once that I was wondering, which line is this? I even had a parameter in the source to select which line not to display, so that identifying it was easier. Now it's even easier. When emulation isn't running, a simple right click in the window will display the guessed coordinates in the status zone.

We assume double height, not max display, borders on, we don't compute this.


Video address on right click
But what we compute now, the (approximate) video RAM address of the pixel you click!

It's even supposed to work when the left border has been removed. It won't take all shifter tricks into account however.

Let's see it in action on Cool STE, where the screen is made up of 2 distinct zones, a picture in low res and a scroller in med res. The STE's ability to set the video pointer on the fly is used (contrary to The Pawn etc.).

Image


Here are the computed addresses, above the scroller, on the scroller, below the scroller:

Image
Image
Image

To implement the feature I was a bit lazy and just recorded the pointer on each scanline. But for such a case, it's the only sane way, it's not possible to compute from the start of frame without some other sort of recording.
Last edited by Steven Seagal on Sun Jan 19, 2014 6:45 pm, edited 1 time in total.
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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Sun Jan 19, 2014 6:43 pm

WARNING!WARNING!WARNING! Competing teams please don't look at this, it's not good for you! WARNING!WARNING!WARNING!



Boiler display current interrupt (yeah!)

Image

It tries to figure out which interrupt if any is being executed when the Boiler is stopped.
MAIN means the CPU isn't executing an interrupt
OVF means 'Overflow', interrupts keep coming without corresponding
RTE. This happens with a lot of programs that directly manipulate the stack.
Even the TOS does it on bus error.
That's why Steem's original interrupt_depth variable quickly goes all the way.
For this reason, a click on the control will reset it if in
overflow. If not, it will show previous interrupt. So much power!

Other Boiler improvements
It is a veryyy long list!

- Keep CPU TRACE on if log is suspended (plus #define for not stopping the log anyway)

- OSD mentions 60hz frames

- Wipe TRACE.txt on option "Wipe Logfile", also works with "Wipe On Reset"

- More useful reporting of Timer B

- "shifter_tricks": better res, sync values at start of frame

- "shifter_tricks": report video counter at start of every scanline
with "fetching"

- remove useless 'a' and 'd' parameters (PSG sound filter)

- big register letters (question of taste)

- "other SP" renamed A7#2 and moved

- SR's hex value also given (before, only bits)


- Boiler mouse wheel scrolling (yeah!)
Long requested I think, the mouse wheel will now scroll the memory and
instruction browsers. Shift or left button command 'scroll page'.
As an unexpected bonus, it also works in the main Boiler.

(the Boiler is included in the same file as the regular beta: Steem_SSE_Beta.zip)
http://sourceforge.net/projects/steemss ... SE%20Beta/?
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Re: Coming soon! Steem SSE 3.6

Postby Steven Seagal » Mon Jan 20, 2014 9:10 pm

mOdmate wrote:"Place To Be Again Results" by Eagles/EkO/Impact

- Link: http://demozoo.org/productions/463/
- The interlace of the Spectrum (?) title picture stops every second for a moment which makes the interlace unstable (the picture is completely wrong in Hatari).
- Same problem with the interlace (?) pictures in the "monster" screen (the flickering does not stop on Hatari and feels "cleaner")
- I used windowed Steem mode/TOS 1.62/4 MB for testing.


Normally if your display is at 60hz, Windows XP, SSE's VSync, you should get good results.
With Win7, the OS may come in the way (compositing), then you'll get better results with fullscreen + vsync.
In any case it is more a matter of rendering than emulation, it will vary from PC to PC. My elite laptop (already stated that?) displays everything fine.
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