As Almos Rajnai's PPC JIT for E-UAE is close to being finished, I am releasing this beta version of RunInUAE so that as many people as possible can test games with his JIT, and report any problems to him (so that they can be fixed).
Almos would really appreciate it if you took a little extra care when reporting JIT bugs! His README contains full details, but I've simplified his reporting advice:
* Check that the game works with JIT disabled. You can disable JIT using RunInUAE's menu "Shared settings > Set default JIT to > disabled". If disabling JIT makes the game work, then you should report it.
I`ve tested the latest release "Where Time Stood Still" adf image with RunInUAE and PPC-JIT v4, though I didn`t install your beta yet. PPC-JIT crashes, and works with E-UAE-amigfx.
I've not tried that game, but I remember on the EAB forums it's designed for an A500 using Cycle-Exact timing. JIT is designed for 68020+ and maximum CPU speed. So from what I can tell it wouldn't be compatible anyway. That being said, if the game works with the *exact* same settings except that JIT is disabled, then you've got a bug in the JIT. Also as far as I know, JIT doesn't work with 68000 because there's no processor cache, so it should just behave the same as if JIT was turned off.
@Cass Please test the game with the RunInUAE beta, because if (as MickJT suggests) that is an A500 game, then the JIT *shouldn't* be active... unless you have wrongly configured your A500 emulation to use a 68020 ! Using RunInUAE beta is simplest way to be sure, since it is configured correctly.
OK, just run a couple of tests with RunInUAE beta. Regarding the game, it runs ok without JITand it crashes with JIT enabled after the Scoopex logo, just before the EAB screen appears. Should be some kind of 68K specific loader?!
Now about the beta version: I have the latest release with the OS update installed. I`ve downloaded the beta and installed it over the old one. What happens now is that the JIT global settings are ignored, I had to create a local file ( Where.Time.Stood.Still_Amigav1.0.ADF.uaerc_RunInUAE ) in order to disable JIT.
I`ve unpacked e-uaeJITv4 to ram: , set the uae .exe path as the JIT`s drawer but an error poped up "That folder does not contain the required ".uaerc_RunInUAE" config file. The new setting was not stored!"
My specific config: I have multiple UAE binaries, each with its own drawer and files E-UAE_0.8.29-PPCJITBETA04_AmigaOS4 E-UAE-amigfx E-UAE e-uae_gui E-UAE_0.8.29-PPCJITBETA01_AmigaOS4 E-UAE_0.8.29-WIP4_SDL E-UAE_0.8.29-PPCJITBETA02_AmigaOS4 E-UAE_0.8.29-PPCJITBETA03_AmigaOS4
plus the sys:Emulation/RunInUAE/ and RunInUAE_WB3.1 drawers.
Now the env vars, I think they are superfluous or may complicate the things: RunInUAE.cfg RunInUAE_path RunInUAE_uaedir RunInUAE_wbpath
RunInUAE.cfg defines the exe`s path, so RunInUAE_uaedir might be a problem source in my case. The settings were ignored or saved to RunInUAE_uaedir ( E-UAE-amigfx drawer), regardless of the UAE binary selected (JIT, amigfx or SDL).
I think that it`s a bit complicated because of my configuration.
Regarding the game, it runs ok without JITand it crashes with JIT enabled after the Scoopex logo, just before the EAB screen appears. Should be some kind of 68K specific loader?!
Hopefully you will report this bug to Almos...?
Quote:
Now about the beta version: I have the latest release with the OS update installed. I`ve downloaded the beta and installed it over the old one. What happens now is that the JIT global settings are ignored, I had to create a local file ( Where.Time.Stood.Still_Amigav1.0.ADF.uaerc_RunInUAE ) in order to disable JIT.
1. How do you KNOW it is ignored? 2. Which UAE file contains your JIT config (cachesize/etc)? .uaerc or .uaerc_RunInUAE in the UAE folder?
Quote:
I`ve unpacked e-uaeJITv4 to ram: , set the uae .exe path as the JIT`s drawer but an error poped up "That folder does not contain the required ".uaerc_RunInUAE" config file. The new setting was not stored!"
Why are you unpacking E-UAE JIT yourself? RunInUAE already comes with it!
Anyway, given what you are doing, this is expected behaviour. You must tell RunInUAE the correct E-UAE folder at installation time (by telling it you want to do an Advanced installation). After that you either need to copy lots of files (detailed in the RunInUAE ReadMe) to other E-UAE folders, or copy all your E-UAE executables into the same folder. You can then change the E-UAE executable using RunInUAE's menu. But I emphasise: There should be no need for the average user to do this, because RunInUAE already comes with JIT E-UAE.
I`ve checked my .uaerc#? files, and .uaerc_RunInUAE is the one that contains all the JIT parameters. As for the Shared Settings, nomatter Default JIT setting is (enabled/disabled), the result was always enabled. This must be attributed to different UAE dir and .exe path. Using the menues to change .exe works fine (RunInUAE.cfg) but won`t update the local .uaerc#? files ( instead saves to the installation defined UAE dir ).
I did an Advanced installation in order to keep my old binaries. Maybe I should have run Uninstall first, and then go as you suggested.
I`m sorry for the inconvenience I might have caused.
I`m sorry for the inconvenience I might have caused.
No, (re-reading your first post again) it sounds like you've found a genuine bug, thanks. Seems that no-one else ever bothered to change E-UAE executable folder (and report the resulting problem). I will investigate
@Cass I am unable to reproduce your problem. If you still have problems with the wrong ".uaerc_RunInUAE" file being updated by RunInUAE, then please use the "Debug_Backup" program included with RunInUAE's installer, and then send me the resulting archive. PLEASE ALSO send me an archive of the actual folder containing your current E-UAE executable, since it doesn't include that.
But for your interest, having looked into this: * RunInUAE only looks at EnvArc: not Env: for settings. * RunInUAE only uses "uaeexe" from "EnvArc:RunInUAE.cfg" (to both find the E-UAE executable & it's ".uaerc#?" config files). * "EnvArc:RunInUAE_uaedir" WAS used by the Installer to remember where it last installed E-UAE, but now it's almost obsolete since it will be ignored in favour of "uaeexe" from "EnvArc:RunInUAE.cfg". Thus the installer will default to overwriting the current E-UAE executable's folder. * When the Installer is used, it changes "uaeexe" in "EnvArc:RunInUAE.cfg" to the E-UAE executable it installed (which will usually be the same folder as given in "EnvArc:RunInUAE_uaedir" unless the user changes this), but if no E-UAE was installed it will set it back to the "uae" executable. So RunInUAE will use this newly-installed E-UAE (or else the old "uae" executable), unless the user later tells RunInUAE to use a different E-UAE executable,
At least I believe this is what will happen from reading my code - I didn't actually test it! (Frankly the Installer is a ridiculously complex AmigaDOS script, and it could do with being completely rewritten to get rid of many options that almost no-one needs these days. And I'd rewrite it in PortablE rather than AmigaDOS script.)
Edited by ChrisH on 2014/8/9 12:15:59 Edited by ChrisH on 2014/8/9 12:16:43
If it will help encourage more people to try-out the RunInUAE beta, I will mention that it does include other new stuff, such as: * Added support for status LEDs (useful for the JIT & when floppy noises are disabled). * Added support for a second joystick (very useful for 2-player games). * Much better recognition of multiple ADF disks (inspired by glUAE). * All volumes are now writable, so saving games is now actually possible. * Drastically simplified the format of per-game config files (they are now nearly empty). Existing config files will be automatically converted. * Updated WHDLoad from v17.0 (2011) to v17.2 (2013). * Fixed an ancient bug which could basically destroy the main ".uaerc_RunInUAE" file (which explains the occasional bug reports that caused me to implement semi-automatic repairing of that file). * Fixed the "Floppies" folder soft link not being updated when it pointed to a no-longer-existing folder.
However, I had hoped that the main focus would be testing games with the new JIT (and reporting any problems found).
Would it help if i post problems from WHDLoad installed games?
Ah well, nothing to do, so here is my collection:
General: - Setting fastmem_size to an uneven number (1, 3, 5, 7) AND 6 results in no fastmem at all (Actually only 2, 4, and 8 work), everything beyond 8 will also result in no fastmem at all - Copying something TO the emulated Workbench installation, like with installing something that installs fonts or such, will still freeze the whole emulation system AND OS4.1 That is easy to check, just try to copy something to the Workbench partition after you "Load Workbench" in RuninUAE
Games: - All non bold work great Before you ask, yes i did try with enhancing the ram to "cure" the problems below, it didn't help
Cannonfodder CD32 (Cursor Glitch in top left hand of Hills Screen --> the cursor gets "fuzzy") Cannonfodder 2 Elite (Cursor gets partly erased when moving upwards on any screen) Frontier - Elite II Millennium 2.2 Deuteros Pinball Dreams (jumpy sound/music) Pinball Fantasies CD32 Pinball Illusions CD32 Slam Tilt AGA Superfrog CD32 Traps 'n Treasures Wing Commander CD32 Altered Destiny Les Manley - Search for the King In Shadow of Time Nightlong 68k (Software Failure on start) Realms of Arkania Sixth Sense Investigation Universe CD32 Bundesliga Manager Hattrick (Claims to have a corrupted disk to save to and forever asks for a proper disk afterwards [loading/saving]) SWOS9697 (works even with the updated data from 13/14) Biing! Lots of problems: - Graphical glitches throughout the intro and game - Random(?) problem in intro and probably the game itself --> Stars in the intro are aligned instead of randomly put - The whole game and parts of the intro look like they are displayed as DBLSCAN (every second line is black) - Massive context(?) switching when the cursor is over a new (multi-state) object which has not already been loaded into RAM (too few RAM maybe?) Lemmings Oh No! More Lemmings Lemmings 2 Lemmings 3 North and South Pirates Gold! CD32 The Settler
Edited by Raziel on 2014/8/10 18:13:20 Edited by Raziel on 2014/8/11 10:57:05
Alien Breed - all the Series in WHDLOAD or CD32 works. Xtreme Racing Agony Magic Boy Ambermoon Lure HD version PGA Tour of Golf Plotting Dawnfall Assasin Special Edition T Zero NO ( hangs) Formula 1 Grand Prix Pimball Dreams Deluxe pacman Blast Squad Commando Testament 1 Testament 2 NO ( I think it's an assigns fault) Cosmic Space Head Diamond caves 2 Pimball Dreams Silkworm Silkworm IV Prince of Persia Walker Emerald Mines 3 Gauntlet NO (hangs) Alien BAsh Mega Twins Midnight Resistence NO Slam Tilt Test Drive 2 Uridium 2 Turrican Tiger Road NightHunter Moonstone Alien Drugs Lord NO Triple X ( a PD game) BabyAnoid 2.5 (Amos game) Battle Squadron (JIT dissable works fine) Cannon Fodder Cannon Fodder 2 Desert Strike
My version of Pimball Dreams works, it's a WHDLOAD version. My WHDLOAD version of Cannon Fodder 2, works too.
AmigaOne X5000 OS4.1 FEU1 And Lubuntu 10.04 1200 towered with Blizzard PPC - BVision and Mediator And a new fantastic Chameleon64
My version of Pimball Dreams works, it's a WHDLOAD version. My WHDLOAD version of Cannon Fodder 2, works too.
Pinball Dreams works here aswell, it's just that the music/sounds "jumps"...i've seen this with other games when there is too few ram, but as i wrote i tried with raising the RAM to no avail
CannonFodder 2 works great here (i think you meant the first version?)
Geos Quest (http://aminet.net/game/role/GQ.lha) Lord of Alcandria Part II (http://aminet.net/game/role/Lord.lha) These are GRAC based games and will software failure on start. Unfortunately also the GRAC2 editor package will failure. If you could make the editor and those games run that would be awesome, as there are some quite high quality games based on this engine on aminet.