Pre-v13WIP compat list

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leilei
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Pre-v13WIP compat list

Post by leilei »

Quickly making a hasty currently-broken-games-thread so it's not as spread apart multiple threads:

3dfx:
Battlezone 2 (initialization)
Interstate 76 Gold / Nitro Riders (texture corruption + crash)
Mechwarrior 3 (no 2D/menu/videos)
Montezuma's Return (1.26w+, bumpmap-related crashes)
Return Fire II (Crashes emulator as soon as a vehicle is picked)
Outlaws (Glide 2.1.1 mode hangs on Voodoo Graphics when ingame menu is brought up (not working on v2 is real behavior))
Powerslide (Texture corruption on tracks)
Rainbow Six (Loading screens don't show up (though menu and ingame is fine). Same bug as MW3?)
Serious Sam (triangle_setup wrong order crash)

CPU:
Jane's F-15 (polys disappear in both glide and software)
MDK2 (screen can't fade out, symptoms appear in software OpenGL and interpreter as well, and the recompiler chokes when this bad fade happens (profiling could give a clue?))
Tubular Worlds (runs at half-speed on recompiler (and yes it's 100% and interpreter is fine))
Zone Raiders (can't render any geometry properly)

Not sure:
Backtrack (demo, fails to start on Mach64, fine with other cards)
Corncob 3D (in pure dos, arrows cause left-shift pressing)
Cyberbykes (in pure dos there is significantly delayed keyboard input)
Puyo Puyo 2 (ViRGE/DX can't chroma transparency)
Spectre VR (in pure dos, arrows cause left-shift pressing)

And here's the games I know that aren't broken right now:

4x4 Evo, Alien vs. Predator, Battlezone, Blood, Clusterball, Cybersphere, Dark Forces, Deus Ex, Diablo, Doom, Doom II, Duke Nukem 3D, Eradicator, Flying Heroes, Frogger, Fury 3.x, Giants, Hard Drivin' II, Hardwar, Half-Life, Hellbender, Heretic, Hexen, Hexen II, Jazz Jackrabbit, Jazz Jackrabbit 2, Jedi Knight 2, Jill of the Jungle, Klingon Honour Guard, Lemmings Paintball, Mageslayer, MDK, Mechwarrior, Mechwarrior 2, Metal Gear Solid, Metal Marines, Microsoft Arcade, Microsoft Soccer, Midtown Madness, Monster Truck Madness, Monster Truck Madness 2, Nerf Arena Blast, Revolt, One Must Fall 2097,, Out of this World, Outlaws Powerslave/Exhumed, Quake, Quake2, QuakeIIIArena, Return Fire, Rune, Sacrifice, Shadow Warrior, Simcity, Simcity 2000, Simcity 3000, Stargunner, Star Trek A Final Unity, Star Trek Deep Space 9 Harbinger, Star Trek Voyager Elite Force, Terminal Velocity, Turok, Unreal, Unreal Tournament, Warcraft II, Wheel of Time, Witchaven, Zeliard


bolded - chokes the recompiler; works fine on interpreter, gold means it's recently fixed on 11/15

General specs emulated are PMMX 166-266, SBAWE32 or PCI128 on Win95 or Win98SE and a Voodoo2 (only because I can cross-verify. Single non-SLI only)
Last edited by leilei on Wed 22 Nov, 2017 8:02 am, edited 6 times in total.
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

Excellent job leilei!
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

Powerslide was fixed here https://bitbucket.org/pcem_emulator/pce ... 88c9c6cfad
or is it another bug?
terub56
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Re: Pre-v13WIP compat list

Post by terub56 »

On Pcem 12, Destruction Derby (Diamond 3D / S3 Virge, Windows 95) using 512x384 resolution results in a vertically stretched image.
Terminal Velocity with S3 patch: missing hud and textures.
I don't know if this still happens in 13 WIP.
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leilei
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Re: Pre-v13WIP compat list

Post by leilei »

Sounds like 512x768 doublescanning (a non-issue with the 4:3 stretch option)
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

Rev 934 fixes Tubular Worlds.
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

Return Fire II now works on rev 935. I think some colours are wrong though.
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

I76 seems to work okay. Fixed in the last commit?
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leilei
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Re: Pre-v13WIP compat list

Post by leilei »

Yeah RF2's not supposed to be blue. Also the deep water texture gets palette corruption as well

I76 Gold/Nitro's still broken.

I test the bug with a quick instant melee, and immediately look right and fire (you'll see your arm suddenly corrupt, and then the rest of the world)

Bringing up the menu will "fix" the graphics but then will suddenly crash.

Could also be driver related - it's less severe in the 6-99 driver (but still present) and is extreme in the 1-00 driver
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

Are you definitely sure this works on a real Voodoo 2? I can now reproduce the above issue when emulating V2, but cannot reproduce when emulating V1.
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

I was trying to reproduce on a single V2 12MB, Windows 98SE - driver Jan 00
The bug in the screen did NOT occur, however after several tries the game quit with two messages
i76.jpg
i76.jpg (16.23 KiB) Viewed 22614 times
then
i76-2.png
i76-2.png (11.12 KiB) Viewed 22614 times
I will keep testing

Edit: I have a CUE/BIN
File details:
Name: I76NITRO.bin
Date: 9/23/2006
Size: 579 MB (607,566,288 bytes)
--------
SHA-1: a75a7285333ef4b584febb72fb120495f532649a
MD5: 7643d75237d0108fe22a2e717fc7225e
CRC32: 60024376
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

I got the bug, but no by firing to the right but after driving a bit...
i76-3.jpg
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I will test it in a real V2
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

I76 won't work on my real PMMX/V2 for some reason. However, I did some googling, and it seems this is a genuine incompatibility with V2. Reducing texture memory to 2MB seems to eliminate the crashing.
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

Return Fire II colours fixed in rev 937.
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leilei
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Re: Pre-v13WIP compat list

Post by leilei »

Busy turkey day!

Tried it on my real v2 rig and yeah the symptoms do appear to happen with the same error messages, followed by a hard black screen freeze with the CD audio still going (where PCem would fault out and crash). The buffer flickering in the back when cycling menu choices is also real behavior

Mech3's missing videos/menu may be 3dfx driver regression related. Going to the 1-00 driver fixed it. Apart from the minor slowdown from the last frame of a menu choice hover ripple, I don't see any immediate issues with Mech3.should really make many many many os images for each major v2 driver version
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

Is this the loading screen you refer in Rainbow Six leilei?
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leilei
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Re: Pre-v13WIP compat list

Post by leilei »

Not exactly. The loading indicator at the bottom's also missing here (there should be 2 animated icons plus a string)

disclaimer: i last played through rainbow six on a v2 in early 1999, so..... i should really try drivers from then

EDIT: Yep, loading screen's still broken on V2 7-98 , 12-98 and 6-99 drivers on DirectX 6.1a on Win98se so it's not one of those dx7 beta regressions that come up reported now and then. Winchip and Voodoo2 interpreter also tried. I should also mention I never enable SLI in my tests as I don't have a SLI setup to verify SLI bugs.

EDIT2: That Puyo Puyo 2 Virge bug also is present in Beasts and Bumpkins (and compared to Trio64 which doesn't bug, it's also noticeably slower). Disabling DirectDraw acceleration helps
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

Voodoo hanging (hopefully) fixed in rev 938.
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

Rev 939 fixes Beasts and Bumpkins. Maybe also Puyo Puyo 2?
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leilei
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Re: Pre-v13WIP compat list

Post by leilei »

Yep the transparencies in Puyo Puyo 2 are now fixed.

There's still odd palette corruption when it fades in that though. It's a DirectX2 game (and the game does have a compatibility option to work around the palette bug)
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

I took a screen from Rainbow Six in a Youtube's gameplay where you can see the Loading Bar at the bottom center (currently missing in PCem)
Screenshot 2017-11-30 23.02.00.jpg
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rainbow.jpg
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Looks like a 2D effect, maybe the bar shows with another card? (I only played with ViRGE DX and V2), I will keep testing
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leilei
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Re: Pre-v13WIP compat list

Post by leilei »

Of course it's a 2D effect (Direct3D supports 2D blitting on 3dfx), and on PCem's V2 that picture wouldn't even show up (I get the desktop instead, which may be a clue that it's rendering the screen but not switched to the V2)


Also i've been playing through Half-Life with a PMMX233+SBPCI128+V2SLI and noticed there's garbage sound in the menu after playing in-game. I'll have to determine if this is real behavior with my ES1371 soon. There's also a few recompiler chugging spots which get eased up when paused (i.e. console pause while the game's still rendering and processing sound)
vorob
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Re: Pre-v13WIP compat list

Post by vorob »

Can anyone explain to me how this could happen? It's not a wrapper, it's a full emulation, 1to1. It can have slow performance but not some ruined features. I don't understand.
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

vorob wrote:Can anyone explain to me how this could happen? It's not a wrapper, it's a full emulation, 1to1. It can have slow performance but not some ruined features. I don't understand.
Well, I'm not a programmer, but I understand it is clearly not 1:1 emulation, it has bugs like most programs do.
Sometimes a Voodoo register not implemented, a typo in a sentence in the C file, sometimes undocumented registers in the original card, many possibilities exist
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SarahWalker
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Re: Pre-v13WIP compat list

Post by SarahWalker »

Yeah, it's just bugs. It's a relatively complex card to emulate, so there's likely to be various bugs/omissions/mistakes/typos - particularly in rarely used features or combinations of features.
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

The only way to make 1:1 behavior is to open the chip and with a powerful microscope and/or camera capture every transistor, like the guys at http://www.visual6502.org did. I believe then you can build an emulator with Verilog or VHDL
szadycbr
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Re: Pre-v13WIP compat list

Post by szadycbr »

hmm.. "The only way to make 1:1 behavior is to open the chip and with a powerful microscope and/or camera capture every transistor" good idea, but there must be surely schematic to every chip, how to obtain it? they do exist and hopefully there is no big secret never to be released, as they are old ,worthless, obsolette.
Would be nice to aquire it from Nvidia i suppouse, it not like they will lose valuable market information, and hopefully they have all old 3dfx data.
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

szadycbr: that would be awesome, I'd definitely would like to have a 486/Pentium on a FPGA chip.
There was this project called Flea86 https://www.fleasystems.com/flea86.html you can also find some videos on Youtube. It is now abandoned :(
For what I read FPGA emulation is much limited by current programmable chips, I don't think it is even possible to emulate a 386 on a FPGA...
All in all, both software and FPGA are emulation... but FPGA can get closest cycle correct emulation with less hardware (someone correct me if I'm wrong).

Anyway, FPGA is programmed different than C
szadycbr
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Re: Pre-v13WIP compat list

Post by szadycbr »

omarsis81: i seen lately some other fpga boards and i think it is possible still to obtain the boards, and i heard that 386 emulation on FPGA works well, and the code (the cores) can be downloaded from SourceForge, i even seen some cores there, but never downloaded , no use without the board.
But that makes me wonder, hmm? You can download cores and program the chip to emulate in hardware....? Could that 386 core source help PCem? i seen that atariST, snes, specrum, c64, Amiga500 etc. it all works very very well. Lets dig some more info about 386 core.
OK. Sorry for spamming on the wrong topic :)
EDIT: after a quick look it seems that there is long road for mastering x86 on FPGA, well not easy as it seems but there are some people trying https://www.youtube.com/watch?v=SQC1Wb-susU ao486 core needs to be found in order to see what it really is. the core is to be found on github and elswere, but someone like Sarah could take a look at it, or some other programmer.
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omarsis81
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Re: Pre-v13WIP compat list

Post by omarsis81 »

Like I said, Verilog or programming FPGA programing is very different than C, there you program 0 and 1, transistor, nothing like C. I don't think Sarah nor anyone would benefit from that FPGA code
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