Development screenshots
- SarahWalker
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Development screenshots
Since the Development forum is currently empty, I thought I'd start posting some screenshots of current developments.
The first update is of the ViRGE S3D emulation, which has got to the point that some games can be (slowly!) played on it. Tomb Raider and Terminal Velocity (with affine texturing) work, though the lack of alpha on some textures is quite noticeable. Perspective texturing currently looks like it's using the wrong mipmap levels.
The first update is of the ViRGE S3D emulation, which has got to the point that some games can be (slowly!) played on it. Tomb Raider and Terminal Velocity (with affine texturing) work, though the lack of alpha on some textures is quite noticeable. Perspective texturing currently looks like it's using the wrong mipmap levels.
- SarahWalker
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Re: Development screenshots
Fixed the texture LOD issue, and implemented blending and more texture modes. Still some issues though - as can be seen below, Quake and Jedi Knight have texture issues and some missing triangles.
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Re: Development screenshots
Fixed the perspective issues (overflow), and the missing triangles by switching to emulating a ViRGE/DX as well as the original; I suspect the D3D drivers for the original chip are broken but don't own one to test.
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Re: Development screenshots
Made more improvements to the ViRGE emulation - better subpixel correction removes most polygon gaps, fixed issues with mipmapping, and implemented dithering (though as ViRGE dithering is extremely poor this will be optional).
Annoyingly, it's getting difficult to determine whether rendering issues are bugs in the emulator or bugs in S3's drivers; eg Turok has issues when mipmapping is enabled (as shown below), which turn out to also be present on real hardware. GLQuake is also prone to driver bugs screwing up the rendering in strange and interesting ways.
Annoyingly, it's getting difficult to determine whether rendering issues are bugs in the emulator or bugs in S3's drivers; eg Turok has issues when mipmapping is enabled (as shown below), which turn out to also be present on real hardware. GLQuake is also prone to driver bugs screwing up the rendering in strange and interesting ways.
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Re: Development screenshots
Fixed a stupid IDE bug (transfers of 256 sectors were handled incorrectly), Windows 2000 now works. This is the most recent version of Windows that will run on PCem; XP requires instructions not present on any CPU currently emulated.
Re: Development screenshots
What about the WinChip? I've seen XP install and run on the original WinChip before.TomWalker wrote:Fixed a stupid IDE bug (transfers of 256 sectors were handled incorrectly), Windows 2000 now works. This is the most recent version of Windows that will run on PCem; XP requires instructions not present on any CPU currently emulated.
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Re: Development screenshots
I was going off the Winchip datasheet, which stated that CMPXCHG8B was disabled due to 'a bug in Windows NT' - from what you're saying this isn't actually the case. I don't think you're missing much though; while XP will run on PCem if CMPXCHG8B is added, it is _extremely_ slow.
Re: Development screenshots
Yeah, that is true. (Well, it might be a bit faster at 240 MHz if PCem allows the CPU to run at 100% full power)TomWalker wrote:I was going off the Winchip datasheet, which stated that CMPXCHG8B was disabled due to 'a bug in Windows NT' - from what you're saying this isn't actually the case. I don't think you're missing much though; while XP will run on PCem if CMPXCHG8B is added, it is _extremely_ slow.
PS: Pentium or K6 emulation anytime soon?
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Re: Development screenshots
I'm guessing 60 and 66 are left out until the FDIV bug's recreated
There are also 150MHz PMMXes out there. Laptops though
There are also 150MHz PMMXes out there. Laptops though
Last edited by leilei on Sun 16 Nov, 2014 2:21 pm, edited 1 time in total.
- SarahWalker
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Re: Development screenshots
60 and 66 are left out until I add support for a socket 4 motherboard...
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Re: Development screenshots
Awesome!TomWalker wrote:
- SarahWalker
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Re: Development screenshots
Floating point is fun. Unreal requires that comparisons between -infinity and -infinity return equal, which is the case with x87 but isn't the case with GCC. I've gotten it to work by using some inline assembly, but this only seems to work correctly when optimisation is disabled - not helpful! Still some more debugging to do...
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Re: Development screenshots
Video of Unreal Tournament running : http://youtu.be/32Y3azSPvho
Re: Development screenshots
I've seen that model lighting issue before in a completely different engine I was working on hacking colored lighting into. I'm guessing it's not getting clamped to 0 or something else is pushing it beyond 0?
- SarahWalker
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Re: Development screenshots
Annoyingly, after spending the last couple of days trying to track down the cause of the lighting issue, it turned out to be a bug in UT's non-MMX software renderer; I've been able to reproduce it on my main machine by running with -nommx. One of the gouraud-shaded triangle routines sets itself up like :
I'll leave it as an exercise to the reader as to why this doesn't work very well. The MMX version runs fine. I can only assume Epic didn't have any old P166s hanging around the office in 1999.
Code: Select all
Rstart = R1
Gstart = G1
Bstart = B1
dRY = (G2-G1) / dY
dGY = (B2-B1) / dY
dBY = (R2-R1) / dY
- SarahWalker
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- SarahWalker
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Re: Development screenshots
Lots of progress on Voodoo emulation, some more screenshots :
Re: Development screenshots
Holy shit UltraHLE in a PC emulator. That's funny.
Re: Development screenshots
Correction, it is a N64 emulator for PC.Alegend45 wrote:Holy shit UltraHLE in a PC emulator. That's funny.
Re: Development screenshots
- SA1988: He said UltraHLE in a PC emulator, not is a PC emulator.
- SarahWalker
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Re: Development screenshots
A number of fixes get BeOS 5 working... mostly. You have to run using the 'Award SiS 496/497' system to get the mouse working, and there seems to be some kind of FPU issue.
Edit: FPU issue turned out to be a missing instruction.
Edit: FPU issue turned out to be a missing instruction.
- SarahWalker
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Re: Development screenshots
A couple of screenshots of the PS/1 ROM-based GUI from the recent PS/1 work. Note for those trying this, the MESS 'ibmps1es' ROM set appears to be corrupt and won't work.
- SarahWalker
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Re: Development screenshots
A couple of CPU fixes get DESQview/X working :
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Re: Development screenshots
Fixed a stupid FPU bug, Half-Life now appears to work with no issues (previously the train at the beginning would sometimes turn the wrong way and the player would fall out of it) :
- SarahWalker
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Re: Development screenshots
Uploaded a few videos of current PCem builds running stuff :
https://www.youtube.com/watch?v=bAOdsKvbW-0 - Colin McRae Rally
https://www.youtube.com/watch?v=PpHTYy3LLec - Tony Hawks 2
https://www.youtube.com/watch?v=3A4dTDhCB5M - House of the Dead 2
https://www.youtube.com/watch?v=bAOdsKvbW-0 - Colin McRae Rally
https://www.youtube.com/watch?v=PpHTYy3LLec - Tony Hawks 2
https://www.youtube.com/watch?v=3A4dTDhCB5M - House of the Dead 2
- SarahWalker
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Re: Development screenshots
Nice to see that IBM's graphics designers got to do something with the PS/2. If the Model 50 can't boot you get some ASCII art :
and playing with the 55SX, if the self test fails you get this masterpiece :
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Re: Development screenshots
Obviously, for the model 50 (top screenshot), the ASCII art tells you to "insert a diskette in drive A and press F1 to continue".
As for the model 55SX (bottom screenshot), these error codes 160 (Planar ID), 162 (system options not set) 163 (time and date not set and 201 (memory test failed) mean that something is wrong and user needs to run setup to fix the issue.
As for the model 55SX (bottom screenshot), these error codes 160 (Planar ID), 162 (system options not set) 163 (time and date not set and 201 (memory test failed) mean that something is wrong and user needs to run setup to fix the issue.
Re: Development screenshots
I've seen that 55SX's error on a '96 Thinkpad by holding down keyboard keys, rebooting after ERROR and doing it again. so if a cat sits on a keyboard for awhile you'll have to send it back to ibm (it really means RTFM, but i like to think of it as the ibm building)
This is no doubt done to reduce localization costs for bios support.
This is no doubt done to reduce localization costs for bios support.