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Enigma Amiga Life 106
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»CL8:»SML:--------------------------------------
»CL9:»BIG:Scandoublers
»CL8:»SML:--------------------------------------
»CL4: by Troda/Pegas
»CL0:When I changed my old »CL1:C=1084S» to a
scandoubler for »CL1:CV3D» card (Phase5) &
VGAmonitor, I found that many,
especially new demos&games were not
working with it. They look really
terrible, depending on the type of
bug, there are green lines, various
types of distortion, flickering and so
on. When there are just some lines,
mainly where nothing useful is going
on, the demo is still watchable such
as in »CL1:Thug Life» (though ugly), but
when the whole screen is flickering
terribly, it is quite hard to find
out, what is actually going on (for
example the last routine from »CL1:My
Kingdom», part two). And in the
third phase of this bug, the display
is totally stretched (something
similar to bad modulo), trashed and
flickering horribly, and my quality
EIZO monitor is even producing a loud
squeaky noise.
The »CL1:OnScreenDisplay» menu is also
trashed, when I pop it up to see what
horizontal and vertical frequencies
the screen is using - why the monitor
is producing noise (which is kind of
weird, because on Eizo monitors, it
works in such a way that when a signal
is out of valid range, the excessing
frequencies are shown with big red
digits). I have lived with this
problem for about three years and I
notice that there are problems mainly
with recent demos and games - almost
all the old ones work fine. I keep
wondering why and ask everyone,
but i'm unsuccesful, no-one are able
to tell me, why many scandoublers are
having this kind of sync problems.
These problems doesn't just exist with
»CL1:Phase5 CV3D» scandoublers (which,
BTW, is able to work even without »CL1:CV3D»
- it only needs a videoslot), but also
the »CL1:Micronik» internal scandoubler for
a1200 have exactly the same sync
problems and I bet that after testing,
the number of these scandoublers
having problems grow rapidly. There
are also scandoublers, that never
cause any that "out of sync", such as
»CL1:Amiga300»0 internal scandoubler+FliFi,
the external scandoubler for Amiga4000
- mostly used with »CL1:CV64», and PIV»CL1:»
internal scandoubler with »CL1:FliFi». The
fact is that the PIV FliFi is working
this well is not a miracle, this thing
works basicaly (very simplified!) as a
grabbing device which grabs every
frame and then allows its chip (Cirrus
one) to display it as a normal RTG
display, which means that we can set as
high a refresh rate, as the chip
allows - suppose 160Mhz pal is enough
for everyone for sure, yes? =) (you
know, this is impossible on chips like
the »CL1:S3» ones or »CL1:Permedia2», simply
because Permedia2 isn't fast enough to
process as much data as Cirrus and as
necessary to process palhi-res
overscan in time ((that is ~57MB/sec,
so...))
Because I was unsuccesful finding
someone, who could tell me why
somethings are out of sync on some
scandoublers, I asked my friend Zeleny
for help, since he is a coder and some
of his testing sources were also
causing out of sync problems. We
started with the intro Encore/Floppy,
in which the last (credits + 2D
bumpmap with year of relase) routine
is trashed by one green line, making
funny skew of written words. After
quickly disassembling and hacking the
source, Zeleny showed me, what was
causing the problem: »CL9:A »CL2:c»CL3:o»CL4:l»CL5:o»CL6:r »CL0:bit!
»CL0:AFAIK, »CL1:CBM» defined that to must be
enabled for correct output, and,
IIRC, on »CL1:Amiga1000» (old times (tm) =)
without this bit, the display is
trashed...(don't shoot me, if I
misremember). That can explain, why
old demos andgames don't having these
"out of sync" probems. But with the
"new" AA chipscoders seem to be
ignoring the old docs and think that
when the code is working on their pal
monitor, then it must be working on
everything...But it seems some
scandoublers rely on this bit, so then
please always, no matter if this is an
empty screen, or empty screen space,
»CLA:»ALWAYS» set this bit.
»PIC:128x51»
Now something about how to fix/hack an
already compiled product. Since coders
mainly, with few exceptions for who I
must salute, don't like to even hear,
that their demo should be recompiled
and fixed (what a pity, these killing
own work them!), it is necessary to
find a way to fix/hack the old
productions as well. Since »CL1:Zeleny» is a
bit into resourcing (he created two
demos from resourced code, »CL1:Sanorin» and
»CL1:Tesla»), he showed me the way and fixed
some demos for me, and I am now able
to fix others as well. Surely this is
unauthorized modification of someone
else's code - hacking if you like, but
if this produces the correct signal
and make things look right on screen, I
DON'T care.
In the copperlist the color bit must
be present in Bplcon as bit 9
enabled. In hexa this can be spotted
as "010002" while "02" is a "00" when
the display mode is bugged in the
original. Then start FileX and disable
string search and go for it.
But make sure that the file, that you
are going to edit is DEPACKED. We soon
realize, that there are too many byte
sequences like "010000", so how can
you locate the copperlist in, say, a
5.5MB file? (depacked
»CL1:Goa/TBLexecutable»)? The copperlist
must end with "fffffffe", so - search
for that. Also a black background is
"01800000" - that should also help.
The copperlist looks like a table
(sometimes a bit longer) of values
like "01A80000" or "01860310" and
similar, always starting at an even
position. This start "010000" are
should be also "010080" or similar...
Experiment - so back up the file!
When demo/game can't start, you have
modified source =)))
When crash, you have modified a
datasegment, which causes an unxpected
problem.
When the colours are different, you
have changed the copper, but not its
Bplcon start =)
When resolution or modulo are bad, you
have changed Bplcon, but in the wrong
byte ;) etc...
Some things can't be fixed, because I
can't find the necessary copperlist.
These bytes could be in weird places
as well, as in »CL1:Smart!»/»CL1:Elven11»(Hi,
»CL1:Manta»!) which has its copperlists in a
datafile...! But I found it =^))))
Things, I can't fix are two flicks
during loading in »CL1:Relic»/»CL1:NerveAxis»
(Hi unfriendly »CL1:Schlott»!), flick before
endscroll in »CL1:G-Force», some screens in
the intro for the »CL1:SlamTilt» game and
surely a few others, which I can't
remember at the moment.
(oh, yes, I fixed all »CL1:ThugLife»/»CL1:Jamie»,
except one upper line in the
endscroll, so) These copperlists are
probably very well hidden (and small),
or created "on the fly" and colour
definitions stored in other ways,
sometimes when are RTG output as well
supported - »CL1:Dreizehn»/»CL1:Oxyron» is a good
example, but I must salute »CL1:Oxyron»
coders, that they have fixed this
bug...! (thanks, »CL1:Graham» and »CL1:Dante»!)
What demos/games have this problem? As
I'm not much into games, I only
remember »CL1:SlamTilt», which I have been
unable to play for years (!) and
hi-scores info from »CL1:Pinball Illusions»,
some empty screen copperlists from
»CL1:Brian The Lion» game and no more.
Probably because I delete things ASAP,
when they are not working, so. Same
applies to demos, with few exceptions
=)
At least, from demos, what I own I get
problems with these: »CL1:Atome», »CL1:Makaveli»,
»CL1:ThugLife» and »CL1:Ride»/»CL1:Jamie Skarla»,
»CL1:Relic»/»CL1:NerveAxis», »CL1:EraserHead»/»CL1:Maq» (Hi,
unfriendly coder!), »CL1:Dreizehn»/»CL1:Oxyron»,
»CL1:Goa»/»CL1:TBL», »CL1:Manipulations»/»CL1:Venus Art»,
»CL1:Mnemonic» and»CL1: Abiotic»/»CL1:Ephidrena» (Hi
»CL1:Loaderror», extremly clean code, nice
to hack!), »CL1:G-force»/»CL1:PygmyProjects»,
»CL1:Arte», »CL1:Roots» and »CL1:Roots final»/»CL1:Sanity»,
»CL1:My Kingdom», »CL1:Superautodrome» and
»CL1:Torque»/»CL1:Scoopex», »CL1:Dose»/»CL1:MellowChips»,
»CL1:Cliches»/»CL1:ArtificalPeople» (»CL1:Kalsu»),
»CL1:Encore»/»CL1:Floppy», »CL1:Impact»/»CL1:Puzzle» (IIRC),
»CL1:BlackHairTongueDisease»/?,
»CL1:Smart!»/»CL1:Elven11» + many others, which I
deleted at first sight, so...Enough
to care? If you are still not
persuaded, watch »CL1:Ride»/»CL1:Jamie» on
scandoubler!!!
As we logicaly can expect, in the near
future will everyone have a
scandoubler, so please take care at
this annoying bug. At least, it's for
free and the demo length is the same,
so the »CL1:"this are only 4k intro, we
need every byte..."» doesn't count...
»CL9:Lexicon:
»CL7:CV3D »CL8:- »CL7:CyberVision64/3D; a graphic
card by Phase5,using ViRGE
chip, optionally scandoubler,
monitor switcher intergated
»CL7:CV64 »CL8:- »CL7:CyberVision64; an graphic card
by Phase5, using Trio64 chip,
internal monitor switcher for
adding external scandoubler
»CL7:PIV »CL8:- »CL7:PicassoIV; an graphic card by
VillageTronic, intergrated best
scandoubler with programble (!)
FlickerFixer, up to 160Mhz
refresh =)
»CL7:Scandoubler »CL8:-»CL7: device which doubles
horizontal sync signal
from 15kHz to 31kHz so
that we can see pal
(15kHz) on a VGA
compatible monitor
»CL7:FliFi »CL8:-»CL7: Flicker fixer, device what
eliminates flickering of
interlaced display, making pal
hi-res interlaced usable
»CL7:RTG »CL8:-»CL7: ReTargableGraphic; graphic, what
are "ReTargeted" to GFX card,
such as PIV, there are word CGX
not fully right, since there are
more patches for using graphic
cards, at least p96 one...
»CL7:CGX »CL8:- »CL7:CyberGraphX; an one of two main
RTG standards
»CL7:p96 »CL8:- »CL7:Picasso96; another RTG standard,
IMO better and also compatible
with CGX "standard" as well, but
is faster and better
»CL0:For any questions or hints (or
demonstrating source for this bug =)
or scandoubler testing don't hesitate
to contact me: »CL4:Troda» of »CL4:PAGAS», Pavel
Narozny, »CL4:troda@cbnet.cz