Author Topic: 3.0 Alpha Testing  (Read 295822 times)

Offline retroben

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Re: 3.0 Alpha Testing
« Reply #300 on: January 03, 2015, 03:31:40 PM »
Yoshi Story looks perfect with Glide64 on the second auto build at least.
It is really slow though because of whatever introduced lag into the Alpha builds,such as the fast forward bug.
The Jungle Puddle water surface always had a "black buffering" issue that happens with every standard plugin.
It also happens with every N64 emulator to ever exist.
The only one that works well enough is a software plugin on PJ64 which is compared as immensely slow for obvious reasons.

I hope Gonetz can get the Yoshi Story water buffer issue fixed for GlideN64.
I wonder if it is similar to Sega Genesis with Sonic games using horizntal interrupt to render water?
« Last Edit: January 03, 2015, 07:47:51 PM by retroben »

Offline Zaneris

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Re: 3.0 Alpha Testing
« Reply #301 on: January 03, 2015, 04:28:11 PM »
Worms Armageddon crashes the app.

Offline xperia64

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Re: 3.0 Alpha Testing
« Reply #302 on: January 03, 2015, 06:23:44 PM »
The Yoshi's Story thing was a one-off bug with the Alpha13. In fact, Alpha 12 has a more issues with the main menu (the nintendo logo was Glide64's font set I think, and there were some z-layering issues)

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #303 on: January 03, 2015, 07:50:47 PM »
Paul set up an auto-build system :)  So for those following here is Alpha 13.

For those who are new to software development, a regression is a bug that did not exist in a previous build, but now exists in a new build.  In other words, a regression is a new bug.  I expect there to be regressions going from Alpha 11 to Alpha 12, and more regressions going from Alpha 12 to Alpha 13.

It would help tremendously if testers could provide very specific information:
 1. What new bug are you seeing
 2. What is the first alpha version that displays the bug
 3. What is the last version that does not display the bug
 4. The exact ROM name as shown at the top of the play menu or in the gallery
 5. A savestate so that we can easily reproduce the problem
 6. Ideally, two screenshots of the same scene: one with the bug and one without the bug

Please try your best to answer all six items above, so that we don't have to keep asking more questions.  You can take savestates -- and now screenshots -- very easily using the in-game menu.
 - Savestates are saved to mupen64plusae-v3-alpha/GameData/<ROMname>/UserSaves
 - Screenshots are saved to mupen64plusae-v3-alpha/GameData/<ROMname>/Screenshots

If you find a bug that is (to the best of your knowledge) in all Alpha versions, please describe it in similar detail, and say it's a general bug that exists in all the Alphas.

If you reported a bug before but didn't provide this level of detail, I would encourage you to re-report it with the specifics listed above.
« Last Edit: January 04, 2015, 01:32:50 PM by littleguy »
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Offline retroben

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Re: 3.0 Alpha Testing
« Reply #304 on: January 03, 2015, 07:56:57 PM »
Wouldbeen post:The graphics plugins between my ARM and X86 devices (FireTV,Iconia) look exactly identical with things like the Banjo-Tooie missing model segments with Glide64.

Actual post:I already mentioned this one,but the fast forward lag and slowdown issue was there since the very first Alpha,and has never went away in any build up to the second auto build after Alpha 12.
I will also be testing that new part whenever it is ready.
« Last Edit: January 03, 2015, 07:58:43 PM by retroben »

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #305 on: January 03, 2015, 08:48:58 PM »
On a different note, with glide almost synced, I'm finally getting some time to browse the backlog of changes from Gilles' and xperia64's experimental branches.  Good stuff in there!

Potential pull requests for upstream:
https://github.com/littleguy77/mupen64plus-ae/commits/Gillou68310/core-mods
https://github.com/littleguy77/mupen64plus-ae/commits/xperia64/core-mods
https://github.com/littleguy77/mupen64plus-ae/commits/Gillou68310/glide-mods
https://github.com/littleguy77/mupen64plus-ae/commits/xperia64/glide-mods
https://github.com/littleguy77/mupen64plus-ae/commits/Gillou68310/rice-mods
https://github.com/littleguy77/mupen64plus-ae/commits/xperia64/rice-mods

Potential changes to mupen64plus-ae:
https://github.com/littleguy77/mupen64plus-ae/commits/xperia64/front-mods
https://github.com/littleguy77/mupen64plus-ae/commits/Gillou68310/gln64-mods
https://github.com/littleguy77/mupen64plus-ae/commits/xperia64/gln64-mods
https://github.com/littleguy77/mupen64plus-ae/commits/xperia64/jni-mods
https://github.com/littleguy77/mupen64plus-ae/commits/Gillou68310/sdl-bridge-front-mods

In case anyone's wondering, my priorities have been
 1. Sync with upstream (almost done)
 2. Identify potential pull requests for upstream (started)
 3. Merge backlog of fixes to gln64 (started)
 4. Fix stuff in ae-bridge and sdl (e.g. crash on exit) (started)
 5. Fix broken features in java Android front-end (some work here and there)
 6. Add features to front-end (noted suggestions but not started)
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Offline retroben

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Re: 3.0 Alpha Testing
« Reply #306 on: January 03, 2015, 09:01:16 PM »
Funny thing is most games look better instead of having regressions and Zelda OOT pauses faster now.

I do have four regressions with Conker's Bad Fur Day where the intro shadows get broken differently than usual.
Then the army door when in Mrs. Bee chapter part has a missing polygon segment.
The third one is an existing problem that got worse with the framebuffer showing a glitched/squished/white copy of the bee on the screen instead of a small part of wings.
And fourth is the ground textures are glitching around.

Let me know if I should get screenshots.

Offline xperia64

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Re: 3.0 Alpha Testing
« Reply #307 on: January 03, 2015, 09:13:08 PM »
In terms of my branch, I'd only recommend using things from these two:
https://github.com/littleguy77/mupen64plus-ae/commit/775dea862524e84553fbdcbf0f825ce3ac504270
https://github.com/littleguy77/mupen64plus-ae/commit/c5c855066ec2169ffc3f131e15677afd877ed332


Some of the others are just plain silly (me trying to track down the game quit crash and going slowly insane at the top there :P): https://github.com/littleguy77/mupen64plus-ae/commit/8b0e9a0b639f72b2b217de77f37d2fb4ac4531bb

and the graphics-related ones break things. I manually merged them from the ptitSeb's glide, gln64, and rice neon additions/tweaks and some of the changes either slow everything down, break things, and/or are only meant for the pandora's omap. Lastly, don't bother with Arachnoid. Too many hacks, not that fast, and poor compatibility. I don't know of anyone with a GLES1.1 device these days.


Regarding comment about OOT pausing faster:
Has the pause fix cheat finally been hardcoded into the core?

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #308 on: January 03, 2015, 09:14:23 PM »
Let me know if I should get screenshots.
Believe it or not, I have only played a handful of N64 games all the way through.  So all six bullet items listed above are essential to me fixing the problem.  Assume that I have never launched the game before.
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Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #309 on: January 03, 2015, 09:16:36 PM »
Thanks xperia64!

Regarding comment about OOT pausing faster:
Has the pause fix cheat finally been hardcoded into the core?

Yes, as of alpha 11.
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Offline rafar

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Re: 3.0 Alpha Testing
« Reply #310 on: January 04, 2015, 04:18:56 AM »
@littleguy, perfect, in my case Iīll try to help answering the 6 questions above  ;D


in my opinion, we all should note all the bugs on each game, and distribute the games... if every tester must compare 20 games every day in 3 or 4 different alphas... I think thatīs crazy.

Offline retroben

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Re: 3.0 Alpha Testing
« Reply #311 on: January 04, 2015, 12:26:32 PM »
Got tired of waiting and zipped the Conker screenshots anyway.
At least it actually let me upload a zip this time.

http://www.2shared.com/file/wIsoXkOR/Conkers_Worse_Fur_Day.html

The 2shared multiple files engine is terrible because I can't browse by folder to grab the specific image files and they don't appear in the list of many other images because of an HD texture pack.

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #312 on: January 04, 2015, 01:32:17 PM »
Not sure what you're waiting for ?

Thanks much for the screenshots, but I still can't fix anything until you answer all six questions.

1. What new bug are you seeing
 2. What is the first alpha version that displays the bug
 3. What is the last version that does not display the bug
 4. The exact ROM name as shown at the top of the play menu or in the gallery
 5. A savestate so that we can easily reproduce the problem
 6. Ideally, two screenshots of the same scene: one with the bug and one without the bug

Obviously I don't need a savestate for the bug in the rareware logo scene.
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Offline retroben

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Re: 3.0 Alpha Testing
« Reply #313 on: January 04, 2015, 02:08:45 PM »
You wouldn't need one for the others either,just enter WELDERSBENCH in the in-game cheat option to unlock all chapters like I did when testing it.

The two with the door are both when bugged,but showing how it appears when near the end of the screen.
It is also very similar to how the Banjo-Tooie glitch looks in how it fixes the model on the screen end.
These are most likely started from when the Glide64 change was first made while regressions are expected because Conker looked fine in earlier Alphas.

I should probably check the first Hangover area too.

Offline littleguy

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Re: 3.0 Alpha Testing
« Reply #314 on: January 04, 2015, 03:08:56 PM »
Just answer the questions PLEASE!  I have never played a minute of this game.  Why are you making it so difficult?
2012 Nexus 7, rooted stock Lollipop
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Xperia PLAY, stock Gingerbread
OUYA, retail version