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Joined: Mar 2001
Posts: 17,217 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,217 Likes: 234 |
The easiest repro of these issues is to simply let DKC2 run out the title screen and drop into attract - it goes all black there and stays that way.
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Joined: Jan 2010
Posts: 92
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Posts: 92 |
Weird, I'm using the latest bobz build (march 7) and the games behave as I stated above. (winxp 32bit)
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
here dkc2 went successfully through three levels in the demo and back to the title without stopping to a black screen... however, later I will try with a fully clean compile (I usually only delete snes.o/nintendo.a files), and recheck... might be some problem which does not manifest in my build due to a mix of old and new .o files. on the bad news side, superscope support is not working in fact. It worked once (with Super Scope 6), then not anymore (that's why I'm going to recompile in any case )
Last edited by etabeta78; 03/07/10 04:58 PM.
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Joined: Jan 2010
Posts: 92
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Joined: Jan 2010
Posts: 92 |
hmmm I think I should better start pulling and building directly off the svn instead since otherwise I might be reporting stuff that's been fixed. does the svn build with the new mame buildtools?
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Joined: Apr 2004
Posts: 1,563 Likes: 12
Very Senior Member
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Very Senior Member
Joined: Apr 2004
Posts: 1,563 Likes: 12 |
yes, it builds with the new mame buildtools
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
some good news: I fixed the SuperScope support and I was finally able to reproduce the mentioned issues (screen turns to black suddenly in some games)
the bad news is that I'm still looking for a fix... more news when I find the culprit.
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Joined: Jan 2006
Posts: 3,691
Very Senior Member
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Very Senior Member
Joined: Jan 2006
Posts: 3,691 |
@Arbee: I'd need some help from you. could you try to compile a build with SYMBOLS=1 ans see if the issue is still present? I compiled a clean build with SYMBOLS=1 and one clean build with SYMBOLS=0. the first has no issues, the second is bugged.
This at least would explain why I was never able to reproduce the problems mentioned earlier: I was always using a SYMBOLS=1 build in my tests...
any idea of which kind of code might cause such a problem with the compiler?
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Joined: Jan 2010
Posts: 92
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Joined: Jan 2010
Posts: 92 |
Likely it's something that screws up with optimization since when compiling with symbols the makefile uses -O0 (no optimizations) while compiling without symbols defaults to -O3. I'll do some tests.
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Joined: Mar 2001
Posts: 17,217 Likes: 234
Very Senior Member
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Very Senior Member
Joined: Mar 2001
Posts: 17,217 Likes: 234 |
You can override that behavior, of course. I ususally use 'make SYMBOLS=1 OPTIMIZE=3' for symbols, but then I'm often debugging fairly 'heavy' targets.
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Joined: Jan 2010
Posts: 92
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Joined: Jan 2010
Posts: 92 |
Yeah I can pretty much verify that it's some code that gcc screws up with in optimization since I just compiled latest svn rev with -O0 and no symbols and no more black screens in the aforementioned games.
edit: it get's black screens already with -O1 so it must really have problem with some code.
Last edited by Xor; 03/07/10 11:21 PM.
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