SebRmv Posted February 1, 2012 Author Share Posted February 1, 2012 Just found the bug, before going to work! Thanks for spotting it. Do you want the fixed version of vline.s ? Quote Link to comment Share on other sites More sharing options...
Hyper_Eye Posted February 1, 2012 Share Posted February 1, 2012 Yes. That is what the screenshot shows. It is pretty strange. Once I go beyond a certain ymax the pixels start coming down on the right based on the ymax value. Then if I start increasing my ymin the amount on the right moves down with the ymin. Not only does it move down... it also shrinks and the intended line moves further down the screen. Eventually the line on the right will disappear while the intended line reaches the bottom of the screen with the top starting significantly lower than the other lines. Quote Link to comment Share on other sites More sharing options...
SebRmv Posted February 1, 2012 Author Share Posted February 1, 2012 Yes. That is what the screenshot shows. It is pretty strange. Once I go beyond a certain ymax the pixels start coming down on the right based on the ymax value. Then if I start increasing my ymin the amount on the right moves down with the ymin. Not only does it move down... it also shrinks and the intended line moves further down the screen. Eventually the line on the right will disappear while the intended line reaches the bottom of the screen with the top starting significantly lower than the other lines. Hi. As I said, I have found the bug. I don't think I will release an update just for that fix, but here is the patch. In vline.s, replace the block (after label .depth_ok) or.l #XADD0,d0 move.l d0,A2_FLAGS moveq #0,d0 ;; remove move.w SCREEN_W(a0),d0 ;; remove move.l d0,A2_STEP move.l d1,B_CMD wait_blitter d0 by or.l #XADD0,d0 move.l d0,A2_FLAGS moveq #1,d0 ;; fix swap d0 ;; fix move.l d0,A2_STEP move.l d1,B_CMD wait_blitter d0 As every bug, this one was really stupid! Instead of doing Y++ between each inner loop, it was doing X+=W. The bug happened when X wrapped around 65536, so in this case at line 204. Because X was initially equal to 240. Indeed 240+204*320 = 65520 but 240 + 205*320 = 65840 >= 65536 And 65840 mod 65536 = 304. So an artefact occured at X = 304! 4 Quote Link to comment Share on other sites More sharing options...
Hyper_Eye Posted February 1, 2012 Share Posted February 1, 2012 (edited) Sorry. I didn't see your last post because it was on the next page and I didn't notice the new page. Sorry about that. I'm glad the bug is resolved. I will apply the fix and give it a shot. In my testing last night I had found that 204 was the magic number. It all adds up! That worked perfectly. Thanks! Edited February 1, 2012 by Hyper_Eye Quote Link to comment Share on other sites More sharing options...
SebRmv Posted February 5, 2012 Author Share Posted February 5, 2012 Hi, I just made a bugfix release of jlibc & rmvlib. I also added a new example showing how to communicate with the Skunkboard thanks to rmvjcp. 2 Quote Link to comment Share on other sites More sharing options...
SebRmv Posted April 23, 2012 Author Share Posted April 23, 2012 For those of you who want to try but are afraid to install linux, I have set up a VirtualBox machine with the Removers development kit installed on it. Download link is at http://removers.atari.org/softs/download.php under the name JagStation. 6 Quote Link to comment Share on other sites More sharing options...
rush6432 Posted April 24, 2012 Share Posted April 24, 2012 Nice, ill have to give this a shot and test it out! Ive got a custom environment in linux right now for my own but i always like seeing other setups Quote Link to comment Share on other sites More sharing options...
SebRmv Posted January 25, 2013 Author Share Posted January 25, 2013 It is my pleasure to announce that jlibc and rmvlib are now hosted on github: https://github.com/sbriais/jlibc https://github.com/sbriais/rmvlib 6 Quote Link to comment Share on other sites More sharing options...
Hyper_Eye Posted February 4, 2013 Share Posted February 4, 2013 That's an excellent development. Thanks for your continued work on these great tools. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.