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Morphix 
WipeOut 2097 Problem
Posted on 5-Jun-2012 13:58:36
#1 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

Hello to everyone!

I have been trying to run WipeOut 2097 on my A1200 PPC Setup.

I am installing the game from the CD, I am installing the latest Warp3D from Aminet.

I have already installed WarpOS -wrap.library- ver 5.1

I am using CyberGraphX 4 plus updates. I have a BVision Gfx card. I have made a new 320x200 plus 640x480 16/16 bit modes to try with FullScreen WipeOUT as I knw the game support only 15/16 bit modes.

On the launcher Window the HardWare acceleration is deactivated, I go to double / triple buffered screen bar, select a mode, press the play button and all I get is a full black screen. the computer is not crashing a I am able to soft reset it.

I am under a Miggy 1200 060/PPC, Bvision Gfx, 128Mega, SubWay, Indi MKI. I run 3.9 with AfaOS and some patches loaded via LoadModule -tried without them but the results are the same-.

The last time I was able to play this was on a similar PPC setup but under OS 3.5.

Any tips?

Last edited by Morphix on 05-Jun-2012 at 02:39 PM.

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Karlos 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 14:07:26
#2 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Morphix

I take it you mean WarpOS and Warp3D ?

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Morphix 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 14:38:34
#3 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

@Karlos

yes, typo corrected.

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thellier 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 15:03:04
#4 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@Morphix

Just try Aminet/cow3d ==> if it works then your warp3D install is OK

Alain

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Karlos 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 15:30:30
#5 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Morphix

I had to ask, because it's the perfect name for a replacement wrapper :)

Anyway, can you confirm that your environment variables are set correctly?

For WarpOS, my settings are:

ENVARC:PowerPC/terminator 2
ENVARC:PowerPC/gfxaddr $e0000000

You should also be running BPPCFix somewhere early in your startup sequence.

Then there are environment variables specific to Warp3D itself under CyberGraphics. My settings are:

ENVARC:Warp3D/CyberGfx/DISABLE 0
ENVARC:Warp3D/CyberGfx/KEEPLOCK 1
ENVARC:Warp3D/CyberGfx/FORBID 1
ENVARC:Warp3D/CyberGfx/FORCEV4 1

There are also some Permedia2 specific vars you can set:

ENVARC:Warp3D/Permedia2/DITHER

Set this to 1 to force dithered output on 15/16-bit displays

ENVARC:Warp3D/Permedia2/FOG

The Permedia2's fog implementation supports interpolated mode only which falls rather short of the expectations of OpenGL. Setting this to ALL allows all fogging modes to be enabled, but interpolation is used in all cases. Otherwise, the API returns an error when an unsupported fog mode is set.

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Morphix 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 15:30:35
#6 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

@thellier

It works, same goes for the Wrap#D demo :)

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Morphix 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 21:04:27
#7 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

Quote:
@Morphix

I had to ask, because it's the perfect name for a replacement wrapper :)

Anyway, can you confirm that your environment variables are set correctly?

For WarpOS, my settings are:

ENVARC:PowerPC/terminator 2
ENVARC:PowerPC/gfxaddr $e0000000

You should also be running BPPCFix somewhere early in your startup sequence.

Then there are environment variables specific to Warp3D itself under CyberGraphics. My settings are:

ENVARC:Warp3D/CyberGfx/DISABLE 0
ENVARC:Warp3D/CyberGfx/KEEPLOCK 1
ENVARC:Warp3D/CyberGfx/FORBID 1
ENVARC:Warp3D/CyberGfx/FORCEV4 1

There are also some Permedia2 specific vars you can set:

ENVARC:Warp3D/Permedia2/DITHER

Set this to 1 to force dithered output on 15/16-bit displays

ENVARC:Warp3D/Permedia2/FOG

The Permedia2's fog implementation supports interpolated mode only which falls rather short of the expectations of OpenGL. Setting this to ALL allows all fogging modes to be enabled, but interpolation is used in all cases. Otherwise, the API returns an error when an unsupported fog mode is set.



Thanks! I will check this stuff right away! Can you please tell me how to set those variables? Should they be set inside a file? Can you point which one? Thanks

BPPCFix is running on SS.


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Karlos 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 21:10:18
#8 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Morphix

Those variables are files, the contents of which are the values listed. To permanently set, for example, the "terminator" variable to 2, you can do

echo > ENVARC:PowerPC/terminator 2

This assumes you have a PowerPC directory within ENVARC: (ENVARC: btw is an assign that usually points to SYS:Prefs/Env-Archive)

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Morphix 
Re: WipeOut 2097 Problem
Posted on 5-Jun-2012 22:41:10
#9 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

@Karlos

A big thanks for all the details :) The files were there, I changed them -where- using editpad.
There was not a CyberGfx folder inside the Wrap3D one. I created one and put the new files in there -however there was a CyberGraphx one on ENVARC:, now I got both-

With high hopes I rebooted and started the game, no luck, the prog would stack even if I run on Window mode.

Could this be a WrapOS issue?

or a powerpc.library issue?

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Karlos 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 0:51:18
#10 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Morphix

If Cow3D works, then it would seem to imply you don't have an issue with your installation per se.

What I would suggest is that you try switching workbench to 640x480 16-bit and starting the game in windowed mode, with no other screens open. This will mean that you will only get two additional 16-bit deep buffers (the window's offscreen buffer and Z buffer). Make sure you have mip mapping disabled in the launcher preferences (doesn't work with permedia2 anyway).

This will at least rule out any low VRAM cause.

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delshay 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 5:42:16
#11 ]
Regular Member
Joined: 20-Sep-2008
Posts: 447
From: Unknown

Was there a fix for this game,the trail looks all wrong.

I can play this PPC game @1024x768 full speed no slow down whatsoever on Permedia 2.

All remaining PPC games to follow almost there 1024x768 Bvision/Permedia 2.

Last edited by delshay on 06-Jun-2012 at 05:55 AM.
Last edited by delshay on 06-Jun-2012 at 05:53 AM.

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Morphix 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 6:55:56
#12 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

@delshay

Is there a fix? Would like to check it.

But it does nto seem to be a GFX issue. The thing hangs even in Window mode even if it is started from a 640x480 mode WB.

I even tried to boot it without AfaOS, without any patches -setpatch- and without any LoadModule command on SS, same crap.

I got the original CD and it would also not run on AmigaOS 4.0 it would not even get to the launcher.... and on 4.1 classic -would crash after the intro screen- and on my SAM it would boot but after 5 minutes of playing... guess yes it would crash!

This is an absalute crap.

Last edited by Morphix on 06-Jun-2012 at 07:25 AM.

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delshay 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 7:20:03
#13 ]
Regular Member
Joined: 20-Sep-2008
Posts: 447
From: Unknown

This game works on OS3.9 & OS4.1,but the trail out of the back of the craft looks wrong.

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Morphix 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 7:30:06
#14 ]
Regular Member
Joined: 10-Aug-2009
Posts: 449
From: Greece

Do not know what else to do :( In here it does not even boot.

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thellier 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 9:04:08
#15 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@delshay

About the shadow on the ground:
I have maded several test to make it works on WaZp3D and it never worked...
(only exception is disabling ColoringGL)
It seems that reals WaRp3D drivers that display the shadow correctly dont works like they should with the Warp3D specs
Or I miss something....

Alain Thellier - Wazp3D author

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Karlos 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 9:09:19
#16 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@delshay

Quote:
Was there a fix for this game,the trail looks all wrong.


The problem is due to the fact that in V4 Warp3D, a fake additive blending mode was added to the P2 driver for MiniGL/Heretic 2, which requires that textures are configured a particular way to leverage. Unfortunately, WO2097 detects the mode but can't use it properly, resulting in the dodgy trails.

However, this issue has been fixed in OS4.1 since W3D_Permedia2.library v 52.24 (21.2.2011), but you do have to read the release notes to be aware of how to use it.

You need to set

ENVARC:Warp3D/Permedia2/wipeout/DisableAdditiveBlending to "on"


Notice the executable/process name in the path. That's a feature of the P2 driver in OS4.1, you can provide per-application driver settings in addition to global ones. The per-application settings always override the global one where the application name (or process name) matches. You don't want to set this one globally as it will interfere with later titles.

On the subject of Warp3D V5 Permedia2 settings, for Wipeout2097 you can also use:

ENVARC:Warp3D/Permedia2/wipeout/DisableFBClear "on"
ENVARC:Warp3D/Permedia2/wipeout/EnablePatchedZ "on"

That should give you a small FPS boost. The first setting turns W3D_ClearDrawRegion() into a No-op. It seems that either the draw buffer is cleared by a graphics.library call, or that every pixel is overwritten at some stage regardless. Not clearing the buffer not only saves on the memory blockfill time but also prevents the various register caches associated with 3D primitive rendering from getting invalidated during drawing.

The second setting reconfigures the Z buffer to use patches, which allow faster Z testing. At present, this interferes with software access to the Z buffer, but Wipeout2097 doesn't use any anyway.

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Karlos 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 9:14:13
#17 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@thellier

I think it's a bug in the setup for legacy rendering. The R200 driver presently fails a bunch of texture related unit tests in an application I wrote for driver verification, but I'm looking into it presently but haven't figured out why yet. It appears to be a problem with alpha blending in general when using the old pre V4 drawing methods. You will notice that the text background is dark blue rather than transparent also. It's as if the texture's alpha channel is ignored all together, but these features do work in other titles.

On the plus side, I have just implemented W3D_DrawElements() for non interleaved arrays (was completely missing) and fixed a bunch of line rendering issues for that driver :)

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Bamiga2002 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 10:15:05
#18 ]
Member
Joined: 28-Mar-2006
Posts: 97
From: Finland

For BPPCFix you should have "terminator=0" and "NoPatch" in WarpOS settings.

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Bamiga2002 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 10:17:39
#19 ]
Member
Joined: 28-Mar-2006
Posts: 97
From: Finland

@delshay
To quote my other reply in Amibay:

"I think you need a tad older libraries for Wipeout with BVision.

suggestions for testing:
powerpc.library v15
warp.library v4
warp3D.library v? - dunno if this needs to be changed

Not sure about the exact versions of these but experiment and test. "

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Karlos 
Re: WipeOut 2097 Problem
Posted on 6-Jun-2012 12:24:39
#20 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4402
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@Morphix

Quote:

Morphix wrote:
Do not know what else to do :( In here it does not even boot.


Don't worry about it. I'll check my OS3.9 installation tonight and confirm all the various library versions and environment settings I'm using as it works fine on my configuration.

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