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Author Topic: Problem with AAE and AVGA v2 PCI Expess?  (Read 1870 times)

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AAG

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Problem with AAE and AVGA v2 PCI Expess?
« on: April 21, 2009, 03:14:10 pm »

I've downloaded/extracted the following from http://pages.suddenlink.net/aae/

AAE Alpha Binary, including required Artwork and Sound files (Not MAME Standard)
AAE Update #1, extract to your AAE directory. (10/27/08)
AAE Update #2, extract to your AAE directory. (12/13/08)

I've also got the rom verify with the dat from http://www.logiqx.com/Dats/AAE/ (apart from the "nodump rom for lunar lander rev 1 & 2).

Running windows xp with a ultimarc avga v2 pci express.  Just connected to a VGA monitor at the moment - no 15khz monitor curenlt attached. Windows desktop res=1280x1024.

DirectX version 9.0c

Just a standard ps2 mouse and keyboard connected to a Shuttle SK22G2.

Just double clicking aae.exe as packaged up - opens a black window. The system then "hangs" for 30 seconds or so, and  either :-

opt 1 - a message box appears saying
"Crap, mouse acquire failure"

opt 2 - the game list appears, but pressing any key makes the "crap, mouse acquire failure" message box appear.

aae.exe then needs killing via task manager.


aae.log doesn't seeem to say anything

Number of supported games is: 70
Setting timer resolution to Min Supported: 1 (ms)
Number of supported joysticks: 0
Number of supported games in this release: 71
Main AAE Path: D:\Emumlators\aae\aae092808\aae.ini
Path Override Value: 0
Loading configuration information for AAE GUI
Configured Mame Rom Path is NONE
Running game AAE GUI
OpenGL Init
OpenGL 2.0 support detected, good.
Max Texture Size supported by this card: 2048x2048
Max number of color buffers per fbo supported on this card: 4
ARB_Multisample Extension Supported
Anisotropic Filtering Supported
Your video card supports vysnc, good.
EXT_Frambuffer Object Supported (Required)
Generating Phospher Texture
Initalizing FBO's
Framebuffer Complete! A-OK
Framebuffer Complete! A-OK
Framebuffer Complete! A-OK
Successful .png upload: error.png
Successful .png upload: info.png
Successful .png upload: buttons.png
Successful .png upload: joystick.png
Successful .png upload: spinner.png
Successful .png upload: settings.png
Successful .png upload: video.png
Successful .png upload: sound.png
Successful .png upload: gamma.png
Successful .png upload: font.png
Building Font
Shader Init Start
Finished configuration of OpenGl sucessfully
Dipswitch save not found! - Setting Defaults
Loading saved key configuration
Loading saved key configuration
Opening, samples\aae.zip
Opening, samples\aae.zip
Number of samples for this game is 11
Initializing Game
Initalizing DX mouse
NUMBER OF CPU'S to RUN 0
Successful .png upload: ship.png
Successful .png upload: shipeng.png
Successful .png upload: explosion.png
Successful .png upload: star.png



----END OF INIT -----!




Any ideas anyone?

Help!




aae

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Re: Problem with AAE and AVGA v2 PCI Expess?
« Reply #1 on: April 24, 2009, 09:23:30 pm »
Well,

My very undescriptive error message just means that the focus was lost for the window. It should have recovered. It looks like a GL code error causing the crash.

Things to try:

1. Install this: http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en
2. I am not sure if the AVGA2 drivers include opengl support at all. You can try just a test by unloading them and installing the latest catalyst package from amd/ati. These drivers should work. If that fixes it, then we can go from there.

Thanks,
Tim

AAG

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Re: Problem with AAE and AVGA v2 PCI Expess?
« Reply #2 on: April 26, 2009, 04:44:44 pm »
Thanks for the reply - but

1 - The C runtime didn't make any difference.

2 - GPU Cabs viewer from http://www.ozone3d.net/gpu_caps_viewer/?from-gpu-caps-viewer seems to list the opengl capabilities :-

Extract follows :-

===================================[ OpenGL GPU Capabilities ]
- OpenGL Version: 2.0.5529 WinXP Release
- GLSL (OpenGL Shading Language) Version: 1.10
- ARB Texture Units: 8
- Vertex Shader Texture Units: 0
- Pixel Shader Texture Units: 16
- Geometry Shader Texture Units: 0
- Max Texture Size: 2048x2048
- Max Anisotropic Filtering Value: X16.0
- Max Point Sprite Size: 1024.0
- Max Dynamic Lights: 8
- Max Viewport Size: 4096x4096
- Max Vertex Uniform Components: 4096
- Max Fragment Uniform Components: 4096
- Max Geometry Uniform Components: 0
- Max Varying Float: 44
- Max Vertex Bindable Uniforms: 0
- Max Fragment Bindable Uniforms: 0
- Max Geometry Bindable Uniforms: 0
- Frame Buffer Objects (FBO) Support:[yes]
- Multiple Render Targets / Max draw buffers: 4
- Pixel Buffer Objects (PBO) Support:[no]
- S3TC Texture Compression Support:[yes]
- ATI 3Dc Texture Compression Support:[no]
- Texture Rectangle Support:[no]
- Floating Point Textures Support:[no]
- MSAA: 2X
- MSAA: 4X
- MSAA: 6X
- OpenGL Extensions: 100 extensions
    <li>GL_ARB_multitexture</li>
    <li>GL_EXT_texture_env_add</li>
    <li>GL_EXT_compiled_vertex_array</li>
    <li>GL_S3_s3tc</li>
    <li>GL_ARB_depth_texture</li>
    <li>GL_ARB_fragment_program</li>
    <li>GL_ARB_fragment_program_shadow</li>
    <li>GL_ARB_fragment_shader</li>
    <li>GL_ARB_multisample</li>
    <li>GL_ARB_occlusion_query</li>
    <li>GL_ARB_point_parameters</li>
    <li>GL_ARB_point_sprite</li>
    <li>GL_ARB_shader_objects</li>
    <li>GL_ARB_shading_language_100</li>
    <li>GL_ARB_shadow</li>
    <li>GL_ARB_shadow_ambient</li>
    <li>GL_ARB_texture_border_clamp</li>
    <li>GL_ARB_texture_compression</li>
    <li>GL_ARB_texture_cube_map</li>
    <li>GL_ARB_texture_env_add</li>
    <li>GL_ARB_texture_env_combine</li>
    <li>GL_ARB_texture_env_crossbar</li>
    <li>GL_ARB_texture_env_dot3</li>
    <li>GL_ARB_texture_mirrored_repeat</li>
    <li>GL_ARB_transpose_matrix</li>
    <li>GL_ARB_vertex_blend</li>
    <li>GL_ARB_vertex_buffer_object</li>
    <li>GL_ARB_vertex_program</li>
    <li>GL_ARB_vertex_shader</li>
    <li>GL_ARB_window_pos</li>
    <li>GL_ARB_draw_buffers</li>
    <li>GL_ATI_draw_buffers</li>
    <li>GL_ATI_element_array</li>
    <li>GL_ATI_envmap_bumpmap</li>
    <li>GL_ATI_fragment_shader</li>
    <li>GL_ATI_map_object_buffer</li>
    <li>GL_ATI_separate_stencil</li>
    <li>GL_ATI_texture_env_combine3</li>
    <li>GL_ATI_texture_float</li>
    <li>GL_ATI_texture_mirror_once</li>
    <li>GL_ATI_vertex_array_object</li>
    <li>GL_ATI_vertex_attrib_array_object</li>
    <li>GL_ATI_vertex_streams</li>
    <li>GL_ATIX_texture_env_combine3</li>
    <li>GL_ATIX_texture_env_route</li>
    <li>GL_ATIX_vertex_shader_output_point_size</li>
    <li>GL_EXT_abgr</li>
    <li>GL_EXT_bgra</li>
    <li>GL_EXT_blend_color</li>
    <li>GL_EXT_blend_func_separate</li>
    <li>GL_EXT_blend_minmax</li>
    <li>GL_EXT_blend_subtract</li>
    <li>GL_EXT_clip_volume_hint</li>
    <li>GL_EXT_draw_range_elements</li>
    <li>GL_EXT_fog_coord</li>
    <li>GL_EXT_framebuffer_object</li>
    <li>GL_EXT_multi_draw_arrays</li>
    <li>GL_EXT_packed_pixels</li>
    <li>GL_EXT_point_parameters</li>
    <li>GL_EXT_rescale_normal</li>
    <li>GL_EXT_secondary_color</li>
    <li>GL_EXT_separate_specular_color</li>
    <li>GL_EXT_shadow_funcs</li>
    <li>GL_EXT_stencil_wrap</li>
    <li>GL_EXT_texgen_reflection</li>
    <li>GL_EXT_texture3D</li>
    <li>GL_EXT_texture_compression_s3tc</li>
    <li>GL_EXT_texture_cube_map</li>
    <li>GL_EXT_texture_edge_clamp</li>
    <li>GL_EXT_texture_env_combine</li>
    <li>GL_EXT_texture_env_dot3</li>
    <li>GL_EXT_texture_filter_anisotropic</li>
    <li>GL_EXT_texture_lod_bias</li>
    <li>GL_EXT_texture_mirror_clamp</li>
    <li>GL_EXT_texture_object</li>
    <li>GL_EXT_texture_rectangle</li>
    <li>GL_EXT_vertex_array</li>
    <li>GL_EXT_vertex_shader</li>
    <li>GL_HP_occlusion_test</li>
    <li>GL_NV_blend_square</li>
    <li>GL_NV_occlusion_query</li>
    <li>GL_NV_texgen_reflection</li>
    <li>GL_SGI_color_matrix</li>
    <li>GL_SGIS_generate_mipmap</li>
    <li>GL_SGIS_multitexture</li>
    <li>GL_SGIS_texture_border_clamp</li>
    <li>GL_SGIS_texture_edge_clamp</li>
    <li>GL_SGIS_texture_lod</li>
    <li>GL_SUN_multi_draw_arrays</li>
    <li>GL_WIN_swap_hint</li>
    <li>WGL_EXT_extensions_string</li>
    <li>WGL_EXT_swap_control</li>
    <li>WGL_ARB_extensions_string</li>
    <li>WGL_ARB_make_current_read</li>
    <li>WGL_ARB_multisample</li>
    <li>WGL_ARB_pbuffer</li>
    <li>WGL_ARB_pixel_format</li>
    <li>WGL_ARB_render_texture</li>
    <li>WGL_ATI_pixel_format_float</li>
    <li>WGL_ATI_render_texture_rectangle</li>

The stablity test "fur renering" works.

The OpenGL Demos
   HDR + OF + RADIAL BLUR - ERRPR [TONEMAPPING] PIXEL SHADER ERROR - then errora about cast int/float

   HW GEOMETRY INST   -> "this demo requires the support of opengl geometry nstancing"

   Softshadows error = spohgpassshader pixel shader error: error:0:20 - can't convert from const int to float

   point sprote partciles works ok

   vertex displacement mapping "This demo reuiqres opengl 2.0 and one vertx txteure unit"

   cel shading works


Does it look like it's the actual openGL drivers are at fault? Should I be contacting Andy@ultimarc, and if so - asking what?

(As a side note - I've only ever got the drivers as supplied from ultmarc work on the avga 2 pci express. (I've tried a few other things to get custom reolutions to work - and nothing has worked - including the Offical catalyst drivers - omega drivers/dna drivers - soft15khz-powerstrip. Also the vista32 drivers don't seem to work on xp either.)


Thanks again - any other suggestions?