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-rw-r--r--results/scraper/box64/2595
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diff --git a/results/scraper/box64/259 b/results/scraper/box64/259
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+Running bedrock_server (Minecraft Private Server App) on Ubuntu Arm with Box64 - got some bugs inside server
+(for reference, I'm opening a replica here, because I've mistaken and created it on box86 repo, [original link](https://github.com/ptitSeb/box86/issues/595))

+

+So, for the Op Code you said, it seems to be ok now! But the skin issue is the same, just to point it.

+![imagem_2022-03-28_221838](https://user-images.githubusercontent.com/52167789/160513216-26e21f7d-9971-46a5-a3ca-b5060b0b725c.png)

diff --git a/results/scraper/box64/2590 b/results/scraper/box64/2590
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+Installation error Lav filters
+![Image](https://github.com/user-attachments/assets/78a2c1c2-96d0-4e32-82e5-b3aee671c7f8)
+
+Winlator@Frost 10.0 V3
+Wine: 9.2
+Box64: 0.3.5 
+Device: xiaomi pad 6s pro
+
+[logs.txt](https://github.com/user-attachments/files/19999541/logs.txt)
+
+<!-- Failed to upload "IMG_20250501_144644_475.jpg" -
+
+Little nightmares 2 Crashes on loading 
+
+[logs.txt](https://github.com/user-attachments/files/19999832/logs.txt)
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diff --git a/results/scraper/box64/2591 b/results/scraper/box64/2591
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+`cannot execute binary file: Exec format error` AFTER Steam successfully downloads and installs itself
+I built and installed Box64 with Box32 enabled, and then ran the `install_steam.sh` script. Afterwards, I ran `box64 steam` and the Steam download window opened, it downloaded an extracted itself, and then began starting. Afterwards it got stuck in a loop where it would repeatedly try to start various Steam executables with the error `cannot execute binary file: Exec format error`, despite the Steam setup process working just fine with no such error.
+
+I `rm -rf`ed ~/steam and ~/.local/share/Steam and re-ran the whole process, this time outputting to a text file, and that file is attached below:
+
+[steam_box64_log.txt](https://github.com/user-attachments/files/19999829/steam_box64_log.txt)
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diff --git a/results/scraper/box64/2592 b/results/scraper/box64/2592
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+The game does not determine
+Little nightmares 2  Winlator frost 9.0 v3 Works, Winlator 10.0 v3 frost  It doesn't work, the game requires installation Dx12 , I posted Vkd3d, But the game still requires an argument -dx12 , Why is it unknown possible dll Files have changed with version 9.0 V3 Logs 
+
+[logs.txt](https://github.com/user-attachments/files/20002247/logs.txt)
+
+![Image](https://github.com/user-attachments/assets/cdb4f6b0-06f3-4bdd-aaff-3e2bfbc4399a)
+![Image](https://github.com/user-attachments/assets/4dbd5f3a-2480-4c31-8669-2312d8188bcf)
+![Image](https://github.com/user-attachments/assets/c0e01513-be25-4d4a-8942-272ca19da24f)
+![Image](https://github.com/user-attachments/assets/9baa84f1-90bd-44c8-9f08-5b5493122a93)
+![Image](https://github.com/user-attachments/assets/e9fdd21a-da33-49dd-b480-cb74148bbbed)
+
+
diff --git a/results/scraper/box64/2593 b/results/scraper/box64/2593
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+Graphical Issues with MiSide on Newer Box64 Builds
+Starting from 57f0744, MiSide have graphical issues with fastnan=0
+
+![Image](https://github.com/user-attachments/assets/df2c6a0b-30d8-4c45-b7a5-d76b2d05658b)
+
+Now with fastnan=1
+
+![Image](https://github.com/user-attachments/assets/4c926952-1147-4fa9-8aae-93fdfb3dec88)
+
+On 7b2e084 works normally
+
+![Image](https://github.com/user-attachments/assets/b2df6d8e-bbaf-46f7-948a-f7f8b5912de9)
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diff --git a/results/scraper/box64/2594 b/results/scraper/box64/2594
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+There will be support Box64 For iOS
+![Image](https://github.com/user-attachments/assets/f7f3d073-d097-48ea-b09b-dacde1344c42)
+![Image](https://github.com/user-attachments/assets/3f789c7b-faca-4ce3-96c5-1901a90e229e)
+![Image](https://github.com/user-attachments/assets/e7846276-dc5f-4621-9d45-b348ce21ff0b)
+![Image](https://github.com/user-attachments/assets/a37fcaf8-f48c-4c17-a279-4684cbbcc1d1)
+![Image](https://github.com/user-attachments/assets/fe0e787e-bc76-4d56-b675-afb92d61304b)
+
+If it will be possible to adapt it will be great but due to limitations iOS It will be difficult to make an emulator 
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diff --git a/results/scraper/box64/2595 b/results/scraper/box64/2595
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+++ b/results/scraper/box64/2595
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+Question/Request: About Box64 x87 reduced precison info and comparison vs new "rosettax87" project hack?
+Hi,
+very new to Box32/64 and finding that Box64 supports some kinds of x87 reduced precision..
+
+from docs:
+https://github.com/ptitSeb/box64/blob/main/docs/USAGE.md
+https://github.com/ptitSeb/box64/blob/main/docs/box64.pod
+we have:
+BOX64_X87_NO80BITS
+BOX64_DYNAREC_X87DOUBLE
+
+I see with BOX64_DYNAREC_X87DOUBLE that you even allow/default to single precision using this option..
+0: Try to use float when possible for x87 emulation. [Default]
+1: Only use Double for x87 emulation.
+2: Check Precision Control low precision on x87 emulation.
+
+so question is if you can share what perf can we gain vs non reduced x87 precision on targeted microtests? 
+
+
+I say this because for Rosetta since recently we have project:
+https://github.com/Lifeisawful/rosettax87
+which acceleretes x87 computation in some cases 10X at least on M4:
+https://github.com/Lifeisawful/rosettax87/issues/2
+
+at least on the  simple sample benchmark shared on this project (using x87 for calculating fsqrt seems):
+clang -v -arch x86_64 -mno-sse -mfpmath=387 ./sample/math.c -o ./build/math
+
+at least
+Rosetta M4:
+Average time: 123040 ticks
+
+Rosettax87 M4:
+Average time: 12222 ticks
+
+part of code:
+
+```
+#define TIMES 1000000
+#define RUNS 10
+#define METHOD run_fsqrt
+
+clock_t run_fsqrt() {
+    float sixteen = 16.0f;
+    
+    clock_t start = clock();
+    
+    // Run fsqrt many times to get measurable time
+    float four;
+    for(int i = 0; i < TIMES; i++) {
+        four = __builtin_sqrtf(sixteen);
+    }
+    
+    clock_t end = clock();
+    clock_t time_spent = (end - start);
+    
+    printf("Result: %x\n", *(uint32_t*)&four);
+    return time_spent;
+}
+
+int main() {
+    clock_t times[RUNS];
+    clock_t sum = 0;
+
+    printf("benchmark %s\n", STRINGIFY(METHOD));
+    
+    // Perform multiple runs
+    for(int i = 0; i < RUNS; i++) {
+        times[i] = METHOD();
+        sum += times[i];
+        printf("Run %d time: %lu ticks\n", i+1, times[i]);
+    }
+    
+    // Calculate average using integer math
+    clock_t avg = sum / RUNS;
+    printf("\nAverage time: %lu ticks\n", avg);
+    
+    return 0;
+}
+
+
+```
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diff --git a/results/scraper/box64/2596 b/results/scraper/box64/2596
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+++ b/results/scraper/box64/2596
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+Battle Brothers on box32
+Hi @ptitSeb,
+I'm opening this issue because I believe you might be my last hope to get this game running decently on my smartphone.
+
+Device specifications: OnePlus 12R - SD8Gen2 - 16GB RAM - Android 15 (OxygenOS)
+Videogame: Battle Brothers, a 2D OpenGL 3.3 32-bit game
+
+Problem: Severe frame rate fluctuations; FPS on the world map vary between 10 and 40, and in battles between 15 and 50, making the game playable but with a noticeably poor experience.
+
+Apps through which I used Box64/Box32:
+
+Winlator Official by brunodev85 (latest build - Winlator 10 Final (hotfix))
+
+Winlator Box32 Mod by alexvorxx (https://github.com/alexvorxx/winlator/releases/tag/v7.1.5-mod3)
+
+With Winlator Official, I tried running the game with Box64 and WOW64. I kept the default "Intermediate" settings, only changing the parameter BOX64_DYNAREC_FORWARD to 1024. I did this because leaving it at 128 made the game run with such low FPS that it was practically unplayable. As the graphic driver, I initially used Turnip and the DXVK wrapper. I also tried all other combinations, but even when the game managed to start (not all configurations did), the issue persisted.
+
+With Winlator Box32 Mod, I obviously used the only configuration that allows Box32: Turnip and WineD3D as the DX wrapper. In this specific case, besides the aforementioned BOX64_DYNAREC_FORWARD, I also modified other variables:
+
+BOX64_DYNAREC_BIGBLOCK set to 3
+
+BOX64_DYNAREC_WAIT set to 0
+
+BOX64_RESERVE_HIGH set to 1
+
+With this latter setup, I got about 5 or 6 more FPS compared to the one achieved with Winlator Official. So, it's likely that Box32 emulates this game better than Box64. However, the FPS instability issue persists: it's as if during certain screen transitions or specific moments, FPS drops sharply for several seconds.
+
+I'm attaching all the logs I was able to produce with Winlator Box32 Mod, hoping you might give me some guidance or find them useful in case there’s something that needs fixing.
+
+Looking forward to your feedback, and I want to sincerely thank you for everything you do. If needed, I’m available for any kind of testing. I truly hope to get Battle Brothers running decently because it's a fantastic game that fits the mobile context extremely well.
+
+[Winlator.zip](https://github.com/user-attachments/files/20011363/Winlator.zip)
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diff --git a/results/scraper/box64/2597 b/results/scraper/box64/2597
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--- /dev/null
+++ b/results/scraper/box64/2597
@@ -0,0 +1,2 @@
+Good news for Linux
+![Image](https://github.com/user-attachments/assets/ea0899eb-3400-47da-afbb-3b86d4689286)
diff --git a/results/scraper/box64/2598 b/results/scraper/box64/2598
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+++ b/results/scraper/box64/2598
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+Should `NewBrick()` use `setProtection_mmap` to correctly track mmap regions?
+In `NewBrick()`, after allocating memory via `box_mmap()`, the code currently uses `setProtection()`:
+```c
+brick_t* NewBrick(void* old)
+{
+    brick_t* ret = (brick_t*)box_calloc(1, sizeof(brick_t));
+    static void* load_addr_32bits = NULL;
+    if(box64_is32bits)
+        old = load_addr_32bits;
+    else {
+        if(old)
+            old = old + NBRICK * sizeof(onebridge_t);
+    }
+    void* ptr = box_mmap(old, NBRICK * sizeof(onebridge_t), PROT_READ | PROT_WRITE | PROT_EXEC, MAP_PRIVATE | ((!box64_is32bits && box64_wine)?0:0x40) | MAP_ANONYMOUS, -1, 0); // 0x40 is MAP_32BIT
+    if(ptr == MAP_FAILED)
+        ptr = box_mmap(NULL, NBRICK * sizeof(onebridge_t), PROT_READ | PROT_WRITE | PROT_EXEC, MAP_PRIVATE | ((!box64_is32bits && box64_wine)?0:0x40) | MAP_ANONYMOUS, -1, 0);
+    if(ptr == MAP_FAILED) {
+        printf_log(LOG_NONE, "Warning, cannot allocate 0x%lx aligned bytes for bridge, will probably crash later\n", NBRICK*sizeof(onebridge_t));
+    }
+    setProtection((uintptr_t)ptr, NBRICK * sizeof(onebridge_t), PROT_READ | PROT_WRITE | PROT_EXEC | PROT_NOPROT);
+    dynarec_log(LOG_INFO, "New Bridge brick at %p (size 0x%zx)\n", ptr, NBRICK*sizeof(onebridge_t));
+    if(box64_is32bits) load_addr_32bits = ptr + NBRICK*sizeof(onebridge_t);
+    ret->b = ptr;
+    return ret;
+}
+```
+
+However, `setProtection()` does not label the region as `MEM_MMAP`. 
+As a result, `getMmapped()` returns 0, even though the region was mmap-allocated.
+
+I've already pushed a [local commit](https://github.com/devarajabc/box64/commit/0a2042a427c3bf6eaffa88124a84930a18126d06) that applies this change. 
+
+Before opening a PR, I’d like to confirm: Are there any design considerations that explain why `setProtection()` was originally used instead of `setProtection_mmap()`?
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