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Thread: Advice for Parallels and MMF2 HWA

  1. #1
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleMac Export Module
    AndyH's Avatar
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    Exclamation Advice for Parallels and MMF2 HWA

    Hi Clickteam,

    Parallels 8 has just been released for OSX. It appears to have a bug in its graphics driver for Windows that show up in MMF HWA applications. I'm posting here because it will likely only affect iOS developers who are running MMF from within a Windows VM.

    It looks like this particular bug is specific to the GeForce 320M graphics in my MacBook.

    The bug only occurs so far with MMF games created with Direct3D HWA mode. All background graphics are displayed normally, but any object that is classed as an active object will be displayed half off the right of the window. It seems that the x origin of zero is the dead centre of the window instead of the left edge of the window and all actives are drawn starting from this center point.

    It doesn't happen in every MMF HWA app, but I have found after adding so many active objects to a frame (could also be counters or strings etc) this behaviour will trigger and the graphics are drawn halfway across the window. Take some active objects away and they are drawn in the correct place.

    When they are drawn incorrectly halfway off the screen the collisions, mouse click locations etc register in the positions they should be in.


    I was wondering if you can offer me any information about how active objects are drawn in HWA render mode that is different t background objects which are not affected, that I can pass along to Parallels support to help them fix this problem? Or if you have any ideas on why they might be positioned from the centre of the Window instead of the left edge?

    Parallels first line support have confirmed it does not happen on a recent iMac (Intel graphics) and have forwarded my issue on to their development team. Any additional information I can give them will help greatly.

    Here is an video showing what is happening on the Mac running Windows 7 in a VM and a PC: http://www.youtube.com/watch?v=cYGqfLP-WD0&sns=em



    In the mean time I am having to run my MMF games in DirectX or standard render modes.
    Andy H @ ovine.net
    Awful Jokes - a new cartoon every day: http://awful.ovine.net/
    Ovine's games: http://www.ovine.net

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    cfullerNY's Avatar
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    tried using parallels several times over the years, always ran into problems and crashes

    i use bootcamp now, never had a problem since 2010

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module

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    strange, i use parallels 7 on my imac. It is bootcamped with windows 7. I use that for parallels to boot from.. everything works fine and is much easier than two seperate computers (mind, i still do some MMF work on one of my PCs suited to longer work...)

    only pain is if you use with parallels on the mac and also use it from the bootcamped partition - i always run into problems with the serial of windows 7.
    I might hold off updating to version 8 though (i think i can have a free copy of that)

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    I've only been with parallels since version 5, this is the first issue I've had with them although not a big problem. So far their technical support has been pretty good. For MMF iOS development it is a really quick and easy way to get from MMF to the device.

    I think I'd need a much bigger harddisk to be able to use bootcamp.
    Andy H @ ovine.net
    Awful Jokes - a new cartoon every day: http://awful.ovine.net/
    Ovine's games: http://www.ovine.net

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    Ahh, thanks for the heads up! I am actually looking into using Parallels for this so I don't have to keep swinging my chair between my laptop and my Mac (and the less time I have to spent away from OSX the better), but I'm worried about the games running slow. I have the 2010 iMac with 3.06GHz Intel Core 2 Duo, 4GB RAM, NVIDIA GeForce 9400 256MB graphics, not a particularly powerful machine to pull off heavy Windows stuff (but more than enough for anything I can throw at OS.

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    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleMac Export Module
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    I've been able to run mmf HWA games without a sweat. I have a Macbook mid 2010, which has a 2.4ghz processor and nvidia 320m graphics card, so your setup should be more than capable. The graphics card is likely to be the deciding factor. Try their demo first.

    The only issues I have had to date excluding this one was the sound would sometimes be delayed but I found a command line switch that corrected that.
    Andy H @ ovine.net
    Awful Jokes - a new cartoon every day: http://awful.ovine.net/
    Ovine's games: http://www.ovine.net

  7. #7
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleXNA Export Module
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    Ah, would you share the command line switch with us in case the issue arises?

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    In the boot options, add devices.audio.playback.latency = 100

    Yves, Francois - can you offer any insight into how MMF2 in Direct3D draws objects that might explain why Parallels video card driver might produce this issue? I've only seen Active-type objects affected so far, so I am making an assumption that background objects are being handled in a slightly different way? I really hope that Parallels development team are able to get a Macbook of the same spec to replicate this issue, otherwise any HWA development with MMF2 in this VM will have to come to a stop.
    Andy H @ ovine.net
    Awful Jokes - a new cartoon every day: http://awful.ovine.net/
    Ovine's games: http://www.ovine.net

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