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Re: 2023 - November - Blastaway
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@saimo

Using Dpad and stick same behaviour.

controllermap and testgamecontroller are part of SDL archive (test drawer).

Ok, no problem if won't/can't be fixed/workarounded.

TiA

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Re: 2023 - November - Blastaway
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@saimo

Using AmigaInput prefs test shows ok, no jitter of sticks.

using SDL gamecontroller for calibarting (took me a while) and then using testgamecontroller ok too.
I'll update my re-calibrated joypad to SDL/SDL2 github ASAP.

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Re: 2023 - November - Blastaway
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@saimo

yes has an ANALOG button (like START/SELECT ones), but seems doing nothing, at least on amiga.

https://www.ewent.com/en-us/usb-double ... ucceeded-by-pl3330-ew3170

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Re: 2023 - November - Blastaway
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@saimo

tested "old" vesions

20191106.2227 works ok
20191112.2338 works ok
v1.5 gamepad moves jerky when going up/dwon.

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Re: 2023 - November - Blastaway
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@saimo here when using joystick/gamepad when going up/down player stops (get stuck), and I need to press several times up/down to player "start" again going up/down.

Anything I can try/test to see why happens?


Blastaway v1.5 (2022.07.31)


Edited by jabirulo on 2023/11/6 13:12:08
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Re: Power supply for SAM460LE?
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Hi, I use on my SAM460EX a small form factor power supply (SSF or SFX) can't remember watts, but maybe around 350W.

My case is a very very ooooold PC desktop case.

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Re: Power Off script for A1222+
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@MichaelMerkel

check mail

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Re: Power Off script for A1222+
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@LyleHaze

Hi, you mean this POff?
http://os4depot.net/?function=showfile&file=utility/shell/poff.lha

So drop me a PM and will send you some test/beta.

TiA

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Re: 2023 - October - Bubbelsche Deluxe
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Re: 2023 - October - Bubbelsche Deluxe
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Played the demo and got this hiscore

Resized Image

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Re: Debuging NallePuh...
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@LiveForIt

Maybe adding to the button object creating "GA_Immediate, TRUE," makes WMHI_GADGETDOWN work.

GA_Immediate (BOOL)
When set indicates that the gadget is to notify the application when it becomes active. This attribute corresponds to the GACT_IMMEDIATE activation flag.

Defaults to FALSE.

Applicability is (OM_NEW, OM_SET, OM_GET, OM_UPDATE)


...
LAYOUT_AddChild, ButtonObj = ButtonObject,
GA_ID, GAD_BUTTON,
GA_Immediate, TRUE,
//GA_RelVerify, TRUE,
GA_Text, "A button!",
GA_HintInfo, "The default hint info is this",
ButtonEnd,
CHILD_WeightedHeight, 0,
...

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Re: qemu emualtion of AmigaONE XE
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Re: Porting astromenace to AmigaOS4
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@smarkusg

AFAIK there is a setting in Wazp3D prefs to "display fps"

http://thellier.free.fr/Wazp3D.htm

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Re: Porting astromenace to AmigaOS4
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@SinanSam460

Does the build has some "dwarf" argument or just "-g"? Change it to -gstabs

and maybe "-lpthread -athread=native" (you already have -lpthread, but dunnot "-athread=native" is somehow "mandatory" too).

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Re: sdl12-compat
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@Maijestro

https://github.com/libsdl-org/sdl12-compat
...
This code is a compatibility layer; it provides a binary and source compatible API for programs written against SDL 1.2, but it uses SDL 2.0 behind the scenes. If you are writing new code, please target SDL 2.0 directly and do not use this layer.
...

AFAIK looks like a wrapper for SDL1 to use SDL2 (if I'm not mistaken)

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
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@HunoPPC

Hi, changed/updated BeWorld's wipeout fork:

[render_gl_legacy.c]:
//AMIGAOS4
#elif defined(__amigaos4__)
// #include <SDL2/SDL.h>
// #include <SDL2/SDL_opengl.h>
#include <EGLSDL2/SDL.h>
#include <EGLSDL2/SDL_opengl.h>


and in Makefile[.amigaos4]:
L_FLAGS := $(L_FLAGS) -lSDL2egl_wrap -legl_wrap -lauto

build without problems, and runs with all textureet all

GREAT JOB MAN!!!!!!!


NOTE: if I don't use "-lauto" I get:
/SDK/local/newlib/lib/libegl_wrap.a(egl_wrap.o): In function `OpenDynLibs()':
egl_wrap.cpp:(.text+0x2d36): undefined reference to `ITimer'
egl_wrap.cpp:(.text+0x2d3e): undefined reference to `ITimer'
/SDK/local/newlib/lib/libegl_wrap.a(esGlu.o): In function `glutGet':
esGlu.c:(.text+0x5ee): undefined reference to `ITimer'
esGlu.c:(.text+0x5fa): undefined reference to `ITimer'
esGlu.c:(.text+0x60a): undefined reference to `ITimer'
/SDK/local/newlib/lib/libegl_wrap.a(esGlu.o):esGlu.c:(.text+0x966): more undefined references to `ITimer' follow
make: *** [sdl] Error 1
#

isn't possible to add/open Timer/ITimer so to get rid of -lauto switch?

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Re: how to make a shell window be active after boot by default ?
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@kas1e

if you use RAWBInfo, then juts on WBStartup prefs click on entry and you should see "Start priority" and set it to a lower value so it starts last one.

Not sure but think tooltype is "PRIORITY=<value>"

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Re: have you seen this?
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@HunoPPC

https://www.amigans.net/modules/newbb/ ... id=142763#forumpost142763

...
To get rid of alignment error:

I had to change line 366 as follows (in platform_sdl.c)

sdl_path_userdata = SDL_GetPrefPath("", "wipeout");
...

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Re: have you seen this?
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@SinanSam460

tested on my SM460ex and works fine slooooow (~8 fps), but works!!!

GREAT job man(s)!!!!

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Re: have you seen this?
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@SinanSam460

GREAT. will try it tomorow

THXaLOT

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