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amiarcadia.lha - emulation/gamesystem
Apr 28, 2024
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ifarchive_dl.lha - utility/script
Apr 28, 2024
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kt_scripts.lha - utility/script
Apr 28, 2024
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stream.lha - utility/benchmark
Apr 27, 2024
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thumbnailmaker.lha - video/misc
Apr 26, 2024
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mce.lha - game/utility
Apr 23, 2024
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theme_list.lha - utility/misc
Apr 23, 2024
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faac.lha - audio/convert
Apr 22, 2024
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faad2.lha - audio/convert
Apr 22, 2024
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seq.lha - audio/misc
Apr 22, 2024
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Re: Giddy 3 v1.3
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Posted on: 2009/3/22 8:39
#121
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Not too shy to talk
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I said nothing.
Edited by xeron on 2009/3/24 14:30:52
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Re: Keyboard input sample ?
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Posted on: 2009/3/21 15:41
#122
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Not too shy to talk
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@freddix Its not a problem to have multiple keyboard functions. Have a global variable called "programstate" and do:
void keyboard( unsigned char key, int x, int y )
{
switch( programstate )
{
case PROGRAMSTATE_MENU:
menu_key( key );
break;
case PROGRAMSTATE_WHATEVER:
whatever_key( key );
break;
}
}
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Re: Giddy 3 v1.3
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Posted on: 2009/3/21 13:25
#123
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Not too shy to talk
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@Capehill
Giddy asks for a 640x480 16bit surface.
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Re: Giddy 3 v1.3
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Posted on: 2009/3/19 7:25
#124
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Not too shy to talk
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@sofistisoftware
Giddy 3 works perfectly with a recent beta here.
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Re: Giddy 3 v1.3
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Posted on: 2009/3/17 21:14
#125
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Not too shy to talk
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@sofistisoftware
Try this:
* Before running giddy, run "dumpdebugbuffer clear" in a shell * Run giddy, make it freeze the system * Reboot, then run "dumpdebugbuffer file=ram:debug.txt" * Email the debug.txt to pete _at_ petergordon _dot_ org _dot_ uk
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Re: Giddy 3 v1.3
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Posted on: 2009/3/16 22:24
#126
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Not too shy to talk
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@sofistisoftware
Hmmm.. thats weird. It works perfectly here.
Do you have a crash in the debugbuffer when it crashes?
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Giddy 3 v1.3
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Posted on: 2009/3/15 20:27
#127
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Not too shy to talk
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Giddy3 v1.3 just hit OS4Depot. Changes: * Removed the workaround for a bug in MiniGL. The workaround was actually causing crashes on the spaceship level. This means that the game should no longer crash, but the viewscreen on the spaceship won't work properly until MiniGL 2.1 is released. * Fixed a bug which meant that Giddy could end up stuck in the ground if you stood in exactly the right place on one of the bubbles. * Removed the erroneous bulb effect when starting the game. * Added credits for MorphOS and Mac builds Giddy 3 on OS4Depot.netGiddy 3 on Facebook.
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Re: developers, what are you working on?
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Posted on: 2009/3/4 12:03
#128
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Not too shy to talk
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@TSK You've done some really great tools there
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Re: CodeBench official website
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Posted on: 2009/3/3 14:38
#129
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Not too shy to talk
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@Menthos Alright, how about, "when the next beta is ready"
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Re: CodeBench official website
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Posted on: 2009/3/3 13:11
#130
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Not too shy to talk
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@Menthos When its done
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Re: CodeBench official website
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Posted on: 2009/3/3 12:36
#131
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Not too shy to talk
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@Menthos
Well, there is one bug that is in the OS to do with copy/paste, but I think Rigo has a workaround for that.
All the other ones were in the gadget, and are fixed.
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Re: CodeBench official website
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Posted on: 2009/3/2 12:22
#132
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Not too shy to talk
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@Rigo Nice site. Look forward to the removal of the Javascript BTW, my work on richeditor isn't just "initial", i would call it "continuing"
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Re: GCC, Dynamic structure creation method ?
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Posted on: 2009/2/26 11:16
#133
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Not too shy to talk
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@freddix
Yes. A good tip is to initialise the structure to sensible defaults as much as possible in your constructor. Can save weird bugs and headaches later.
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Re: GCC, Dynamic structure creation method ?
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Posted on: 2009/2/25 18:36
#134
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Not too shy to talk
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@freddix
ObjectType *AllocateObject( void )
{
ObjectType newObj = NULL;
newObj = IExec->AllocVecTags( sizeof( ObjectType ), TAG_DONE );
if( !newObj ) return NULL;
// Do any required initialisation
return newObj;
}
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Re: OWB 3.7
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Posted on: 2009/2/24 22:30
#135
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Not too shy to talk
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Wow! Is it me or has it just got even faster? Its really snappy now. As fast, if not faster than, firefox on my PC. Considering the PC is a much faster machine than my A1, this is very impressive!
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Re: Problems with 0.8 beta
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Posted on: 2009/2/24 10:34
#136
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Not too shy to talk
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@orgin Quote: - Mark some text spanning more than one line. - Press a non blank character. - Not all of the originally marked text disappears, a portion of it remains.
Fixed :)
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Re: GCC, Switch( condition ) & Case
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Posted on: 2009/2/22 23:56
#137
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Not too shy to talk
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@freddix
You need to put "break;" at the end of each case part, otherwise the code continues executing through the rest of the cases.
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Re: Repulse and OS4 Classic
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Posted on: 2009/2/20 12:52
#138
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Not too shy to talk
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I gave up because it was too much of a stab into the unknown. I have no experience writing AHI drivers, or sound card drivers.
DaveAE gave me an AC'97 based OS4 driver to use as a base, and I was going to put the logic from the Linux driver in where possible.
It just drove me nuts and i gave up, basically.
I still have the code if someone wants to look, but its probably best to just start again.
@DaveAE The official repulse drivers just plain don't work on OS4. AFAIK, anything that tries to play sound just gets 'stuck'.
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Re: Repulse and OS4 Classic
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Posted on: 2009/2/19 23:01
#139
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Not too shy to talk
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@DJBase I started work on an OS4 native driver using the linux driver as a reference. I gave up, though.
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Re: Problems with 0.8 beta
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Posted on: 2009/2/11 19:42
#140
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Not too shy to talk
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@orgin Hmm... the creeping slowness could be related to the fact that the editor currently refreshes the whole display, even if it just scrolls. The render function can render subsections of the display, though, so once the functionality of the editor stabilises and the bugs are squashed, the optimisation phase will kick in and i'll fix that. I was going to suggest that the use of RPTAG_APenColor would cause the slowness on 8bit screens, but then i remembered it falls back to pens anyway Edit: Oh, and i've already fixed the scrolling oddness.
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