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Re: Bug in Milky-Tracker :-(
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@K-L

I have added the icon as a contribution, hopefully it's fine.

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Re: Building Cross-Compiling adtools for Amiga OS4 PowerPC (ppc) with Cygwin/Bash on Ubuntu on Windows
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https://gcc.gnu.org/onlinedocs/gcc-5.5 ... mmary.html#Option-Summary -mstrict-align option is available for 3 HW platforms (one of them is PowerPC). It's clear to me that a wrong compiler is used here.

AmigaBlitter: if ppc-amigaos-gcc command cannot be executed (as you write above), or it's somehow linked to the wrong compiler, then you cannot crosscompile.

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Re: Bug in Milky-Tracker :-(
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@K-L

I have updated the version on my home page. File requester should now open on the correct screen, mouse dragging was fixed and MilkyTracker remembers the last used directory.

If it works OK, I will upload it to OS4depot so please give it a spin.

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Re: Bug in Milky-Tracker :-(
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@K-L

Key repeat wasn't supported in AmigaOS 4 SDL2 library, but now it is. So it needs to wait for a new SDL2 release.

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Re: Bug in Milky-Tracker :-(
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@K-L

Probably, have to locate all code that calls those file requesters and store the path.

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Re: Bug in Milky-Tracker :-(
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@K-L

Got it and verified. Thanks. https://github.com/capehill/MilkyTracker/issues/1

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Re: Bug in Milky-Tracker :-(
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@Varthall

I checked the keys and they seemed to work for me. What is the story with various preprocessor symbols? Did you also port MT for OS3.x?

I have made the current version available on my home page at http://capehill.kapsi.fi/ . Please test!

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Re: Bug in Milky-Tracker :-(
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@Varthall

Would you remember what key didn't work? I have now added ASL file requester for Milky.

CPU usage seems to vary between 60-80% on Sam440. I think most of it is because of drawing, playback shouldn't be that heavy. Should be profiled anyway.

If I open another module while playing the old one, CPU stays at 100% for a moment and then drops down. If I stop playing before loading then it works ok.

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Re: Finding SObjs for Lunaroid - Not on OS4Depot
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@MickJT

If SDK is installed, there should be a shell tool called readelf. Readelf -d lib.so should show the dependencies if I remember correctly.

There is also a shell tool called ListDynDeps (or something similar). This crashes for me though (bug reported).

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Re: Cross-Compiling for Amiga OS4 PPC from Cygwin / Bash on Ubuntu on Windows 10+
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@AmigaBlitter

Why would you copy the OS? Cross-compiler needs only the headers and libs.

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Re: Compiling for SDL ?
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@thellier

(with OS4 glasses on)

- SDL1 doesn't seem to be maintained
- SDL2 has seen active development, 2.0.6 release is likely

If you plan to use OpenGL1.x, no big differences.

If you plan to do some 2D blitting, SDL1 supports HW acceleration only in fullscreen mode. This would be possible to change, of course. SDL2 has compositing support.

Either way, it's not super hard to switch from SDL1 to SDL2. Takes maybe one weekend. (read the migration guide)

SDL2 is more future-proof if you want to support other current systems. Almost nobody on the official SDL forum talks about SDL1.

I have done some SDL2 work. Ask me anything! :)

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Re: Bug in Milky-Tracker :-(
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Seems that Milkytracker compiles quite easily with CMake and SDL2 :) Could somebody summarize the Amiga issues? File requester with volumes?

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Re: SDL2
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@Lio

Entering player names was not supported in SDL version, it's not AmigaOS-related issue. Maybe in some future version?

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Re: SDL2
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@Lio

Which filesystem? Could you also check that high score file is not write-protected?

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Re: SDL2
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@TSK

Do you refer to the original instructions? I changed the control key to right ALT because as far as I know Amiga has only one control key. Right ALT was a fairly logical option (?), near the cursor keys. Other player can use left SHIFT + SZXC keys.

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Re: SDL2
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@TSK

Uploaded fixed (hopefully) version of SMB...let me know how it works.


Edited by Capehill on 2017/9/11 20:08:32
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Re: SDL2
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Fixed some bugs in Super Methane Bros and reuploaded archive (also on OS4Depot).

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Re: We so need an updated browser!
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@Raziel

So far our GCC doesn't support C++11 concurrency features, threads, mutexes etc. There is nothing technical preventing those (there is pthreads library for example), I guess it is a question of time or motivation.

At some point we must have those C++11 features or porting C++ code becomes cumbersome (when you have to rewrite those part in old C++).

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Re: Aleph One
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@Thematic

Ok so selecting OpenGL with shaders will give the black screen - I managed to reproduce that. Thanks for the report.

EDIT: uploaded a new version with stack cookie and black screen fix.


Edited by Capehill on 2017/8/29 19:30:29
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Re: Aleph One
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@TSK

I think there is something wrong with the icon if stack setting didn't work. My stack setting in Prefs/WB is 128KB and it works ok, I don't have an icon at the moment. AlephOne as a game doesn't of course try to read anything from possible icon, that would be done by the OS.

(I have already added a stack cookie and all this nonsense will go away once I get a new release done.)

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