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Re: My Micro is back!
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Thanks everybody. Although as an OS 3 user under emulation, I sort of never left!

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Re: My Micro is back!
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Quote:

cha05e90 wrote:
@Samurai_Crow

Welcome back!

Quote:
for use developing Aladdin4D

So it's more or less unused? *merunsaway* Sorry - i couldn't resist...


Actually, when I sent it in it had Prerelease 3 on it. Now it has OS 4.1.2 on it. They've obviously used it.

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Re: My Micro is back!
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Thanks!

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My Micro is back!
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I'm typing this from my MicroA1-c for the first time in many years.

I had loaned it to DiscreetFX for use developing Aladdin4D but now he has returned it! Now I have something OS4-based to tinker with.

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Re: Thin emulation?
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Update:

Along the way to my quest, I discovered that MrgCop() and RethinkDisplay() are inadequate to the task of providing a gateway to Copper emulation. They depend too much on the base Copper-list pointed to by the ViewPort structure. It seems they only work in trivial cases such that only color-change copper lists would work well and anything non-trivial will not work (eg. changing bitplane pointers relative to the top of an Intuition-scrolled screen).

I hoped the X1000 will be able to emulate the NatAmi using this GPU acceleration, but I kind of doubt that there will be sufficient time and energy to write a NatAmi emulator before it comes out anyway.

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Re: Your Next Amiga Hardware Purchase will be...
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I'll be buying the netbook only. IMHO, what made the Amiga what it is isn't the fast processor but the highly integrated graphics chips. If the PowerVR core proves to be worth its weight, I should be able to do what I need to on it.

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Re: OS4 netbook!
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Resized Image


Image copied from this AW.net entry.

It would seem that only one version of the chip has an integrated SoC graphics processor.

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Re: CMake progress
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WOW! That's excellent news indeed!

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Re: Xmos on PCI card
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Keep in mind that the XMOS chip is good at doing things that hardware interrupts are normally used for. It may improve the latency of some hardware but the speedup of the CPU will only be limited to the avoided pipeline stalls. After all, most hardware interrupts can't be branch predicted.

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Re: reaction or MUI based installer utility
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If it's a bug in NListView, it might be worthwhile to submit a bug report on the NList bug tracker.

http://sourceforge.net/projects/nlist-classes/

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Re: reaction or MUI based installer utility
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@Daedalus

Are you using a standard ListView or NListview? I think NListview.mcc is a bit more flexible than the standard MUI listview.

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Re: Thin emulation?
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I'll probably get MacOSX 10.7 for my birthday. It has OpenGL 3 support but only in software.

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Re: Thin emulation?
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I would convert all of the values to integers and see if there is a sampler for reading in ivec4 instead of vec4. I couldn't use floating point textures though. In OpenGL 3.x they introduced shift operations and modulo as well as bit masking.

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Re: Thin emulation?
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Update:

The shader editor under XCode 4.0.2 on my Mac doesn't support shaders beyond GLSL 1.2 which corresponds to OpenGL 2.1 or OpenGL-ES 2.0 . So much for shifting and masking bits.

I need a new OS. Even MacOSX Snow Leopard 10.6.8 is too far behind the curve for me now. :(

@Belxjander

What OS are you running that you can do OpenGL 3.1-level shaders?

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Re: Thin emulation?
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It just occurred to me that if I have a graphics card capable of doing bitwise operators, and I have a 32-bit pixel format, and I know the endian match of the screenmode (eg. ARGB vs. BGRA), then I can slice the 32-bit pixels up into an 8 bit-per-pixel display mode. The only catch is that the blitter won't recognize it as 8 BPP.

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Re: Thin emulation?
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@Belxjander

Before I commit to doing anything, I'm going to have to experiment with the shaders. I may have to do some of this in Linux or MacOSX because I want to be sure that the development system works well. Terminills on AROS Exec has agreed to give me an nVidia graphics card so I can try this out in AROS also. Once I get this working on OpenGL, I can look at what it would take to get the full version working on Gallium.

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Re: Thin emulation?
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@Deniil
If you want accurate timing, use UAE. If you want something that will emulate at full-speed, use the closest hardware equivalent to what you're emulating. In this case fragment shaders are the closest things that 3D graphics cards have to copper lists.

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Re: Does anyone want to help develop Amiga games?
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@Cammy

Have you looked into GMane.org? If you send an email to the proper address, it will start a mailing list with an NNTP feed for use with the NewsCoaster newsgroup reader on the Aminet. It also has a web interface that should work with the Amiga as well.

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Re: Does anyone want to help develop Amiga games?
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Annihilation, Halloween Nightmare, and the Top-Secret Multiplayer Party Game would be Cammy and Rebel's own projects and probably still need help. I'm showing Cammy how to program in AmigaE but there's still lots to do.

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Re: Thin emulation?
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@Hans

Thanks for confirming that most of what I wanted to do is possible on some modern hardware. As you may know, I'm a member of the NatAmi team and being able to emulate SuperAGA in shaders would be one goal of mine, but being able to emulate only the AGA planar modes would still be a worthy goal.

@Thread

I'll try to keep you informed. Incidently, the new machine I got from my friend did not have an nVidia graphics card in it so I'm back to editing shaders in Linux. If I can get GLSL to perform as needed, I'll let you all know.

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