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Re: Hyperion managed by liquidator; bankruptcy looming.
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@mattew
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Key components of OS4 are owned by A-EON


Since when AmigaInput, Workbench, USB stack, many gadgets, NGFS, and a bunch of other stuff are not key components ? I mean, they are not owned by AEON, while they important pieces of OS4.

Quote:

For example, A-EON owns most of the 2D graphics system, Warp3D, MediaToolBox etc.


As far as i aware, 2D graphics system is graphics.library, one of the most significant key components of OS4, and this is not owned by AEON (at least i know, that work on it is ongoing right now, from Hyperion's side, not from AEON). Or AEON made a replacement for instead of those pure C commands ?

What own AEON is 3D, that true, and drivers for HD and RX, but not graphics.library.

Quote:

A substantial amount of components have been developed from scratch replacing files which could be tied up in yet more legal entanglements. This work has been done over the last 6 years in anticipation of this event happening.


The replacement commands from AEON, often brings new bugs to the users, which originals didn't have.

With the current level of management of whole Enhancer stuff, i fear to see what you will cookie up like this. Things were starts as something good and fresh, with all this work from Hans and some other ppls (like Trixie on SDK), but then, all ends up with calculators, replacements of C commands, and fights for the rights of “key components”, sadly.

See, you even can't release a graphics drivers update for sam460 which were done year ago, which make all users have bugs with, and doing it only now (without change log at the beginning, as usually). It is no different, like it was/is with Hyperion, when they are sitting on the stuff. How it all should be then, better than Hyperion ? Why one should use your replacement commands with new bugs, if there are nothing new anymore in ? That all the same currently. Only with many more untested replacements , which install over real os4 on top. Kind of stinks to pretend to be independent of Hyperion's OS, but stole versioning numbering and the whole base.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
If you want to use in your build opengl then gl4es fo sure need it: it faster much, at least when we comoare fos before it were 3 times faster in monkey island, grim, etc. For "opengl with shaders" we already use ogles2 directly (via standard, unpatched sdl, already).

Maybe you go no gl4es way because you want to use or minigl for those who didnt have modern card, or ogles2 directly (without needs of gl4es, which is faster).

Gl4es usually used when app do not provide direct opengles2 usage, but only opengl. Scummvm do handle opengles2 route well, so maybe that were reasson to not use gl4es. But, you then should use in scummvm "opengl with shaders", not pure opengl (which then will be minigl in your case)

As for clib4 usage i not sure it will give major benefits in terms of 3d, but it still good to use as any issues can be fixed, and we not forced to newlib only now, and more devs using it better gor all us :)

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
If scummvm go casual ogles2 route (they call it opengl with shaders if i remember right), then no gl4es need to be used, as ogles2 used directly. If one want go pure opengl route, then you use or minigl (pure sdl2) or gl4es (need modified sdl2 telling to use gl4es instead of minigl).

Question is what route you choose and where. If i remember right, we did use both ways: gl4es for parts where opengl used to have opengl 2.x, and pure ogles2 for "opengl with shaders", and even minigl for old cards and its auto choisen in scummvms amigaos opengl code.

At least that how i build it myself when we fight with shaders back then.

Anyway, if you want to know what you use, check if you link against -lgl4es and -lsdl2_gl4es (that how with my gl4es sdk, to not misunderstood with plain sdl2)

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
Wait, but arent we already 1 or 2 years ago sort all the things and you already use patched sdl2 with gl4es, both in newlib version ?

All in all gl4es can be used only with patched sdl1/2, original sdl only use minigl and ogles2, so if you want pure fast opengl , the you use gl4es + patched sdl

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Re: Bug-fix updates for Odyssey?
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@MartinW
Quote:

"Things that don't work for me on OS4 and need looking into" is that every time it opens, it opens to the full width of the screen


That casual settings of the MUI prefs you should do (in mui prefs) telling it to "save size of the MUI window permanently". Or if you want it static, then resize as you need, and do "snapshoot".

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Re: Introducing the Rear Window blog
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Top quality! Both app and blog posts

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Re: Bug-fix updates for Odyssey?
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Nope, no one developing it. But code on github, you can try to fix any issue you find and i can build fixed version then

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Re: AK DataType vs. WarpDT
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@Maijestro
They "was updated" , that should be enough :) (sarcasm mode)

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Re: AK DataType vs. WarpDT
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@mattew
And all still the same .. :)

I mean are you for real still don't see how vague is to post version numbers (which mean nothing) and “was updated” words, without actual providing of information what exactly were changes and updated ? Why ppls should be interested in those datatypes vs Oliver's one ? What good/new were done lately in AK ones so we should take attention on?

Not that recreating a wheel with datatypes is anyhow important and interesting, but still, even if somebody will find it interesting: how we should get what exactly were changed/updated ?

But that rhetorical, as probably you will say now that this all foundation, Hyperion is bad and so on without answering on actual question, right ?:)

ps. And even link to wiki is broken (you make a typo by missing "t" letter) in this post :(

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Maijestro
Sounds good

@smarkusg
Maybe share what you have now ? In the end of all, GUI can be done on top of it by someone else easy.

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Maijestro, smarkusg
If I remember right i port SDL2 version of latest DGEN sometime ago, and it were awfully slow and crashy in compare with version we have on os4depot (if i remember correctly, of course).

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Re: AmiUpdate 2.50
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Yes, i can confirm i have same issues as others

@Rigo
Quote:

No-one else has reported the problem


That only because we have almost none active users :) But once things start to be tested, ppls find what they find.

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Javier's GUI already good and tasty enough, and Huno says he want to have he's GUI as it, so .. or we use Huno's one, or Javier's one :)


@smarkusg
Quote:

Or maybe already .... time to deal with Dgen emulator - SEGA ...


Yeah, a love to see 2 more properly ported emulators for us : SEGA and ZX Spectrum ones with same set of things : tasty GUI (as Javier's one for SNES), compositing support (so mean rescaling of all sorts in window and full-screen mode) and those filter effects.

Also will be very tasty to have proper N64 emulator, which is fast and co, and properly ported too (the one we didn't have as i aware). Love to play Banjo-Kazooie and Zelda with N64.

Just those emulators need to be the same small, fast, and tasty, without full-blown lot of unnecessary png images, unnecessary effects where not need it, and additional images all over the places :)

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Huno
Tested new version !

Thank you for the continued work on it, now i can setup my own keys in the GUI which is very cool!

But as always i found some bits which you may want to improve :)

1). Something wrong with the sound in ChaonEngine: it's sometimes too late, and sometimes just missed. I set the full screen video mode, and video hack in 1920x1080. Then, when i play, the sound happens not immediately to the action, but after a few milliseconds. Maybe i should change something additionaly instead of how it by default ? And in whole it sounds all like MONO with 1-2 channels.. But maybe it just issue with SNES's version of ChaosEngine ?


2). The showing of FPS actually a bit bad looking. Instead of just showing FPS, it had another additional and unnecessary big line of text with this "freescale CPU E5550 blblabbal 60/60", which, have no needs to be there, as i only want to show FPS. Or maybe there is the way to disable that line already, and only keep show FPS instead ?

3). I think the whole gui logic of window/screenmode/videohack a bit unlogical and chaotic. What i mean, it can be a little bit simpler , like : you do have to choose at bottom window, or fullscreen, and when you choose fullscreen, it can just show list of screenmodes, which you choose and that all. No needs to have window/fullscreen, and then additional "video hack" option. This "video hack" imho should activate when you select "Fullscreen" and it bring you list of available video modes on your card and that all (like in old WarpSness for example).

4). Not the problem per se: but imho, archvie is too big because of those unnecessary "Cover3D".

5). Javiers's GUI is better structured and looks cleaner and more tasty : maybe use this one instead of your old one ? Your current one is too big and can't be resized, while Javier's one can and looks more cleaner (while have same logic issue with videohack/fullscreen, etc). His gui is also faster to operate with.

6). Can you explain plz all the needs for this "All roms" , "Fresnh Roms" "Roms-Universal" and so on ? I mean, why there needs to even have that, why just not simple "roms" directory as always everywhere and everything can be in. User can choose on his own what roms he want, no needs for unnecesary additional directories as well as unnecessary option in your gui for this.

7). Is it possible to disable (or make it optionaly) this fade in out effect when i do iconify ? It takes additional time (it happens with both , your and Javiers GUI).

But in whole it's very usable now ! At least with ability to set keys, saving states with shift+num like on old warpsness, using compositing with any video mode, resized window and Javier's GUI it looks really nice, so i can ditch warpsness with it's white borders !:) Currently, i only have issues with sounds in chaos engine to understand why it sounds like MONO, and some sounds sometimes misses. But maybe it's SNES version of game just done like this ?

Thanks again!

@ALL
Is anyone aware if there any MSU1 patch for Snes's version of ChaosEngine ?


Edited by kas1e on 2024/2/7 7:43:10
Edited by kas1e on 2024/2/7 7:46:59
Edited by kas1e on 2024/2/7 7:58:20
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Re: Updater tool: latest releases and updates
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@Futaura
Is amigakit anyhow related to the development of the AmiSSL in any way ? Maybe sponsoring you or something ? Just curious, as it looks a bit strange that they always post news that they take your AmiSSL and put on their updater. There probably should be reasons for doing this and they somehow helping you with developing in any way then ?

Just as far as i understand, the only updater system is supported by you is original AmiUpdate, which is up2date the same as the github/os4depot versions.

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Re: binutils 2.40 first native(!) beta tests !
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@Max
On the http://sourceware.org/bugzilla/show_bug.cgi?id=25135 , binutil's authors point out it was an issue in binutils in 2019, and were then fixed. I assume it should be in 2.40 as well , as it were released in 2022-12-31 ?

They also point out this kind of warnings are harmless, and have no impact on creating a binary, so, maybe crash in the binary Raziel have is different inssue, not related to those warnings (through, still strange , why he still have them, if it was fixed in 2019?)

@Raziel
Can you double-check if you indeed use all the new binutils (and ld, and all other stuff) ? Do you run it from makefile how, like "ld" , or like "ppc-amigaos-ld" ? And if so, if you run it from pure amigaos4 shell, or from "sh" in amigaos shell ? What i mean, can you mimic the same environemnt , and then in it type "ld -V" , "as -V" and "ar -V" , so we will 100% sure that all of the binaries takes by Scummvm's path are taken of the proper-new versions ?

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Huno
Thanks !

Video hack works fine, i can use 1920x1080 fine with compositing, yeah !

But found some strange moment : if i set to show FPS, and then DISABLE vsync on snesx9x, then it still always show 60 fps, no more no less, like VSYNC is still enabled.

Did i understand right, that with current version of the configs/gui i can't set my own keys to the keyboard for buttons and only prebuild ones can be used ?

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Re: Block comments
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@Hypex
Quote:

Has HKvalhe made negative comments lately?


No. Let him flood os4depot with comments about things he have no clue about, with phrases which have no logical connection between..

That the point about ability to be able to block comments from some users. From time to time i come to osedepot to read some comments about some software and when i see Helgis's posts, i know there will be wall of text about nothing, about things he know nothing about, over positive, crazy and simple out of mind. Thanks, but i somehow prefer to share hobby with sane ppls :)

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@khayoz
Quote:

The buttons in the GUI is offset by -1, same as the last GUI.

GUI button 0 = Amiga Input button 1
GUI button 1 = Amiga Input button 2


But that for joypads/joysticks, i don't use Amiganput/joypads most of time.. i need to set my own keys for keyboard instead. In warpsnes i simple click in gui's gadgets for buttons and set one i need, with Huno's one can't..

With Huno's one there some prebuild keyboard keys are used for keyboard, but i want to change them to be my own ones like in WarpSnes.


Edited by kas1e on 2024/1/4 10:11:06
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Huno
Cool !

Can you point me out how to change the keys/buttons in current version ? I just can't do it from GUI , and config file doesn't looks clean enough in this terms..

Also, just for future, maybe it will be possible to implement the same "save slots" as in warpsnes ? (i.e. you hit shift+ number, and it saves in this slot, then if you just hit pure number, it then load the slot) ?

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