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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
Not too shy to talk
Not too shy to talk


@god64

Quote:
try to compile your macos 9 software featuring ppc assemlber using the sprocket api on a macos x intel box. or infact as in terms of amiga os 3 vs amiga os 4, we are talking more of trying to compile your macos 7 software featureing 68k assembler on a os x intel.

99% of WookieChat compiles without modification on OS3, OS4, MorphOS and AROS. Nearly all of the changes are just for different types, solved using typedefs.
Edit: oh, and different ways of creating all the hooks.

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Re: porting to os4?
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Not too shy to talk


I dont think the existing public SDK works with the Sam. I remember having problems with make and g++, it just reapered. They fixed it and I downloaded it from a private Sam beta FTP, but I think a new public release is needed. Maybe someone from Hyperion could comment here..

Actually, its annoying expecting developers to trawl websites looking for questions to answer, so I'll email Hyperion when I get home in a few hours.

EDIT: I got a reply back. Apparently the public SDK works fine with the Sam.


Edited by jahc on 2009/1/12 5:32:44
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
Not too shy to talk
Not too shy to talk


@Atheist

You want to learn programming to create games, right?

If thats the case, then you might want to look at downloading Allegro for OS4. It's a gaming graphics/audio library, and its VERY easy to use. Stuff like draw_sprite(); or play_sound(); .. the only problem that you mentioned on IRC is that you struggle with anything that isnt AMOS.

Go to www.cprogramming.com and look for their tutorials. They're excellent. Once you can do all the stuff there, and once you've installed the Allegro files, you're ready to make Allegro games. Just ask for help on utilitybase.com for how to make a makefile for your game. (so that you can type "make" in an amiga shell to tell your compiler to create your program's executable file).

I get the feeling that half your problem is you dont want to use anything that isnt AMOS, so you wont allow your brain to learn anything else.

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I'm making a 2d platformer game engine for fun
Not too shy to talk
Not too shy to talk


a little game engine I'm cooking up in Allegro. :)

OS4 and Windows binaries. No platform specific code yet, so its easy to cross compile for any platform with Allegro.

read the readme.txt for instructions and new changes.

http://wookiechat.amigarevolution.com/misc/

P.S. it wants to die on exit sometimes under os4. I'm investigating still.

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Re: New case for the SAM almost ready
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Not too shy to talk


@Hans

I was referring to you. Whoops!

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Re: New case for the SAM almost ready
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Not too shy to talk


@Slayer

I think thats 3 Sam owners in New Zealand now. You, me, and Hans!

Btw, my Sam was significantly cheaper than that, but:
1. Customs saw the price on my package and assumed it was NZD instead of EURO, due to the specs. so because it was under $500 nzd (supposedly!) they didnt charge any duty!
2. I got a developer discount on my mobo
3. Because I was helping betatest, I didnt have to buy OS4.1

Oh and also, I got an el cheapo MicroATX case with 300 watt psu, and I also used the 2x 250gb sata drives from my A1, so I saved even more there.

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Re: OWB 3.1
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Not too shy to talk


@moood

fishy_fis on IRC #amigaworld gave it to me.

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Re: New case for the SAM almost ready
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Not too shy to talk


@TheDaddy

will you be able to earth yourself to the inside of the case when working on the insides?

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Re: OWB 3.1
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Not too shy to talk



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Re: OWB 3.1
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Not too shy to talk


@joerg

I wasnt aware there was a memory cache. That's adequate for me. :)

Quote:
Porting George Sokianos' bookmark which was used in OWB Blastoise (libowbbookmark.so) to OWB Galekid would be no big problem, but a lot of people didn't like it ...
Before implementing a new one from scratch I'll try implementing support for up- and downloads, tabs and better cookie handling, which may take some months.

Cool. :) how are these features coming along anyway?

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Re: sfssalv fails to recover directories from a damaged partition
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Not too shy to talk


@wawa

maybe you need to use the c:protect command to set the files and directories to +r (readable).

go to a shell and cd to the recovered files directory and type:
protect #? +r all

Edit: Actually, if thats the problem, you might want to set them to protect #? +rwed all

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Re: OWB 3.1
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Not too shy to talk


@Jorg

You've often stated it's too much work to make OWB into a proper browser, but you've done some amazing things since then.. So I'm wondering, do you think it'll be possible to add a disk cache in future? so that images don't have to be re-downloaded in full every time you hit back on your browser for instance? it seems like an awful waste of bandwidth and traffic.

Secondly.. any chance of "built in" bookmarking? :)

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Re: SimpleMail's development?
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Not too shy to talk


@jahc

Quote:
Same as for the other colors.

0xaabbcc for example.

In the next version there will be a proper setting.

Bye,
Sebastian


Edit: These settings look nice if anyone wants to copy and paste this to the end of your .config file:
Hidden.DontDrawAlternatingRows=N
Hidden.RowBackground=0xdbdbdb
Hidden.AltRowBackground=0xc6c6c6

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Re: SimpleMail's development?
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Not too shy to talk


Theres 3 new options in the .config file..

Hidden.DontDrawAlternatingRows
Hidden.RowBackground
Hidden.AltRowBackground

The first one can either be =Y or =N .. that was easy.. but how do I configure colours?
I've tried:

Hidden.RowBackground=db,db,db
Hidden.RowBackground=dbdbdb
Hidden.RowBackground=219,219,219

No luck, colours look wrong! I've emailed the Simplemail team in the meantime..

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Re: OWB 3.1
Not too shy to talk
Not too shy to talk


Is it just me, or does this version use much less memory? it seems to consume about 5-10mb per additonal window.

It seems to be intelligent now, because if I resize the window and make it smaller, my available ram info in the workbench titlebar goes up by a few megs
Edit: oops, maybe not. the ram goes down, but the video ram goes up. its just shifting around it seems


Edited by jahc on 2008/12/23 9:36:20
Edited by jahc on 2008/12/23 9:51:58
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Re: MAME any progress on a new version?
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Not too shy to talk


@Fab

Quote:
A better solution for SAM would be to port 0.3x to 0.6x MAME versions that were about 30% faster.

I remember using 0.56b on my PC for playing Marvel Super Heroes. If it can do all the Capcom games well on my Sam, I'd be ______ happy. In fact, I'd want to put money towards a bounty for that.

Mod Edit - Swearing


Edited by Jurassicc on 2009/1/21 16:16:11
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Ram limit on Sam440ep
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Not too shy to talk


Why is the Sam440ep limited to 512mb ram? and will the Sam-flex have the same limitation?

If I understood correctly, tabs are coming to OWB soon.. and I'd hate to have to rely on hard drive paging for having 10 tabs open.

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Re: MAME any progress on a new version?
Not too shy to talk
Not too shy to talk


@MamePPCA1

Quote:
xMAME runs Capcom games and NEO-GEO ones at 60 fps on my A1
XE G3/800 Mhz blastingly fast on window not as fast on fullscreen.
Did you run the beat'em'ups on fullscreen or window?
I have the same model of AmigaOne as you.

I ran fullscreen, but I setup several 384x224x16 type screenmodes in my radeon monitor tooltypes, so there was no scaling required. It was the perfect arcade emulator for me, with my x-arcade stick.

I sold the unstable A1 early this year, and it died about 6 months later for the person who bought it off me. I'm a happy Sam440ep user now. Though, XMAME on that speed machine is too slow to be enjoyable. :( I think there might be a couple of system optimisations that could be made though, such as graphics copying speed in drivers, etc. I dont know too much about this sort of thing, so I wont elaborate (incorrectly). Oh, theres also a possibility that recompiling or patching software for the 440ep could speed some apps up, because some ppc software do functions (I cant think of a better word, this isnt my forte!) that the 440ep has to emulate. I'll do some investigations with my people tonight. :)

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Re: MAME any progress on a new version?
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Not too shy to talk


@Fab

XMAME ran all my beat'em ups (X-Men vs Streetfighter, Marvel Super Heroes, Marvel vs Capcom, Street Fighter 2, Street Fighter Alpha 1 and 2, etc etc) at a silky smooth 59.8fps on my A1XE G3 @ 800mhz.

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Re: New ATI drivers?
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Not too shy to talk


@Hans

Quote:
Well, I'd have no hardware to develop this on if I had to have a machine with PCI-Express. Fortunately, a few manufacturers provide PCI cards which have integrated PCI to PCI-Express bridges.

I thought you might have been using a fancy convertor like the one olegil made and demo'd at a few amiga shows.

Quote:
I'd expect the performance to be better than existing AGP Radeons in general. The texturing speeds should be higher. However, the 2x AGP bus still has an edge when it comes to transferring vertices/texture data so there may be a few tasks in which that gives a slight edge. Typically 3D graphics speed is limited more by rendering complex effects than the bus bandwidth though, so the new cards should generally beat the older generation. Please note that the current Warp3D drivers for the Radeon cards aren't getting the maximum out of these cards; they can do better, but certain issues need to be solved first.

What I think is more important is that these new cards have proper GPUs, so fragment/vertex shaders and OpenGL 2.0/3.0 are a real possibility. Despite all the work that I've done on MiniGL, I can't wait until we can ditch it for a full MESA port. This is something that Radeon 7000-9000 cards simply cannot do.

That all sounds awesome. Thanks for developing this for us. I'll stick to inserting strings into listviews for now.

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