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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

Quote:
ps. Btw, i think that will be cool add to UAE source, some little piece of code, which will read options like "name_of_window="xxxx" And for example, we can write for every game name_of_window=slamtilt (For example), and window will have SlamTilt word (what is very nice in end for visual jerking :) )

Just ask the maintainer

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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

Quote:
I tryed also put that .no_centralized_system dummy file, but that make no difference .. (i have for icons: S:glUAE_LA only).

I mostly think about speed on EUAE side. From the OS4 side EUAE itself brings in a half of second, so there is no problems related to your scripts of course :)

Ah, yes: my suggestions were meant to reduce the time before E-UAE starts.

Quote:
All in all, thanks for help :) I already done 5 games by this way, and they all works fine. Cool.



Quote:
Strange that you not use WHDLoad for yourself , because its totally different by speed. For example, for running SuperStardustAGA from ADF/DMS even with 800% of floppy speed, up to 2-3 minuts to reall start to play in game. But with whdload i think its no more than 30 seconds (that include loading of intro, menu, and later game itself).

Well, quite simply, I don't play (I wish I could, but I can't). I have just 3 or 4 games that I hope to be able to finish some day, but loading times are not a problem with them, so I prefer to keep their setups simple

Quote:
ps. Tryed also to run many games at the same time, just run SlamTiltAGA, then SuperStardustAGA. And gluae handle all fine. Check that screenshot of gluae in action on my setup :)

Heh
Now you only need to make a video showing how cool launching them is

By the way: Super Stardust and SLAM TILT are definitely two of the best games ever produced for Amiga (even if one doesn't like them, technically, they're absolutely excellent).

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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

Quote:
Ok, i managed to work that whdload stuff ! For now it looks at last as i want: i just go by filler to any directory, then "open wb window", then have SlamTilitAGA icon, press on it twice, and have req: execute of file. Ok, and just black window brings, and after 15 seconds i have fully loaded and playable SlamTilitAGA.

Can't you just double-click the icon in Filer?

Quote:
The only think which will be cool to do its somehow remove that header from window mode (where typed name of window, winuae 0.8.28). Just to have plain window wihtout thinking that its uae.

AFAIK that's something E-UAE has no option for.

Quote:
And what i want to ask: If i unpack all my games on my work SFS parition, and if, all that S/DEVS/C also on the SFS parition, did it mean, that e-uae will read it faster, or, it will just emulate it like it old FFS or kind ?

Why i ask about, i just want speedup loading of those whdload demos/games as fast as possible. Or its fully referers to emulation speed for now ?

Putting the games on the same partition where you have the system directories makes no difference as regards emulation speed (unless the filesystem is faster in AOS4, that is).

On the glUAE side, this is what you can do:
* if the game doesn't need the centralized system, put a dummy .no_centralized_system file in the game's directory (this is not required if the game runs from disk images);
* if the game needs the centralized system, put in the centralized system as much as possible of the stuff found in the ordinary system directories (devs/, Libs/, etc.), not in the game's directory (f.ex., if a game needs a certain library, do not create a Libs/ directory under the game's directory, but put the library in the Libs/ directory in the centralized system) - ideally, you should have only the S/ directory in the game directory;
* if the game needs only few files, disable the centralized system (see above), but put them directly in the game's directory;
* if you use the centralized system just for WHDLoad, put there just the files required by WHDLoad itself and nothing else.

EDIT

Quote:
Ps. related to centralized system looks like it will not helps, because running of the game binary, are done in the startup-sequnce, so for all the new game/demo new startup-sequnce. What mean in any case new i need create S: dir, so then no problems create also DEVS and C :)

Yes, you need and S/ directory for each game/demo, but that's it: other system directories can be put in the centralized system.

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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

Quote:
But still in interest: it is possible by some binary on os3.1, run icon from shell ? I mean:
amiga shell:> some_binary blbalalb.info

and then os3 will read all the tooltypes from info, and do exectaly the same, what happenes when user do double-click on that .info ?

WBRun should do the job.

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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

From what you said, WHDLoad doesn't need the .slave file as argument, but the icon tooltypes. So, you should try with:

* WHDLoad slamtiltaga
* WHDLoad slamtiltaga.info

If neither works, create a dummy file called slamtiltaga and try again with the first line.
Otherwise, you'll have to check out WHDLoad's documentation

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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

The centralized system serves precisely the purpose of avoiding the duplications of those directories: you put all of them in a single place for all the applications that need them.

That said, games rarely need that kind of stuff. S/ is required because when glUAE is not passed an image but a directory tree, it mounts that tree as if it were a bootable volume (then, when emulation kicks in, the AmigaOS ROM reads S/startup-sequence and runs the application).
As an example, download this archive: it contains the global .uaerc file I use for E-UAE, plus a ready-to-run game of mine stored in an archive file.
Detailed instructions:
1. unpack example.lha anywhere you want;
2. put .uaerc in your E-UAE directory;
3. change the default tool to point to your glUAE_ULASD file;
4. double-click the game's icon and enjoy the game.

To understand what happens, unpack the game's archive and have a look at the files stored therein.

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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

You need to do this:
1. create a directory (let's call it game/) and put the files of both the game and WHDLoad there;
2. create a S directory in game/;
3. put a file called startup-sequence in game/S/;
4. put in startup-sequence the WHDLoad command that launches the game.

At this point, you can test if it works with glUAE_LA game.

Once you get the thing to work, you can finish it up as follows:
1. pack game/ to an .lha archive;
2. add an icon to the archive;
3. specify glUAE_ULA (or glUAE_ULASD, if the game saves data that you want to preserve) as default tool to be run from shell.

Additionally, if you have a centralized system, you can also do the following:
* you can put the WHDLoad files there, instead of in game/;
* if you don't want to use it, put a dummy file called .no_centralized_system in game/.

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Re: Native Look, with no blocky pixels
Quite a regular
Quite a regular


@kas1e

Quote:
Btw, can i setup by your glUAE running of all my whdload games by dbl-click ? (without need to start from hardfile, and press double-click on it ?) Right now i reading your docs related to glUAE, but just want to be sure that is possible :) Will be cool just dbl click on icon, and have window or full-screen game which runs very fast because of whdload.

I don't know how WHDLoad works, but since anything can be run through glUAE (f.ex. a whole OS), I can't see why it shouldn't be possible

Quote:
And if it can works, will it works with latest e-uae with gui ?

Whether WHDLoad works doesn't depend on glUAE, but on the emulation.

BTW: E-UAE 0.8.29/1.4 accepts the same command line options of the previous versions, so glUAE keeps on working as usual.

Quote:
(i think need add some kind of options to switch gui off in some scripts)

Just put use_gui=false in the game/application's own .rc file.

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Re: Configs of many major games/demos for EUAE0.8.29 with GUI 1.4
Quite a regular
Quite a regular


@Kas1e

Quote:
Yep, that is what i use for KidChaos and Aladdin (in the first post i put also these 2 320x256 configs).

Well, you could use just the same also in (most of) the other cases, I'm sure

Quote:
KidChaos in that case works very smooth and feels fast and nice, but Aladdin are not. Right now, i tryed all what you point + i also set music to Mono, and that what i have:

Aladdin AGA video on e-uae 320x256/mono on peg2/1ghz.

It more or less playable for now, but you can see how music slows a bit, and graphics itself too. Imho there is just 1ghz is not enough for. Even 1.2ghz i think will emulate Aladdin with current settings just fine/fast/smooth (imho).

Maybe you have any other ideas about how speedup it ? Maybe some nasty flags for the chipset settings, or maybe add/reduce RAM or kind .. (just to give euae more power to emulate only necessary stuff).


Here are a few settings you could try:

sound_output=normal
Audio emulation will be a bit more approximated (but chances are you'll hardly notice), but faster.

sound_stereo_separation=7
Unfortunately this isn't described in the documentation, but if that "7" stands for "70%", probably setting it to 10 will cause channels to be perfectly placed to right and left, which would lessen the mixing work (provided that E-UAE is optimized for that).

gfx_vsync=false
At the price of seeing occasional image tearing, this could give a little boost.

immediate_blits=true
Permorming blits in a single go is less demanding, so always use this unless the emulated application just doesn't work.

collision_level=none
Collisions are not always needed and are very expensive to emulate: enable only if strictly needed.

cpu_compatible=false
Best CPU compatibility comes at a cost, so unable only if the applications doesn't work.

Personally, I'd forget about sound_stereo_separation and use sound_output=normal, gfx_vsync=false and collision_level=none. Then, I'd try the following:

immediate_blits=true
cpu_compatible=false


Then, if it doesn't work:

immediate_blits=true
cpu_compatible=true


Then, if it doesn't work:

immediate_blits=false
cpu_compatible=false


Then, if it doesn't work:

immediate_blits=false
cpu_compatible=true


Finally, if the game shows problems with collisions, I'd change collision_level as needed. Also, once smooth emulation is achieved, I'd try gfx_vsync=true and keep it if smoothness isn't affected.


Edited by saimo on 2010/2/1 14:45:40
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Re: Configs of many major games/demos for EUAE0.8.29 with GUI 1.4
Quite a regular
Quite a regular


@kas1e

Here's a suggestion for a nice speedup.
Using such high fullscreen resolutions and then having gfx_lores=false and gfx_linemode=double is, in most of the cases, just overkill. Instead of - say - 640x512, use 320x256* with gfx_lores=true and gfx_linemode=none: visually the effect will be the same**, but the speed gain will be noticeable.

*Of course, you need to have such screen mode defined in the ScreenMode preferences.
**Unless the game makes use of HIRES (in which case the high resolution is required).


Edited by saimo on 2010/2/1 10:31:49
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Re: AmigaOS 4.1 update 2 usability requests
Quite a regular
Quite a regular


@Rigo

Since AmiUpdate isn't (yet) an official part of the OS, what about renaming ENVARC:AppPaths as ENVARC:AmiUpdate? That way it would clear that the contents belong to a specific application and that they can't be freely used by others (f.ex., somebody might be tempted to snoop that directory to find applications).

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Re: Filer 53.29 uploaded
Quite a regular
Quite a regular


@kolla

Quote:
This is interesting, since this was something I used earlier for creating script applications within a drawer. Somewhere along the upgrades of 3.5 and 3.9 though, this stopped working, Workbench would treat an icon of a drawer as a drawer type icon, even when it was set as type "project". I assumed this was an "bugfix", but it has annoyed me. Seeing that this is possible in OS4 makes me wonder though, maybe it wasnt an intended "fix".

Maybe it can be explained this way: it was fixed in AOS 3.5/3.9, but Hyperion started from AOS 3.1...

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Re: Filer 53.29 uploaded
Quite a regular
Quite a regular


@all

Guys, I haven't been following all the discussions about Filer, so please excuse me if what follows has already been said (and also if it's too obvious).
While testing this latest version, it occurred to me a little trick that allows to "integrate" Filer with WB, so I thought I'd better share it with you (I don't know if there are better ways, but anyway...).
Change the icon type of drawers to "project" and set the default tool to "Filer": from then on, any time you double-click on a drawer in WB, you'll get a Filer instance showing the contents of the drawer. By playing with real icons and the deficon, you can select, to some extent, which drawers to open with Filer and which normally. Note: the trick doesn't work with volume icons.

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Re: AmigaOS 4.1 update 2 usability requests
Quite a regular
Quite a regular


@xenic

Quote:
It might be more system friendly to write-protect the AppDir directory by clearing the "write bit" with the C:protect command or Dopus4 protect button. That way the system will be able to copy the ENVARC:AppDir (although empty) directory to ENV: at boot time instead of encountering an invalid link. Just be sure to delete the AppDir files before write-protecting it.

I had tried that, but to no avail: entries kept on being stored anyway.
Moreover, as colinw informed us, if AppDir is not a valid directory, the server quits - and I definitely want a useless process less (sorry for the horrible pun) running

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Re: AmigaOS 4.1 update 2 usability requests
Quite a regular
Quite a regular


@colinw

Quote:
Well, the mechanism is there, it's not that hard if
you think about it, the server needs a -->DIRECTORY<--
called ENVAR:AppDir to be able to create the cache files
inside it, if the server can't find a directory of
that name on bootup then the server process simply exits
politely.

I tried and it doesn't work: in fact, the ENVARC:AppDir gets created automatically (and then used, of course).
I solved the "problem" by replacing it with a dummy file.

Quote:
If you havn't started a program even once in 6 months,
it's probably safe to say that you don't use it anymore.

But if I still have the program in place, it even more probably means I think I will/may have use for it the future. I still think that removing valid entries is not wise, as that can lead to annoying "program not found" errors.

Quote:
As far as entries with a bad path, they get flushed at
every amiga day number that is a modulus of 31.

Ah, OK, that's already something.


Edited by saimo on 2010/1/19 17:06:20
Edited by saimo on 2010/1/19 17:06:56
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Re: AmigaOS 4.1 update 2 usability requests
Quite a regular
Quite a regular


@colinw

Quote:
I read it, it's rather pointed and uninformed,

Well, of course it is uninformed: I'm not one of the AOS developers nor there is public documentation available.

Quote:
plus, I really can't believe you would be so reckless
as to create scripts to manupilate the path cache
and upload it to the public already,

If my script is unsafe, I have no problems removing it from OS4Depot. Just tell me.

Quote:
I will take a moment to mention a couple of things
for what it's worth, I usually don't get involved
on these forums, but this is an exception,
whether it's of any use or not, I really don't care.

It *is* of use.

Quote:
The APPDIR: server runs at a priority of -99
it does not affect normal operations, it operates
asyncronously from the load process, so it does not
cause any waits for the loader process, load events are sent as messages to the server for it to service
when not much else is happening,

Good implementation. Nice to know.
Still, I'd be very happy if I was given the option of turning the server off

Quote:
besides, it only logs
the path of applications when their data changes,
not every time they are loadsegged.

Could you clarify this, please?

Quote:
The reason there are some extraneous files in the cache
is because something other than ramlib LoadSeg()'ed them,
this may be as simple as running the 'version' command
over it, but whatever loaded it, it gets added to the
cache when it's not loaded by ramlib.

OK, that's the what happens technically but... IMHO that's not what should happen since, as it seems, APPDIR: is just a user-oriented feature. Of course I understand that deciding what to take note of is hard, as understanding what the user specifically runs is not trivial.

Quote:
The "hex" comment on the files in the cache are a quick 32 bit
hashing value of the path string inside, the other
number is the week number the last time it was used,
this is so the APPDIR server can automatically flush
dead entries after 6 months of no access, so dead
entries won't build up.

I wonder: why removing entries only because they're not used? They could be valid. On the other hand, since the server seems to already perform periodical checks, why doesn't it simply remove the invalid (i.e. containing wrong paths) entries as soon as it discovers them?

Quote:
I should take this opportunity to also mention that if
the cache is disabled, you're going to need a large
bucket of luck getting any of the pre-configured
software to work.

None of the new URL: device settings will work,
a bunch of extras on the CD won't either,
nor will future automated update software work or
anything that may use an installer script looking for
the path of your application with; $(appdir/<application>)

Nevertheless, I understand it's your machine and you
can cripple it anyway you see fit.

No problem: I do fine-tune and customize everything anyway.

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Re: OS4.1 Update 1 problems & solutions
Quite a regular
Quite a regular


@colinw

Quote:
Looks like none of the beta testers ever turn
the Assign-Mount switch off.

Yeah, I suspected that was the case. In fact, I discovered the problem only because to test this I tried to disabled Assign-Mount temporarily.

Quote:
Title bar now fixed for a later update.....

Nice, thanks

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Re: AmigaOS 4.1 update 2 usability requests
Quite a regular
Quite a regular


@colinw

Quote:
Good grief, why exactly would you want to disable APPDIR:
it would have to be the single most usefull DOS feature
since PROGDIR: and CURRDIR: were created.

Because to me its usefulness is very limited and doesn't justify its downsides (I gave more in-depth explanations here on AW.net).

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Re: OS4.1 Update 1 problems & solutions
Quite a regular
Quite a regular


Another couple of problems, both regarding the Assign-Mount functionality:
* unchecking the "Enable Assign-Mount" option in DOS Preferences has no effect;
* the title of Assign-Mount requesters looks like this:"AmigaDOS Process: <number> "<name>" - since those requesters are usually very narrow, often nothing besides <number> can be seen.

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Re: AmigaOS 4.1 update 2 usability requests
Quite a regular
Quite a regular


I'd have tons of requests, but I'll keep this list short & easy

1. Single click to enter directories in ASL requesters (as it used to be until not long ago).
2. Possibility of disabling APPDIR:.

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