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Re: Guru vs. Grim Reaper
Quite a regular
Quite a regular


@lazi

Like I wrote in that other topic, the command line argument to GrimReaper is the adddress of the crashed process, so passing it an 'A' will crash. We could add some magic word to it, but as soon as you knew that, you could crash it just as easily

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Guru vs. Grim Reaper
Quite a regular
Quite a regular


@joerg

Quote:
Not for normal crashes, even the inital requester is in GrimReaper, only for ramlib crashes there is a requester in reaper.


Yep, just found out... The code was written 2003, so I'm a bit out of the loop with it

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Guru vs. Grim Reaper
Quite a regular
Quite a regular


@lazi

I just re-checked, and I was mistaken about the initial requester. This only comes up if the crashed task is a RAMLIB init task.

One common problem under OS 3.x was that the RAMLIB task ran out of stack, especially with things like MCP. Furthermore, any library crashing in their init code could bring down the entire system because it crashed the ramlib process, making it impossible to open a disk-library afterwards.

We changed that so that ramlib now spawns a subprocess that does the actual opening, and if the opening fails, they also end up in the kernel Reaper, but are handled slightly differently (ramlib will be signaled that a child task has crashed, usually resulting in it returning a failure to the program that opened the library). This signaling is not done for "normal" tasks.

In case of a "normal" (non-ramlib) crash, the kernel reaper tries to launch SYS:System/GrimReaper with a command line argument pointing at the crashed task's struct Task. I suppose in your case, reboot will simply complain about invalid number of arguments, but since the process is started with NIL: and the input and output stream, you don't see that.

Easiest way would be to write a small program that just calls "ColdReboot" on IExec, something like

#include <proto/exec.h>

int main()
{
   
IExec->ColdReboot();
   
/* Doesn't really get here */
   
return 0;
}


would do the trick.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Guru vs. Grim Reaper
Quite a regular
Quite a regular


@COBRA

What we really need to get rid off is Alerts in general. They have their usefulness in some exceptional situations, but should really be a lot more multitasking-friendly. As it is now, they completely block anything. I guess we should discuss this on the developer mailing list

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Guru vs. Grim Reaper
Quite a regular
Quite a regular


@spotUP

That is going to be next to impossible with the current alerts. The DisplayAlert disables interrupts, and the USB driver relies on them. What we would need is a new method of delivering alerts beyond that rather antiquated alerts - they are only there because they require minimal system resources and minimal system interaction.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Guru vs. Grim Reaper
Quite a regular
Quite a regular


@LiveForIt

Quote:

LiveForIt wrote:
@lazi

Grim is just a program that is started when different program crashes, you can replace it whit any thing you like, if you like reboot then make a program called Grim that reboots your Amiga no guru no nothing.


It's not quite that easy. The initial requester is done by the kernel reaper...

There are actually two parts of this, Reaper and Grim Reaper. Reaper is part of the kernel, while Grim Reaper is loaded from disk. Reaper is started within the kernel, and brings up the initial requester, and only if you press "More..." the Grim Reaper is started...

I'll add an option to skip the requester, and maybe one to reset the machine directly. Thanks to lazi for pointing this out.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Zombies 3D for AmigaOS 4 coming ?
Quite a regular
Quite a regular


@Raziel

Quote:

Raziel wrote:

Hmm, 3D action adventure, just what i'm looking for.
Maybe there will be a chance of a port as part of an official
deal with the creators? Like with Heretic.

Would be cool


It's mostly a roleplaying game, based on the D&D 3.0 rules. The nice part about it is that contrary to World of Warcraft, everybody can make their own server and host their own game or even an entire game world.

Unfortunately, there aren't any free development resources at the moment to tackle an official game port. I would do it in my spare time though if the source code was available, but I wouldn't count on it. It's one of those things I always wish for, and hope that repeating it often enough will make it happen one day.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Zombies 3D for AmigaOS 4 coming ?
Quite a regular
Quite a regular


@LiveForIt

Quote:

LiveForIt wrote:

Yes but source code to that game probably is not free.


No, unfortunately not

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Zombies 3D for AmigaOS 4 coming ?
Quite a regular
Quite a regular


@LiveForIt

From my experience, it is quite easy to write a makefile without configure. Just go over the Makefile.am and collect the source files to compile. It takes a bit more time, maybe half an hour for a larger project, to write a makefile by hand, but the lack of configure is certainly no reason to not be able to port anything.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Zombies 3D for AmigaOS 4 coming ?
Quite a regular
Quite a regular


@mailman

Quote:
I am aware of it but look at the events. Announcement has been made two weeks ago and now we are reading that the project is halted/canceled. Proost Software have no experience in porting software to Amiga OS, especially OpenGL software which is not a piece of cake


Actually, it is easier than most people think. I ported Q2E by merely exchanging the system dependent part that opens a display and stuff like this, everything else compiles (and runs) verbatim.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Zombies 3D for AmigaOS 4 coming ?
Quite a regular
Quite a regular


@Raziel

Personally, I would like to see Neverwinter Nights ported to AmigaOS. Would even gladly do it myself. I just love that game.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: OS4 Version of Warzone 2100?
Quite a regular
Quite a regular


@Curty

I will very likely not find the time to do it. If anybody wants to try, they should go ahead.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: OS4 Version of Warzone 2100?
Quite a regular
Quite a regular


@AmigaPapst

I think so. I had a brief look at the source code and was actually thinking about porting it if I ever get the time, which is rather unlikely. The code looked pretty normal to me, I don't think there was anything out of the ordinary in the OpenGL.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Where oh where can my SDK be....
Quite a regular
Quite a regular


@Hans

Quote:

Hans wrote:
@Rogue
Now that Unix style shared-objects are usable on the Amiga, I'm wondering what the differences are between the Amiga OS4 ABI and the ABI used for PowerPC Linux (the Sys V ABI?). More specifically, could Linux compiled shared objects be used under Amiga OS4, assuming that they don't rely on kernel code that we don't have?

Hans


I don't think it would work. It may work in some cases, since both AmigaOS 4.0 and Linux use the SysV ABI, but for example Linux binaries have their relocs removed, because Linux binaries are supposed to work on fixed addresses, and that won't work on AmigaOS.

In general, you would probably be better off to recompile them; if you cannot because of missing symbols or something like that, chances are the binaries wouldn't work either.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Fred Fish passed away on Friday . . .
Quite a regular
Quite a regular


@klesterjr

Sad indeed. Fred Fish was one of the real pioneers of the Amiga... I think I still have all 1000 Fish disks around somewhere...

My Condolences as well.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: Where oh where can my SDK be....
Quite a regular
Quite a regular


@Spirantho

Work is still going on on the SDK. As you might have read in my recent Q&A, the latest AmigaOS will contain the possibility for shared object files like UNIX, and that requires a new toolchain (actually changed spec file for the compiler and slightly modified binutils). So the SDK will be bumped in importance RSN.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: MPlayer and DvPlayer again
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Quite a regular


@PR1

Quote:
Hello, is it really Rogue from Hyperion?


I usually like to make it clear at this point that I am just a contractor, not an employee of Hyperion, but yeah, I am the same.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: MPlayer and DvPlayer again
Quite a regular
Quite a regular


@PR1

Quote:
Agp Asus Radeon 9250 128Mb 35?


I'd go for that. Very solid card, I have one like that myself.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: TuneNet V0.84.82 Service Release
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Quite a regular


@bean

Quote:

bean wrote:
@samwel

Quote:
What about smooth edges? 32bit, or this a OS limitation?


The whole skin can be designed in 32bit ARGB, but window edges are either on or off. I await the next SDK to see if any improvements have been made in this department - I'm not a beta tester.

Cheers,
Bean.


That screenshot looks great btw

I'm afraid though that the window shaping hasn't changed, as you say it's either on or off. Smoothed edges would require a real compositing, i.e. allow transparency of windows on an alpha-channel base.

We *are* planning to add Porter/Duff IC in a future version of the OS, but it will require a complete rewrite, from the ground up, of the graphics system. Planning stage has started, I have some pretty neat ideas for it, but implementation will take a good while.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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Re: New 32-Bit pointer on OS4Depot
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Quite a regular


@Elwood

What about Alpha blending? I think that is a perfectly good reason for a 32 bit pointer.

Seriously, if you do want to contact me write me a mail. You're more likely to get a reply then.
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