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Re: The right setup of EUAE over GLUAE scripts (video)
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@ChrisH

That good that RunInUAE can do that too. But sometimes better to have only 2 scripts in the system at all. Dunno of course how much runinuae do, but as i remember from my tests it add more than 2 files ?

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Re: DEbug 101
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@alfkil

Yeah , problem solved. Now everything loads and can be seen when i compile with -gstabs. I also compile supertuxkart with -g options, and it also loads fine , but i cant see of course in BP any fucntions, but i can see these 2:

__mgl_init_semaphore
__mgl_term_semaphore

and in the console:
blablabl
calling ScanSymbolTable...
done!
global variable mini_CurrentContext at address 0x5a134218.

so its still trying to parse something even with -g ?

Will do more heavy tests for now, and write you back :)

ps. "attach" mode indeed very important and usable (i not think about how nasty is it before).

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The right setup of EUAE over GLUAE scripts (video)
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I just want to show a video , which show how cool can be setuped EUAE overGLUAE scripts from saimo. You just double click on icon of game, and game starts (with settings whic you setup in config file which you also put to the game directory).

Of course, for some of you it will be harder if compare with Crhis's RunInUAE, but in case with GLUAE you can control everything for every game/demo with no problems, just by changing the file.

So, there is a video

I show there the most heavy-aga based (and not only aga) games, which works with no problems and pretty playable even on 1ghz cpu on my peg2.

Games which i show here:
Aladdin (aga)
KidChaos (aga)
Ruff & Tumble (esc)
SlamTilt Pinball (aga)
SuperFrog (esc or aga, do not remember already:) )
SuperStardust (aga)
Gods (esc)

All games runs just by db-click on their icon, and closes by close gadget.

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Re: Simple wishlist for next AmigaOS
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@eliyahu
Yep, imho you write everything right

@vox
Yep, opengl realisation at all works, and works without bugs, but speed are slow. That is the only real problem: speed. Morphos's TinyGL on the same peg2 (i tested it myself) faster exactly in 2 times. I.e. if you have on morphos in some game/app 30fps, then on current aos4 on the same hardware you will have only 15fps. I.e. in twice slow.

Why i compare all the time with morphos - because its almost the same from core point of view : so, aos4 100% can have the same speed (if not faster, because for morphos currently TCL also in SW mode, and if aos4 new drivers will have TCL in HW too, then it can be even faster in compare with morphos ones). But as i know, morphos-dev team works right now on new version of tinigl, where will be HW TCL, so, because of simplicifity, and after it will be done, maybe it will again a bit faster that new aos4 drivers (but that pure speculation, we will see of course).

From other side morphos's drivers will not have magically "shaders" support, but writing shader language from scratch for driver it of course possible, but its hard work like wriing JIT or kind. So, after all, we on aos4 will have shaders support (because of mesa) => all the very modern and latest games and apps.

About UAE : i do not know why everyone so happy by RunInUAE, for me Saimo's GLUAE are better. Because you need to setup only 2 scripts, and nextly you can configure your games as you want. Of course its not so easy for newbes in UAE (you need to know how setup UAE and what mean few field in config file), but from other side you can setup game/demo as you want. Make it with right border canvases (without black borders) and so on.

For example, check how possible to setup EUAE on aos4 with GLUAE scripts , and how fast (and playable/enjoanable) it works (uae itself) even on 1ghz of cpu on my peg2 , with "right" settings.

There is video

And in terms good/bad software: dunno , only what i like from os3, its dopus4 :) And its native for os4 already. Other soft which i use everyday - os4 native too. Dunno what 68k soft i _really_ need today. I mean _really_ (because all that cool soft from the past, mostly for the past).

And for sure, newbes not want and not need any 68k soft. But only because of newbes platform will growup.

So, i am up by 2 hands for the working on the os4 itself without thinking about support of 68k. Of course if time will give such ability - will be cool to have and that too, and some code to emulate chipsets without UAE, but if not - then better to concetrate on the OS4 itself (opengl + more stuff in the WB , USB2 , new shell, eye-candy for amidock, etc).

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Re: Simple wishlist for next AmigaOS
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For me in general everything fine more or less, except crappy opengl-over-warp3d. I have of course some wishlist like "will be cool to have WB in develop more, will be cool to have prefs organized better, will be cool to have some visual modern effects for amidock when you browse over it , will be cool to have GDB working normally" and so on, but that all not so matter as matter _normal_ (i not say very good, just not so bad as it now) - opengl.

On morphos opengl (tinygl) are good. On AROS already mesa with gallium integrated, but on aos4 which real amigaos, we have the worse framerates even if compare just with morphos on the same hardware (i not say about win32 drivers). Really sad.

I in really and big hope that Hanz will finish all his hard work with it, and it will be better than the current realisation. Its just should be :)

Related to InstallerNG i do not know from what coming all that fuzz, because the default on from os4.1 , are good, stable and works as should for all the programs which i test.

Realted to UAE integration: for me the better choice its saimo's GLUAE. There is only 2 scripts, which are configs in general. And you just press on icon, and game runs. With exactly neeed it scren size, and so on.

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Re: Initial steps with AmiFig on aos4, version #7
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@all

New version on os4depot, new since last:

-- Mouse wheel support for zoom in/out when main window are active on OS4
-- Slight improvement in free hand driving (disable mouse wheel while freehand mode is active)

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Re: Tunenet + copy big files when SFS almost not have free space => music stops
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And one more interesting test:

Trying to notice what happenes with CPU loading when i play mp3 from parition and copy files on that partition at the same time:

JFS: cpu load jump to about 50%, and almost all the time here while coping is happenes. and no any stops of music or kind.

SFS2: cpu load jump to 30-40%, then dropdown to 1-0%, music stops on a while (1-2 seconds), and coping of files also stops on that time, and then, start to works again, and cpu speed loading again jump to 30-40%. I expect that it at some stage are "100%", but its 0-1% for the moment while everything stops.

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Re: Tunenet + copy big files when SFS almost not have free space => music stops
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Tested now with JFS:

Copy tunenet, mp3 and the "big file" to JFS - free space are only 2mb. And then, trying to copy the same "big file" from one place, to another (while tunent plays mp3 from the same JFS partition) : and all is fine, tunenet not stops. What is mean that its indeed SFS2 limitation, as with JFS there is no such "slowdowns" when no free space.

Looks like its time for me to leave SFS2 for system partition only, and all the works partition convert to JFS.

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Re: Tunenet + copy big files when SFS almost not have free space => music stops
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@cha05e90

Cheked: all is fine.

I think there is just SFS2 limitation/problems, because when there is about 150mb of free space : everythinkg fine. But when there is 80-50 or less, then SFS2 start to works slower.

I noticed it also when i do some "compiling" work. When there is 50mb only of free space, writing to end file on linking stage are pretty slow from time to time (not all the time), but when there is 100-200 mb of free space, everything fast always.

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Tunenet + copy big files when SFS almost not have free space => music stops
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Have a nasty problem: Have running tunenet in backgorund, with all the settings to maximum:

General/TaskPriorities/GUI : 1
General/TaskPriorities/Player: 20

Then, while on my SFS2 partition only 50mb are free: i copy (in dopus4) file of 23mb of size to the same parition, just to other place. And at some stage, tunenet stop plays music on a while (a little, but still).

Tunenet, and dopus4 and all the files (mp3 and file for coping) are on the same partiion, which are SFS2 with block size 1, 024 bytes. Free space on partition as i say before 50mb only. I also noticed that when there is not so much space, copy and write start to be a bit slower if compare when partition have a lot of free space.

Can i somehow setup something which will allow tunenet plays always and never stops ? Even if there is only 2mb of free space on SFS2 ? I.e. setup somehow the high priority for all the time.

If everything the same, but i copy that big file from that SFS partition (where also tunenet and mp3s for plaing): all is fine (even if i copy to FFS).

Right now i also trying to delete many files from that parition (where is all mp3) - music stops too from time to time while deleting is happenes. Not so offten, but still. And while there is more and more free space, tunenet stop "jerkys".

After all when i have 150mb of free space, copy of big files on the same partiion going fine, without tunenet jerkenes.

Looks like when there is almost no free space on SFS2, it start to do something heavy with partition.

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Re: despotify?
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@samo79

Its library + clients for Spotify. Cleints are mostly do that: search and play music.

The only problem which i see for now: all normal clients are : gtk, qt and java. One which (maybe) will works for us : simply text-mode client (i.e., not so cool).

Let's hope that LiveForIt can port the main library + simply client, so, someone can write a reaction based client later (which for me looks a bit hard too, because its almost the same as write new gui-based player :) )

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Re: Initial steps with AmiFig on aos4, version #7
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@all

New version on os4depot, new since last release:

-- Added Polish/French catalogs , corrected Iltalian catalog
-- Reworked integer and string fields to be at least 20 pixel high.
-- Fonts for GUI higher than 18 points are not opened (18 points font opened instead), as os4 crashes if GUI font is bigger than gadtool field.
-- Added new Manu's themes
-- Reworked "about" window, included XFIG copyright info and Manus logo.png
-- Corrected bug in Export Bitmap window (Antialising gadget)
-- Corrected drawing corruptions after increasing gadget heights
-- Reduced some string length to fit GUI
-- MyBitmap.class now supports alpha channel
-- Added error messages about missing libraries
-- Fixed crash on exit if some library are not present
-- Removed bug in font window (requester displayed 2 times)
-- Preference window now opens at first request also after saving prefs / reopening AmiFIG
-- few other fixes and addons

All the work is done by Yannick for this update, i only report some issues and fix some os4related thinks, and Xenic update a aos4 related scripts. Also few users on amigans.net help to found some of bugs (mh2 and other:) ).

Enjoy!

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Re: Initial steps with AmiFig on aos4, version #7
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@samo79

Quote:

Please use this new italian catalog linked below as the old one have some minor problems:

Replaced :)

Quote:

P.S.
There is a minor issue in "Page format" textarea (prefs --> DISPLAY tab)

Yeah, i will report to Yannick (for the next builds). Right now will replace your catalog file and upload on os4depot.

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Re: Initial steps with AmiFig on aos4, version #7
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@samo79

Test is plz (archive here). If everything ok, i will upload it on os4depot

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Re: DEbug 101
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@alfkil

Thanks a lot !


Edited by kas1e on 2010/10/10 16:58:21
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Re: New Games possible?
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@djrikki

Quote:

Shows a console window on the left of the screen... is this visible in the final release?


If you run it from shell - then yes. If you will run it from icon - then not (but if yes, it can be swithed off from the icon if i remember right).

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Re: New Games possible?
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@Joeled
Quote:

What do you think about this game? Possible to port?

http://www.energietycoon.de/en/

I downloded source, and in the readme:

Quote:

To compile Energy Tycoon you will need the following development libraries:

- boost library (Version 1.38 or higher)
[http://www.boost.org/]

- tinyxml library (Any version)
[http://www.grinninglizard.com/tinyxml/]

- OGRE graphics engine (Version 1.6.4 or higher)
[http://www.ogre3d.org/]

- irrKlang audio engine (Version 1.2.0 or higher)
[http://www.ambiera.com/irrklang/index.html]

- OIS input library (Version 1.2.0 or higher)
[http://sourceforge.net/projects/wgois/]

- MyGUI gui library (Version 2.2.2 with modifications, INCLUDED)
[http://www.mygui.info/]

- Editable Terrain library (SVN revision 51 with modifications, INCLUDED)
[No longer available]


While no problems with tinyxml, all other stuff looks new to me. If i remember right OGRE was ported (but maybe not), but i cant found it on os4depot for now (maybe it was ODE, do not remember).

All other libs maybe will be not so hard to port , but "boost" one are the problematic one (for me). Because when authors say "need boost library", they not point what exactly libs from boost are need it for (there is many). And while some of them are can be compiled fine (i know that afxgroup compiled few already, and hunoppc compiles few), still need only check manually all the stuff to understand what exactly are need it for.


I also check the all the sources on words "shade" (for shaders checking), and while in game itself i not found it, i found it in the "Editable Terrain Library". I check the source, and its indeed use shaders:

Quote:

program->setParameter("profiles", "ps_1_1\nfp10\nglslf");
else if (sm == SM_14)
program->setParameter("profiles", "ps_1_4\nfp20\nglslf");
else
program->setParameter("profiles", "ps_2_0\narbfp1\nfp30\nglslf");
fragmentHeader(s, sm, numSplatMaps, numTextures);


So, there is 2 ways: wait for mesa port (i hope it not so far for now), and trying to just cut off shaders stuff, and trying to build it without, to have it "almost working" but with bugs :)

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Re: New Games possible?
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@djrikki

Quote:

Did you manage to successfully port SuperTuxKart or is that still on-going?


Did you miss post 207 ?:) (there is all the info, video in action, and it also uploaded to os4depot already).

@salas00
Quote:

FWIW I started work on porting "Penumbra: Overture". I got pretty far with compiling the OALWrapper but got stuck because of lack of swprintf function in OS4 SDK.


Did you try already to rip off "swprintf" from unix, and just add it to SDK ? (i do it for few functions already, but maybe swprintf its something not so easy?).

Btw game looks very fresh. Did it use only plain opengl, without shaders ?

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Re: NetSurf 3.0-dev
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@Chris

Quote:

Yes, you must SAVE and EXIT for these changes to take effect. This is mentioned underneath all the options on that tab (maybe it isn't obvious enough, but that "you must save and exit" applies to EVERYTHING on that tab.

No chance to make USE works ? I.e. you choice all what you need, press USE and it start to works at this time, without exit/save ?

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Re: DEbug 101
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@aflkil
But even with -gstabs the problem is still here. I recompile whole amifig with that line:

Quote:

gcc -gstabs -O2


And when i do select file in debugger, i have:

Quote:

trying to attach debug hook...
debug hook attached!
Executable section (0x1000074/401720 bytes) starts at 0x7f74f020
Relocating section ".stab" (index 15) which is referred by section ".rela.stab" (index 16)


and then the same crash on the same place:

Quote:

db101:get_symbols()+0x70 (section 1 @ 0x1e00)
db101:main_event_handler()+0x2BC (section 1 @ 0x4740)
db101:event_loop()+0x48C (section 1 @ 0x4318)
db101:main()+0x2C (section 1 @ 0x214)


So looks like db101 already skip that information about these .debug sections (or maybe used it as GDB use , if its the same source-rip from gdb?) And crash is related to something else .. If it will helps i can send you the binary.

Imho, it not crashes for the hello-world just because hello-world are small. db101 itself are not so big too (by functions). But looks like when there is a lot of stuff, something going wrong on parse-stage, and bbbaahh :)

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