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Re: Official AmigaOS facebook page
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@xeron

Some popularity its good. Now hyperion/aeon must do all in good way with their hardware, and maybe we will see some professional/commercical apps in future.

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Re: A1-X1000 Setup Details From A-EON :)
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@All
If some of you in interest, one of my russian friend post on some popular russian resource info about x1000 + some article about, etc. There is on russian. And there is google translator to english.

Check some comments, strange, but there is no trolling, only like:
Quote:

****! That's cool. I gave up on 1200, but these fellows, are die-hards!

:)

Mod Edit :-

Swearing from Quote Removed.


Edited by Jurassicc on 2010/4/19 8:45:00
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Re: Torque for OS4 progress
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@Shadow
Btw, its port of old Torgue (from 2001-2004), or it port of Torgue3D (up2date) ?


Edited by kas1e on 2010/4/15 10:18:31
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Re: A1-X1000 Setup Details From A-EON :)
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@Kicko

Yep, 1.8ghz it's pretty interesting :) I have for now on my working PC exactly : intel pentium dual core 1.8ghz + 2gb of ram + GeForce 8500GT. And that more than enough for me for any game which i tryes last time (not many, but still), and it's more that enough for works.


So, new aone, will be the same 1.8ghz + the same 2gb ram, but with better gfx card ? (or alsmot the same as geforce 8500gt ?)

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Re: What Games Could We Expect On X1000?
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@Helgis

The problem is that OpenGL is not subsystem like p96. OpenGL it some kind of "hi-level layer", which allow to you code apps with easy opengl functions, which in end, anyway translate it to something low-level (like in our current implementation, it's warp3d). Also warp3d itself (imho) use P96 subsytem.

So, all in all, it possible to make only one "gfx subsystem", which can be called like OpenGL, but inside, anyway, must be drivers, and some low-level stuff.

As i know, implemenetation of new OpenGL on aos4, will be Mesa (opensource opengl layer) + Galium (open source low-level hardware driver layer). Just like it done right now in AROS. Will be beetween Mesa and Galium something like Warp3D ? Imho all that functionality will be just putted to the code which will translate opengl calls to gallium drivers (that will already give speed boost).

And as i understand, "new subsystem" mean improved P96 (to make old APIs works, and bring new ones, faster and modern). But i can be wrong here, and time will tell.

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Re: What Games Could We Expect On X1000?
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@Helgis

We can expect absolutly the same games, which we can expect for example on a1 or on peg2, but, FPS will be better. Like on my peg2 /1 ghz, DNT port give me 4 fps, so, on x1000, it will be maybe 15-30fps. At moment x1000 will give us only speedup boost (and maybe latter, when SMP support will be done, then, it will be give us twice speedup booost).

So answer on your question: the same games, but they will works faster (+, these unreleased games, which was not released because of too slow framerate).

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Re: SDL_Mixer and OpenAL sound bug problems.
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@salass00

Yep, thanks. But all in all, now i know that when you use OpenAL + ogg/vorbis combo, then, need watch for endianes.

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Re: SDL_Mixer and OpenAL sound bug problems.
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@afxgroup
Yep, you are right. Vorbis for us mean SDL_Mixer, which mean SDL, etc.

@all
I found where is bug, it was in the ov_read() fucntion , which also want to know Endian. So for now all works fine, and problem was because of endianes, not because of Libs.

If someone in interest, all of this was because of porting of nice opensource RPG game called DccNiTghtmare. With help of author we changed sources a bit, for make all of this works on aos4 (and now it works for me in window mode also, thanks to new features of SDL, if someone in interest can upload screenshot somethere), but the main problems which avoid me to release it right now: madness slow framerate. With everything related to video in FALSE , with only 640x480 in window mode (but on 32bit WB), without music, it give only 4 fps _maximum_ on my peg2 / 1ghz with radeon9250.

As author say, radeon9250 pretty slow for such thinks, but, it of course possible to optimize it, but he do not have radeon9250, and he do not know what can cause such bottleneck. If some one can help me , to speed up that game (for example to make it at least working on 15-20 fps), then it will be pretty nice, because game pretty modern and interesing (you can check vids on site of game).

I also tested win32 version of that game on my win32 (dual core pentium 1.8 with some nvidia gfx card which was modern 2 years ago), and even on that computer it give me 30fps only (1024x768)

All in all, next release will be with aos4 support, even if it madness slow. Its just a start, and maybe later i will speedup it, and new hardware on horizont too )

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Re: SDL_Mixer and OpenAL sound bug problems.
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@broadblues

Because many times coders use Vorbis + OpenAL. For us (aos4 users) Vorbis mean also SDL and all other stuff (as far as i understand for now) ?

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Re: SDL_Mixer and OpenAL sound bug problems.
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@MickJT

I found in the network very little example, which just play over OpenALL ogg file in command line. There is a source:

#include <AL/al.h>
#include <AL/alut.h>
#include <vorbis/vorbisfile.h>
#include <cstdio>
#include <iostream>
#include <vector>


#define BUFFER_SIZE     32768       // 32 KB buffers


using namespace std;


// This function loads a .ogg file into a memory buffer and returns
// the format and frequency.
void LoadOGG(char *fileNamevector<char> &bufferALenum &formatALsizei &freq)
    {
    
int endian 0;                         // 0 for Little-Endian, 1 for Big-Endian
    
int bitStream;
    
long bytes;
    
char array[BUFFER_SIZE];                // Local fixed size array
    
FILE *f;

    
// Open for binary reading
    
fopen(fileName"rb");

    if (
== NULL)
        {
        
cerr << "Cannot open " << fileName << " for reading..." << endl;
        exit(-
1);
        }
    
// end if

    
vorbis_info *pInfo;
    
OggVorbis_File oggFile;

    
// Try opening the given file
    
if (ov_open(f, &oggFileNULL0) != 0)
        {
        
cerr << "Error opening " << fileName << " for decoding..." << endl;
        exit(-
1);
        }
    
// end if

    // Get some information about the OGG file
    
pInfo ov_info(&oggFile, -1);

    
// Check the number of channels... always use 16-bit samples
    
if (pInfo->channels == 1)
        
format AL_FORMAT_MONO16;
    else
        
format AL_FORMAT_STEREO16;
    
// end if

    // The frequency of the sampling rate
    
freq pInfo->rate;

    
// Keep reading until all is read
    
do
        {
        
// Read up to a buffer's worth of decoded sound data
        
bytes ov_read(&oggFile, array, BUFFER_SIZEendian21, &bitStream);

        if (
bytes 0)
            {
            
ov_clear(&oggFile);
            
cerr << "Error decoding " << fileName << "..." << endl;
            exit(-
1);
            }
        
// end if

        // Append to end of buffer
        
buffer.insert(buffer.end(), array, array + bytes);
        }
    while (
bytes 0);

    
// Clean up!
    
ov_clear(&oggFile);
    }
// end of LoadOGG


int main(int argcchar *argv[])
    {
    
ALint state;                            // The state of the sound source
    
ALuint bufferID;                        // The OpenAL sound buffer ID
    
ALuint sourceID;                        // The OpenAL sound source
    
ALenum format;                          // The sound data format
    
ALsizei freq;                           // The frequency of the sound data
    
vector<charbufferData;                // The sound buffer data from file

    // Make sure there is a file name
    
if (argc 2)
        {
        
cerr << "Syntax: " << argv[0] << " OGGFile" << endl;
        return -
1;
        }
    
// end if

    // Initialize the OpenAL library
    
alutInit(&argcargv);

    
// Create sound buffer and source
    
alGenBuffers(1, &bufferID);
    
alGenSources(1, &sourceID);

    
// Set the source and listener to the same location
    
alListener3f(AL_POSITION0.0f0.0f0.0f);
    
alSource3f(sourceIDAL_POSITION0.0f0.0f0.0f);

    
// Load the OGG file into memory
    
LoadOGG(argv[1], bufferDataformatfreq);

    
// Upload sound data to buffer
    
alBufferData(bufferIDformat, &bufferData[0], static_cast<ALsizei>(bufferData.size()), freq);

    
// Attach sound buffer to source
    
alSourcei(sourceIDAL_BUFFERbufferID);

    
// Finally, play the sound!!!
    
alSourcePlay(sourceID);

    
// This is a busy wait loop but should be good enough for example purpose
    
do
        {
        
// Query the state of the souce
        
alGetSourcei(sourceIDAL_SOURCE_STATE, &state);
        }
    while (
state != AL_STOPPED);

    
// Clean up sound buffer and source
    
alDeleteBuffers(1, &bufferID);
    
alDeleteSources(1, &sourceID);

    
// Clean up the OpenAL library
    
alutExit();

    return 
0;
    }
// end of main


My compiling line for it:

Quote:

gcc SimpleOGG.cpp -lSDL_Mixer -lvorbisfile -lvorbis -logg -lSDLmain -lopenal -lalut -lpthread -lstdc++ -o SimpleOGG


Then, just do in shell:
Quote:

AmigaShell:> SimpleOGG file.ogg


And you will heard that annoing noise (well, i have). Try it please with all your latest ported libs. Will it the same noise, or will it ok. If will be noise, then, we need to check out OpenAL. If not, then some of my libs outdated or compiling line are wrong ..

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Re: Does OS4 SDL work in OPENGL mode?
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@Capehill

Yeah, will try it today. But it happenes for me just some times in 1 year :) So it will be pretty hard to found .. But will try it anyway, and will send results to Hans (if it will be mgl related). It's also happenes not all the time for the same programm.. You can run it one time, and you will see that bug. Then exit, and run many times the same programm and all will be fine.

But something make me think, that it's warp3d related. Aos4 realisation of it pretty buggy still :( (even on morphos , which is emulate (!) all that warp3d stuff, it works better). For now i know about 3 warp3d bugs on aos4/radeons (and all they mostly cause a freeze).

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Re: Does OS4 SDL work in OPENGL mode?
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@Hans

Any idea how debug it and found where is problem ?:)

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Re: SDL_Mixer and OpenAL sound bug problems.
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@MickJT

For openal ? For SDL_Mixer i already can fix it (still, strange why it not works as original ?)

But for OpenAL (imho) i can choise only beetween 4 openal formats. Or AUDIO_S16MSB for openal will be ok too ?

edit: tryed to put to openal that AUDIO_S16MSB, and it does not works, have:
Quote:

OpenAL error was raised: 40962
Invalid parameter at ::stream() alBufferData


The question still open: why OpenAL have noise crap, and how to fix it ? Maybe i need some new version of SDL_Mixer or what ?

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Re: Does OS4 SDL work in OPENGL mode?
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@Capehill
I god that bug again rightn now, when run one ported GL only game. At this time i was lucky and can grab a screenshot with these artefacts

@Hans
I think you need have a look at that screenshot, maybe you have any idea why it can happenes.

There is screenshot. Need to press Download It Now at bottom of that page, then after few seconds they will spawn working DownloadNow link.

The artefacts very visibly at the top of screenshot , where is compilation strings are done.

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SDL_Mixer and OpenAL sound bug problems.
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For a while i noticed some strange bug, which happenes when i try to port soething SDL + SDL_Mixer related. For example, that piece of code:

Quote:

int audio_rate = 44100;
Uint16 audio_format = AUDIO_S16;
int audio_channels = 2;
int audio_buffers = 4096;


In the game give me noise and annoing sound. And over that noise i can sometime heard original (but noised too) sounds and music.

If i change AUDIO_S16 on AUDIO_S8 : everything works fine. Sound ok, and all is ok. So the question: why it happenes , and where is problem, and because of what is happenes: because of bad SDL, or because of bad SDL_Mixer or because of other ported libs ?

And the second question, its about sound in OpenAL. Today i tryed to port some nasty RPG game, and that game have that piece of code:

Quote:

vorbisInfo = ov_info(&oggStream, -1);
vorbisComment = ov_comment(&oggStream, -1);

if(vorbisInfo->channels == 1)
{
format = AL_FORMAT_MONO16;
}
else
{
format = AL_FORMAT_STEREO16;
}

loopInterval = -1;


And, after compiling, i have the same Noise sound as sometime happenes with the plain SDL_Mixer. I tryed to change it on all possible 4 sound openal formats, but still, noise always here (sometime big, sometime not).

Have someone any idea why it happenes, and maybe its because of old SDL_Mixer or old Vorbis or kind ?

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Re: Shared objects and OS4/classic
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@phx

Imho, if there will be / was enough of classic ppc users, who want aos4, then, such questions will not have place. The answer for me pretty logical and clear: classic hardware are die for any future and developers not in interest to support it anymore (more or less, and not all of course, but mostly). For me it also logical , that for what spend time on die hardware, and on 10-20 users, when better spend their (developers) time, on something modern (more or less again), and which can be used in real life today not only for retro fan, but also for work/busines and alt.

Of course in general, its not that bad to have updated os4 for classic hardware, but, better add good resource tracking, smp, and more progressive memory protection to current state of aos4.1, because while any programm can crash the system, aos4 will be for all the world not more than only fan.

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Re: Does OS4 SDL work in OPENGL mode?
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@Capehill

I tryed minigl demos, and only one time i catch that bug (but i catch it anyway). I run 2 instanse of OWB (youtube + amigans), then Filer, then dopus4, then, then i run Stars demo from minigl examples, resize it to big, then run Trim demo, and, i have that corruption at the border of Trim window. A very little, but visibly. When i run SGRAB to catch that, corruption are gone, and i cant catch it again ( Even with any other demos, or with the same steps.

Maybe that a P96 bug, not MiniGL ? I cant remember did i notice that bug only with Minigl+SDL programms, or in plain SDL ones ..

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Re: Does OS4 SDL work in OPENGL mode?
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@Capehill

But as far as i remember, that happenes only with SDL apps. + driver are more or less common - Radeon9250.

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Re: Does OS4 SDL work in OPENGL mode?
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@Raziel

Yep, thanks. Now need to detect what cause that problem )

ps. Must to add, that sometime, even without SGRAB, i have some little-little graphics corruptions whyle move sdl window. It's happenes not so offten, so can't easy reproduce, but it looks like some parts of memory are owerwrites with some other parts of memory ..


Edited by kas1e on 2010/4/5 11:37:25
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Re: Does OS4 SDL work in OPENGL mode?
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@xeron

I not post it in the list, just because for now its not cleary understanable where is bug. As you say you cant reproduce it , so, before we can write exactly about bug in the list, need to be sure that it happenes for everyone )

Just try to run any sdl programm in window mode, then Sgrab, then grab window. Then move it. Then grab again. Again move it. Then exit from SDL programm, run it again, repeat the steps. Then close sgrab/sdl programm, run again and repeat the steps => then it must messy window.

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