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

Check that screenshot :)
Sources of chroium looks strange, on gmake say: gmake: *** No rule to make target `glpng.pro', needed by `Makefile'. Stop.
Configure also does not works..



@Xeron
I noticed a bug realted to new feature (imho). It happenes not all the time, but offten, when you exit from the windowed mode. It was happenes with Giddy3, and happenes now for TheGoonies. StackTrace:
Quote:

native kernel module newlib.library.kmod+0x0000fc20
native kernel module newlib.library.kmod+0x000059f8
TheGoonies:SDL_FreeSurface()+0x130 (section 1 @ 0x1c2114)
TheGoonies:SDL_VideoQuit()+0x88 (section 1 @ 0x1c54c0)
TheGoonies:SDL_QuitSubSystem()+0x70 (section 1 @ 0x1b6718)
TheGoonies:SDL_Quit()+0x18 (section 1 @ 0x1b67a4)
TheGoonies:_Z12finalizationv()+0x3C (section 1 @ 0x61ed4)
TheGoonies:main()+0x530 (section 1 @ 0x627e8)
native kernel module newlib.library.kmod+0x00001f44
native kernel module newlib.library.kmod+0x00002b90
native kernel module newlib.library.kmod+0x00002d54
TheGoonies:_start()+0x170 (section 1 @ 0x170)
native kernel module dos.library.kmod+0x0001a228
native kernel module kernel+0x0003ef08
native kernel module kernel+0x0003ef88


And stacktrace for Giddy3 (the same FreeSurface bug then):

Quote:

native kernel module newlib.library.kmod+0x0000fc20
native kernel module newlib.library.kmod+0x000059f8
libSDL-1.2.so:SDL_FreeSurface()+0x14C (section 10 @ 0x1d588)
libSDL-1.2.so:SDL_VideoQuit()+0x9C (section 10 @ 0x1b890)
libSDL-1.2.so:SDL_QuitSubSystem()+0x84 (section 10 @ 0x432f0)
libSDL-1.2.so:SDL_Quit()+0x18 (section 10 @ 0x43380)
module giddy3 at 0x7E28C964 (section 12 @ 0x944)
native kernel module newlib.library.kmod+0x00001f44
native kernel module newlib.library.kmod+0x00002bd8
native kernel module newlib.library.kmod+0x00002d54
giddy3:_start()+0x170 (section 8 @ 0x170)
native kernel module dos.library.kmod+0x0001a228
native kernel module kernel+0x0003ef08
native kernel module kernel+0x0003ef88


Edited by kas1e on 2010/3/26 10:58:13
Edited by kas1e on 2010/3/26 11:14:29
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Re: Does OS4 SDL work in OPENGL mode?
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@xeron
Tested new SDL_os4video.c, and, all works fine ! Giddy can be started as in window mode for begining with no problems ans switch to/from many times, and as well as can be started as full-screen, and swithched to/from win/screen many times with no problems ! Yeah ! So, for now, any new SDL-GL programm can be windowed even just by adding support for SDL_WM_ToggleFullscreen() / SDL_ToggleFullscreen(),

PS. Btw, how can i strip lbSDL.so ? If i just do: strip libSDL-1.2.so, then it give me DSIs and crashes on start.

PS2. Tested many SDL-GL games which cant work before in window mode, and, new libSDL.so does not help of course, because they all not use .SO as expected. For example these games as: Xmoto, The Goonies, ChromiumBSU, PR-DOOM_gl, Neverball/NeverPutt, SDL-ball - the all was compiled without usage of .SO, and because of it we can only wait when somebody will recompile all those games with new features..

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

Will try it tommorow (not at home now). Also will try more SDL games , but , i am almost pretty sure, that 95% of our SDL games are compiled without support of .so , and for all those games we need recompiling :( Maybe you know some more games which can works in win/full-screen mode and use libsdl.so ? (because better to test it on all possible games, to make new feature works 100% fine).

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Re: Need help with Warp3d+z-buffer on AOS4
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@Hans

Old 4.2a distrib have only 2 sources: engine and warptest. They give not so good examples of how working with W3D_DrawElements (basically, these sources not use W3D_DrawElemets at all).

I have spend many hours related to warp3d (you can see in my signature diskmag which i code over warp3d). But there i use only W3D_DrawTriStrip functions for drawing on screen textures.

For now, i just change in that Cow3D code W3D_DrawElements on W3D_DrawTriStrip (+ some init stuff need it for W3D_DrawTriStrip only), and it show Cow texture fine (what mean, that initialisation, creating of context, loading of textures and alt - works fine). Just something wrong with W3D_DrawElements exactly. And what exactly - i can't understand at moment.

Maybe for AOS4 i need some more settings before i can use DrawElements - i just do not know (i read docs of coruse, and trying some thinks). And because of it, i ask somebody just about little example of usage that W3D_DrawElement fucntion on aos4 (Exactly that fucntions), because for now i have black screen with it :(


Ps. Hanz, maybe you can annoy warp3d authors, or maybe you can check it yourself (if you have access to warp3d sources), why when coder create W3D_Context with W3D_Inderect mode, it freze the whole os (but must just skip that) ? Pretty annoing bug on which i spend days ago some time ..


Edited by kas1e on 2010/3/26 8:46:38
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Re: Does OS4 SDL work in OPENGL mode?
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@xeron

Yep, with reverting SDL_config.h to SVN ones, it build and works. Then i try Giddy3, and when i try to switch to window mode, i have DSI of this kind:
Quote:

native kernel module intuition.library.kmod+0x0004e998
libSDL-1.2.so:os4video_CreateDisplay()+0x7FC (section 10 @ 0x76b4)
libSDL-1.2.so:os4video_ToggleFullScreen()+0xD0 (section 10 @ 0x7b28)
libSDL-1.2.so:SDL_WM_ToggleFullScreen()+0x100 (section 10 @ 0x1ad14)
module giddy3 at 0x7F67CDF4 (section 12 @ 0x3BDD4)
module giddy3 at 0x7F641BBC (section 12 @ 0xB9C)
native kernel module newlib.library.kmod+0x00001f44
native kernel module newlib.library.kmod+0x00002bd8
native kernel module newlib.library.kmod+0x00002d54
giddy3:_start()+0x170 (section 8 @ 0x170)
native kernel module dos.library.kmod+0x0001a228
native kernel module kernel+0x0003ef08
native kernel module kernel+0x0003ef88


If i change settings.txt to start in window mode by default, then, for first time it freeze the os4. Then i hardreboot, and try again: then dsi on CreateDisplay:
Quote:

native kernel module intuition.library.kmod+0x0004e998
libSDL-1.2.so:os4video_CreateDisplay()+0x7FC (section 10 @ 0x76b4)
libSDL-1.2.so:os4video_SetVideoMode()+0x11C (section 10 @ 0x80c0)
libSDL-1.2.so:SDL_SetVideoMode()+0x200 (section 10 @ 0x1c668)
module giddy3 at 0x7F641644 (section 12 @ 0x624)
module giddy3 at 0x7F64190C (section 12 @ 0x8EC)
native kernel module newlib.library.kmod+0x00001f44
native kernel module newlib.library.kmod+0x00002bd8
native kernel module newlib.library.kmod+0x00002d54
giddy3:_start()+0x170 (section 8 @ 0x170)
native kernel module dos.library.kmod+0x0001a228
native kernel module kernel+0x0003ef08
native kernel module kernel+0x0003ef88


If press ignore, then game starts in window :) So now i plays in giddy3 in window mode :)

And yes, after i start it from window mode, i can swith to-from full-screen/window with no problems anymore.

ps. If anyone in interst, there is screenshot of giddy3 in window mode on my os4

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

There is also was SDL_free error, when i skip first DSI :) Maybe better if you just can compile .so yourself with latest src and upload for testing ? Anyway its strange why your r11 compile works fine, and 700kb of size, but my are 2.5mb of size and have these errors.

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

Tryed to build svn trunk, and do:

sh
./configure --enable-pthreads=no --enable-pth=no
gmake

Then, from build/.libs i copy LIBSDL-1.2.so, to my sobj:

Reboot, run Giddy, and have window:

Unable to resolve symbol
#SDL_Malloc#

and then DSI.

And LIBSDL-1.2.so are big if compared with latest public .so. It have 2.5mb of size (over 700kb of r11). I tryed to buil it on latest SDK+latest aos, etc.. So, what wrong ?:)

On compiling stage (almost at the end) i have tons of strings like that:
Quote:

gcc:bin/ld: build/.libs/libSDL.la-62.o: warning: allocated section `.dtors' not in segment
gcc:bin/ld: build/.libs/libSDL.la-62.o: warning: allocated section `.data.rel.local' not in segment
gcc:bin/ld: build/.libs/libSDL.la-62.o: warning: allocated section `.fixup' not in segment
gcc:bin/ld: build/.libs/libSDL.la-62.o: warning: allocated section `.data.rel.ro.local' not in segment
gcc:bin/ld: build/.libs/libSDL.la-62.o: warning: allocated section `.data.rel' not in segment
gcc:bin/ld: build/.libs/libSDL.la-62.o: warning: allocated section `.data.rel.ro' not in segment

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

Protrekkr it's plain SDL app (without usage of opengl). The problems with window modes was opengl only (it mean that SDL apps with usage of opengl can't works in window mode before). Plain SDL programms works fine all the time with window/full-screen modes (well, maybe it have some bugs too, but switching works fine).

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Re: Game wish - Nuclear War
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@RacerX

That game is still in progress, so, for sure there will be misunderstands :) I will send your remarks to author.

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Re: Game wish - Nuclear War
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@Goos
Check the main author's page , there is your aos4 port now too :)

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Re: Does OS4 SDL work in OPENGL mode?
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@afxgroup
Thanks for ! Hope to try new build soon.

ps. Btw, Hanz, i re-read your suggestions on amigabounty, and want to ask about "and screen selection is poor". What that mean exactly ?


Edited by kas1e on 2010/3/24 21:55:00
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Re: Need help with Warp3d+z-buffer on AOS4
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Maybe can someone provide an little-easy example, of using W3D_DrawElements function on aos4 ? Just little texture which draws on screen by w3d_drawelements ? (looks like that problem is here).

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Re: Need help with Warp3d+z-buffer on AOS4
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@Hans
Ok, got it ..

Anyone else ?:)

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Re: Need help with Warp3d+z-buffer on AOS4
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@Hans

Thanks for help, but the problem exactly with warp3d itself (i mean that for minigl, all the deep-inside functions are done, so, making the same over minigl will make not so big sense imho ?)

Btw, for you binary also show "black window" ? If so, which hardware/gfx card (and w3d drivers) are you use ?

Why i ask you, because i think that you know deep details about current state of warp3d on aos41..

Bad think for me that the same code works fine on all other amiga-like oses :( Just dunno on which have a look to understand why it not works on aos4 ..


Edited by kas1e on 2010/3/26 15:49:16
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Need help with Warp3D+W3D_DrawElements on AOS4
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We try to write a little example for learning purposes, which will show how coders can use z-buffer + latest w3d fucntions like w3d_DrawElemets in warp3d programms. We already write such example (that is just rotated Cow, with many triangles, high detailed, etc), which use z-buffer and w3d_drawelements fucntions. But the problem is: That 68k binary works fine on:

1. amiga classic (Mediator 3000T/4000T and Voodoo4 under AmigaOS 3.9)
2. morphos2.x on peg2 with Radeon9250
3. winuae with wazp3d

In other words it works everythere, but on amigaos4 (with the same Radeon9250 as for Morphos), it give us black window, and nothing more. I tryed to recompile it as aos4 native, but still, we have black window. I.e. everything looks like works. We can see FPS count, "esc" handler works too, but just visibly on the window we see nothing. Just black screen. Like some warp3d mode set, or not set. Of course i can claim yourself for not knowing something, but if it works on all the other oses, and different warp3d realisation, so, the question is still here: why it just give us black window on aos4/radeon9250/peg2 ?

There is aos4 source (for make it works native). Any help are wellcome. Personaly i hope that Hanz or maybe Rogue can have a look at it (source pretty small and very understanable). Compilation line are trivial:
Quote:

gcc cow3d.c -lamiga -lauto -O3 -o cow3d


Thanks for.


Edited by kas1e on 2010/3/26 15:48:25
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Re: Game wish - Nuclear War
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@Goos

I tested it , and all works fine (telepgraph and network code). So, i just write aos4 readme like this:
Quote:

Thanks to Goos der McGuile who fix teletype and endianes bugs to make amigaos4 port works fine ! You always can visit his page and check his amigaos4 projects at http://goos.aucb.de/

That all. Enjoy that nasty old-shcool game :)


I also strip executable (it was 5mb, now its 1.8mb), and send that archive to author, and today/tommorow he will put it on his site. Also will upload it now on os4depot.

ps. can you please also upload somethere sources where you fix endianes issues, i also will send that to author, so, all the new versions we can just easyly recompile with no problems.

@fab
I also say to author about that memcpy problems, and answer was the same as i expected "cool that it fixed, but i never cause any problems like that, for me it was always ok". Only amiga make possible to found any kind of bugs :)

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Re: Game wish - Nuclear War
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@Goos

Omg :) For sure author will never fix that, because he will never think in way like "maybe memcpy do not work as it must" :) Anyway good that you found that problem so fast.

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Re: Game wish - Nuclear War
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@Goos

Cool ! I will test it tommorow. There is answer from the author about:

Quote:

Wow, that's really cool :) I'd like to put the port on the website for other people to download. I had a guy port it to Linux just recently, and another guy is working on a mobile version of it as well, so an Amiga version too is great!

Could you make a package to distribute and send it to me? Please include the original files from http://studiostok.se/netnuclear4.rar but replace the executable, and if you wanna add a second readme with your information and credits, that's okay too.

Let me also know your real name and contact information, or if you want to use your handle so I can add that to the website as well!


So, if all will be ok with tests, then we can prepare archive and send it for author ;)

ps. what problem was with text typing ? (i mean techical details, because i say about bug to author firstly, and he say that he have no idea why it happenes).

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Re: Game wish - Nuclear War
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@spotUP

Yep, i already contact with him today, and he was in big interest about amigaos4 port, and want to put it on his page, etc. But for first as i see need to fix text output and endianes for the network.

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Re: Game wish - Nuclear War
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@Goos

can you please type the seuqnces of commands to connect/start game/etc ? I mean on which ip i need to connect, and what i need to type to start the game (then i can test it on win32 version, and after do the same for amiga port). At moment as far as i understand i need server where ppls plays ? Or i need to be a server ?

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