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Re: getting Deluxe Galaga AGA to work with E-UAE
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@328gts

Related to speed: In general with 800mhz it must be ok imho, but if it still not, then, just use full-screen mode with 320x240 or window not in 640x512, but 320x240. It will be faster 100%, but of course, only in full-screen playable, because play in 320x240 window are suck.

Related to untouched enemies/etc: i see the same problem in the game called "RoadKill AGA". Game works fine, but i never can get the bonuses, or fire to anyone. If i remember right, you say some time ago about the same problem with Cannon Fodder (like enemies don't fire on you). Imho (but i am not sure) it can be problems with collision level settings such as None, Sprites, Sprites&PlayFilerd and Full. But i am not sure of course, just need experiment with configs.

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Re: Cinnamon Writer 0.69 IV released
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@desler

Quote:

PDF export is a one way process. AFAIK you wont be able to import PDFs into neither Word, OpenOffice, AbiWord or any of the existing WP on amiga. The reason is that PDF is not a document format. It is an electronic printed side. In the format you will have to guess which letters goes together with other words. This is why you will only open garbage.

Yep, i agree, PDF opening/showing it's work not for the Tex/Word processors, but it must open it as garbage. For now, when you try to open Manual.PDF, you don't have that grabage. CW just show you window "load document", then after a while allocation/deallocation error, and then, lockup of whole OS. Nothing shows, etc. No garbage , nothing. Just dead-end loop :)


Quote:

You memory allocation is most likely to happen because you are running out of memory. Do you have virtual memory turned on? I was able to load a document on a 150 pages. It ate a lot of memory and needs speeding up, but CW did not crash.


I have 1gigabyte of memory :) It's more that enough imho for any programm related to open any big file. I can open ISO files (700mb of size), just by multiview, or by any hex redactor (of course there is also garbage, but, it's opens fine).

Realted to viruatl memory : where i can turn it on ? In the CW or in os4 ? Still, i think, all must be ok with or without, because 1gb of memory is pretty big amount of memory for the open just 1.5mb file (even if it's just garbage will be).


Quote:

Regarding the UNDO / REDO feature. CW supports endless cycles (limited only by available memory). I am happy that you like it, it took a lot of work

Yes, this one are really nice. Not sure that i have something like this in all the modern win32 progs (in general not mspain, not msword and not photoshop have that if i remember right). So, that feature are something different and nice for use :)

Quote:

I am not sure what you mean about pull-down menus? Don't they work or do they work in a fashion that you did not expect? Could you please elaborate.

I mean that for any programm mostly we have menus, which we can open by pressing right mouse button. Like for example in workbench itself. You press right mouse button - and have menu. Or like in Filer, you press right mouse button - and have menu. And the same for almost all the other programms. The same for Golded/CygnusEd and just ED or CED. You press right mouse button, and have menu.

In case with CW, i was in hope, that when i will press right mouse button, i will have pull-down menu, where will be: OpenFile, SaveFile, Quit, About, Preferences and so on (i.e. usual stuff). And looks like CW does not have that ?

Quote:

Even though Hollywood is a great program, CW is coded in c++ and Hollywood has not been used.

Understand. So, no any limitation for you then. Just you not impelemt it looks like ?

Btw, just try to open Manual.PDF yourself in last CW. In theory, it must show us Garbage, but must show. For now (for me), it's start to load document , but never load it, and i never see garbage of that document. Just lockup.

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Re: Cinnamon Writer 0.69 IV released
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@desler

Cool ! Thanks ! I downloaded and tested, and have some question and some feature report :) :

The positive:

1. Runs fast, looks good, feels modern.

2. Save to PDF works fine (i just open some little text file, and save it to PDF, saves ok, and i can it open by APDF later). That pretty nice.

3. UNDO works up to 10 undos with no problems (not tested more, just 10 already ok, but i think it will more ?). And what is also good, it can be Undo as to Back, and as well reverse. That is good feature. Like you do 10 undo, but you need 9 only, so, you press other undo button, and it swith you back on 9. That make working with UNDO stuff nice.

The Negative:

1.For first, want to ask: Did CW support drop-down menus just by left mouse button as any other programms ? If not, why ? I see that problem (not having of drop-down meny) only in Hollywood based prods (Hollywood just does not have support of that). But i think CW is not Hollywood based prods ?

2.Nextly, i just try to open any document. First i see Manual.pdf in the main dir, so, i try it just to check how CW will works now. And it cant open it (just as text data even), and going to dead-loops. One time after i wait 2-3 minuts of loading of Manual.PDF, i have:

Quote:

terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc


And then loockup of whole OS. So, something wrong with memory allocation which happenes in the more or less big documents.

3. Something wrong with scrolling. I.e. you grab scroll-bar by mouse, start to move it, and if, you a bit move to right, scrolling stops (but must be not). To the left its ok, but to the right it stops. Also, when you scrolldown it to down, and just move it to the left or right, its automatically switch to the "resize of document" mode, but imho it must be happenes only when i press on bar (not on scrollbar) itself. So i think there is some bad calculation or kind .. Also when i just move scrollbar itself (to resize document), bar jumping worng. Like it was at down, i resize document by scroll-bar, and bar jumps
not at down, but at top.

4. Shift + down and Shift+up does not mark the text (but should).

5. Press on "save RTF" icon, and press "chancel". And CW give me "save document" window (like chancel just mean "ok", but not chancel). Also if i not write any name of document, its still do Save work (dunno where). But imho must say "please specify your file name to save".

6. Distortion of whole layers when you resize CW window to very small, and to big are start to renders badly, and all in all it bring you window:
Quote:

terminate called after throwing an instance of 'std::bad_alloc'
what(): std::bad_alloc


So, that memory problems happenes also here. Related to bad rendering, just open any document, then resize it to big window, and then resize it to as possible small window. And for first resize will not even works, and if still will (some time is it), it will totally fucked all the layers of programm and the result - lockup.

In general: Perspective, and nice. Hope it will be improved with time :) Thanks for.


Edited by kas1e on 2010/2/4 10:49:01
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Why only move of window with heavy app, slowdown it?
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Just have a usability question: Why on aos4, when you run any heavy programm in window (and, it works fine, without problems, without slowdowns), when you move that window , it looks like you do very heavy job which heavy used CPU and because of it happenes big slowing downing of the app in that window ?

For example in case with Mplayer. You have open in window some moview, then, resize window for a big size. Then, movie that window by top line of window, and, you will heard and see some suttering. Just like when you grab the window, it's start to be much slower.

I trying with composite and without, on 16bit and on32bit. With 16bit its a bit faster, but still, i am curios, why it happenes, and how avoid this ? Or it 's just because of Os4 core itself ?

As for me (as for end user), if you run any app , and any count of apps, it must be slow, yes, but not when you movie window, no ? Its looks like just bad priority or kind, dunno.
It's just feel bad.

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Re: getting Deluxe Galaga AGA to work with E-UAE
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@328gts

Peg2/1ghz/os4.1update1 and latest e-uae with gui (0.8.29/1.5)


Edited by kas1e on 2010/2/4 9:06:03
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Re: getting Deluxe Galaga AGA to work with E-UAE
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@328gts

I tested right now whdload version of that game (deluxe galaga aga exactly), and it works fine. There is screenshot. And there is config which i use for.

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Re: How to delete a single song from playlist ?
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@samo79

Imho will be cool to have just marking any song by mouse (and with shift too, to mark not only one song), or just mark by mouse plainly all the songs (like press on one, and move down), and then just press delete on keyboard :) Imho easy and logical. If i remember right, i write the same already to Bean's mail, and he say that will have a look at this later. Dunno will be it avail in the upcoming version or not. Bean ?:)

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Re: Native Look, with no blocky pixels
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@saimo

Have one more problem, maybe you can help me with that (related to UAE itself). So, i have in my config:

Quote:

gfx_width=720
gfx_height=568
gfx_width_windowed=720
gfx_height_windowed=568

gfx_center_horizontal=smart
gfx_center_vertical=smart
gfx_correct_aspect=true


And as i understand, i must have 720x568 window (it works), and
because of aspect_ratio, it will fill all that window area, without black empty space (right ?). But at moment it not works for me (or works, but i cant get effect which i need (i mean fill all the window area by work data).

Have a look for example at that picture: Lion King in action, 720x568 mode. There you see those big empty areas. Like aspect ratio not scretch image for the full 720x568 look.

Then, i set:

Quote:

gfx_width=640
gfx_height=512
gfx_width_windowed=640
gfx_height_windowed=512


And i have that picture: Lion King in action, 640x512 mode. There is also those black empty areas, but for now they more or less small.

So, the question: Have EUAE any option, for strech all the data over all the window ? And if not, how i can to manage all the games run in "full-window", without black borders ? I need check every game and check by pixels size of working area ?

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Re: Progress of Cinnamon Writer
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@desler

Dunno, maybe its only i, but, have you any plans do have support of MSwords docs (up2date) and rtf ?:) I know how many of amigans dislike that, but still, many documents in that format ..

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Re: Native Look, with no blocky pixels
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@saimo
Quote:

If you try the example I've already made available, you'll understand

Tryed now, indeed pretty easy and logical looks like. But still, thats only legaly games, but we all know that all the users want to play only warez games mostly ;)

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Re: Native Look, with no blocky pixels
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@saimo

Quote:

On another note, have a look at what I'm about to do


Well, in general, for me all that "installation sripts" always make more problems if compare with just coping something to some directory, and run it when i want (as with example with glUAE, i just copy scripts to whatewer i want, and in the info of game just put all the path with script name). And nothing more need it, no installers, no any helpers, etc.. For example again realted to glUAe, in generall, user need one script copy to any place: glUAE_LA , and nothing more. Imho, that is good side of glUAE because nothing hard, just one scrip. Installer imho a bit fuck the users head always (that strange, because it usually used for making it easy for users, but imho for users much easy do manual copy, because user will 100% know where and what he hopy).

Also about i think (that realted to help end-users) : that maybe make some archive database, which will be called: whdloadgames_gluae_os4. User just download unpack, and play. But still, and even here some problems: for first it will be warez 100% (because good games are warez of course). For second, we have different machines, so, for me 640x512 window are rokz for some games, for sam users with 666 mgz it will slow, and he will again unhappy because of all of this ..

Still, i not see any easy solution for. Only just glUAE script, + different configs like:
aladdin_full_screen_sam666
aladdin_full_screen_sam700
aladdin_full_screen_peg2_1ghz

and so on. About 6-7 configs for every game in archive, then, maybe it will be more or less "easy" for end users ..

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Re: Native Look, with no blocky pixels
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@saimo

Quote:

Just ask the maintainer

Already write about on os4bugs in easy-uae-gui, maybe someone will have a look at this :)

But why i write here for now: I found _VERY GOOD SPEEDUP_ of all the whdload games. Speedup because of "cpu_speed" config entry. Strange that you not point about, but that is awesome difference. I make just some tests, and difference for my 1ghz are madness. For example, i show you how it changes after i do double-click on icon , and game starts over your glUAE scripts in uae (there is seconds mean how many seconds need to main menu entry of game):
cpu_speed=[b]real[/b]      cpu_speed=[b]max[/b]

superstardust_aga:      19 seconds         5 seconds    
slamtilt_aga
:           19 seconds         4 seconds    
ruff
&thumble_esc:       10 seconds         3 seconds    
chaosengine_aga
:        17 seconds         7 seconds
kidchaos_aga
:           26 seconds         6 seconds
super_frog_aga
:         24 seconds         5 seconds

t
.death demo:           15 seconds         8 seconds


As you see, different are in 200% ! For now i can just double click on Super Stardust, and that loads absolutly fast.I just not talk about ruff&thumble, game starts now faster that any opengl native games on os4 itself :) Very nice and enjoenable. Also of course, all loading speedups in 200% too (like beetwen menu, and any loading stage).

The one more differens (in good side), its that for example when i have cpu_speed=max, i have no more strange jerkes of music in menu of super_stardust.

The only problem with it (looks like), its a bit "slower" react on keyboard control (i am not sure, but looks like that).

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Re: Native Look, with no blocky pixels
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@saimo
Quote:

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


:) Yeah, 100%. But before need to get at last normal camera, enough of that low-res crap already :)

Quote:

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).


Yep. For me they also one of them. Back in the past i buy first amiga only in 1996 or 1997 year, so, it was 1200, and with already avail games like SuperStardust, Aladdin, Lion King, Cool Spot, Jungle Book (disneys one), ChaosEngine, CannonFodder. So, i just can choice the best ones, which for me are few (i think i can count no more than 20 _very_ good games). Other ones i dislike mostly, because i never have a500 or kind, and amiga for me was after SegaMegadrive, so, games which badly than on SegaMD i put in trash :) I like only few esc games: ruff&thumble, lion heart, cannon fodder, chaos engine and walker. They all looks like AGA ones anyway :) Walker mostly indeed like ESC,but have good music with songs, etc, and game itself are very trashy (in good way), just one big machine kill everyone :))

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 :) )

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Re: Native Look, with no blocky pixels
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@saimo
Quote:

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

Yes, i can, but i just disabled icons and alst in the filer, to normal and fast work. With the icons it loads slow, and feels not smooth. So, better have no icons, and when i need it, i just come to right directory, and do "open wb window".

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 :) I mostly about thinks which can be done inside EUAE (settings, etc), to speedup file-system working , etc. But i think its all matter of emulation for now.

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

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 :)

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Re: Native Look, with no blocky pixels
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@saimo

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. 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.

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 ?

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 :)

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Re: Native Look, with no blocky pixels
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@saimo

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 ?

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Re: Native Look, with no blocky pixels
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@ChrisH, saimo

Out of GLUAE itself question, but in terms of it: It is possible somehow running from shell (in my case from startup-sequence) exactly nfo file (to grab the right tooltypes). Because WHDLoad have in tooltypes some necessary "messy" data (not plain strting, but just some kind of assembler code in hex form in it). So, reading tooltype of the icon are must. I tryed right now just run:
whdload slamtiltaga.slave and its buggy and blinking and so on, but if i press 2 times on slamtilt icon, then, no problems at all (and that is not stack related, imho that because of that necessary for Slave info from the tooltypes).

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Re: Native Look, with no blocky pixels
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@saimo
But need i create in the my .rc file, these S, DEVS, etc dirs ?
For example now my script looks like that:
Quote:

kickstart_rom_file=Work:EUAE/kick3.1.rom
gfx_lores=false
gfx_linemode=double
gfx_width_windowed=640
gfx_height_windowed=512
gfx_fullscreen_amiga=false
show_leds=false
sound_output=none
use_gui=false
nr_floppies=0


So, when i double click on my .rc file, uae runs without gui. But then i think for making it works, i must write in the .rc file path to S, DEV, LIBS dirs ? Like something like that:
Quote:

filesystem2=r,system:s:s:,0

?
+ for example i have 20 games. And making for all the game the same copies of S, DEV, etc will a bit annoing, so, maybe it possible just in the .rc script write path to the right dirs, and then, having only one copy of it, for every game just copy .rc file and nothing more ?

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Re: Native Look, with no blocky pixels
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@saimo

WHDload works like that (on example with SlamTilt Pinball):
There is SlamTilitAGA.info and SlamTiltAGA.Slave (2 files).
In first one (info), we have for the tool: WHDload binary (usually it placec in C:), then some must_be info which you cant change. And SlamTiltAGA.Slave, which is actul EXE file.

So, over os3.1, i just press 2 times on the SlamTiltAGA.info, and it runs (but it needs kickstart in DEVS: some bins in C:, prefs in S: and alt). Will it possible to use it with GlUAE ? (i cant change the main SlamTiltAGA.info, but i need somehow to point for GLUAE to run exacly that).

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Re: Native Look, with no blocky pixels
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@saimo
Thanks, will try all of this now. 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. And if it can works, will it works with latest e-uae with gui ? (i think need add some kind of options to switch gui off in some scripts)

@dax
imho there is only one problem: not so many of us have CRT monitors today (for what) :)


Edited by kas1e on 2010/2/1 16:37:49
Edited by kas1e on 2010/2/1 16:48:14
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