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Re: The OpenGL ES 2.0 thread
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@Raziel

Great news.

@Daytona675x

Regarding A1222 and C union, I wonder if this affects also C++17 std::variant ( https://en.cppreference.com/w/cpp/utility/variant )?

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Re: The OpenGL ES 2.0 thread
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@Raziel

I'm not actually a beta tester for this stuff, but since I sometimes report issues, I get test libs from Daniel. This is already an old lib, some January version IIRC. Things might have changed meanwhile.

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Re: SDL2 gamecontroller database Needs You!!
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@rjd324

Please use the controllermap tool from the latest SDL2 archive, otherwise I need to manually convert this. GUIDs should look more like these (starts with 03): https://github.com/AmigaPorts/SDL-2.0/ ... ck/SDL_gamepad_db.h#L1005

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Re: The OpenGL ES 2.0 thread
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@Raziel

It might be easier if you share your config file for reference. Did you mean "Normal" scaler and 1x mode? After some quick tests using ogles2.library v3.4 it seems to work for me.

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Re: The OpenGL ES 2.0 thread
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@Raziel

Ok. I can say there was some FBO-related change that fixed ScummVM "first frame glitch" at least.

I hope we get a public update soon.

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Re: The OpenGL ES 2.0 thread
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@Raziel

Okay, but did you receive beta version from Daniel earlier this year?

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Re: SuperMario64 port to OS4 anyone?
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@rjd324

They are different APIs, in other words game has to implement one of them.

If you want, you may be able add SDL_Joystick support by referring to SDL1 code: https://github.com/sm64pc/sm64ex/blob/ ... troller/controller_sdl1.c

Just a guess, I have no clue about this project.

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Re: The OpenGL ES 2.0 thread
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@Raziel

Which OpenGLES 2.0 version?

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Re: SuperMario64 port to OS4 anyone?
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@rjd324

Maybe mednafen uses joystick subsystem but SuperMario64 uses gamecontroller subsystem? Gamecontroller needs mappings and there is a tool in SDL2 archive that can be used to generate those.

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Re: SuperMario64 port to OS4 anyone?
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@rjd324

If you use the _debug version of SDL2 library, identified joysticks should be (serial) logged there. Joystick must be supported by AI, and usually it has to be plugged in before you start the game.

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Re: Task scheduler
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@joerg

Yeah, well it was a surprise to me that it's even possible to allocate memory inside Disable. Not sure why anybody wanted to.

In addition to task data, I want to display total number of existing tasks.

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Re: Task scheduler
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@joerg

I'm calling Disable() twice to read task lists. Do you mean Forbid() is enough? Here they use Disable() https://wiki.amigaos.net/wiki/Exec_Tasks

I suppose it would be possible to copy task name also during timer interrupt, based on the assumption that task lists are consistent during interrupt.

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Re: Task scheduler
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@joerg

Probably because I needed to call these between Disable/Enable and I wasn't sure if the C lib versions were safe to call. I can just replace those with strlen and strncpy.

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Re: Task scheduler
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@joerg

Okay, I noticed that starting multiple top instances and quitting could get into trouble :)

Anyway, I'm stealing task switches / s and forbid % stats from your program...

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Re: Task scheduler
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@joerg

Quote:

it's the number of IExec->Forbid(), Disable() and SuperState() calls per second.


Do you remember how those were checked? It seems that those "top" source codes are for a different binary version.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Maijestro

Once you get it running and scummvm.ini file, you can put gfx_mode=surfacesdl in ini file. Maybe also setting it in the GUI works, but I didn't test.

If you cannot make it work via icon, then there is always a possibility to run a script using icon.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Maijestro

I have just tested ScummVM on WinUAE (16-bit screen mode). It works for me both in window and fullscreen mode. But at least for the first time you need to use --gfx-mode=surfacesdl to work around the GL error and to get that ini file. And getenv SDL_RENDER_DRIVER must return "software", otherwise you are going to need some patch.

Sashimi: http://os4depot.net/?function=showfil ... lopment/debug/sashimi.lha

It should be simple to use in window mode or you can redirect output to a text file: "sashimi > log.txt".

It seems something went wrong with replacing that SDL2 shared object. SDL2 archive has 2 shared objects, the larger one should be named _debug and it should have serial logging. Both shared objects are installed to SOBJS: if you ran the SDL2 installer (you can copy them from SOBJS: to local sobjs/ directory). So you can check the names and file sizes in your local sobjs/ directory.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Maijestro

Do you still have "software" selected in SDL2 prefs?

Does window mode work? Maybe fullscreen was opened in 32-bit.

Try to replace libsdl2-2.26.so with libsdl2-2.26_debug.so (remove "_debug") in application's sobjs/ directory. Then run Sashimi in another window and start ScummVM - or start ScummVM first and use DumpDebugBuffer command. Hopefully you can collect serial logs.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Maijestro

I suppose "os4" refers to the name of SDL2 video backend. SDL2 renderer is another subsystem which works on top of video backend.

It seems this issue can be worked around using --gfx-mode=surfacesdl switch.

@Raziel

It's possible to reproduce the problem if you rename ogles2.library. On error ini file is not created.

I think there is some ScummVM issue which doesn't take into account that maybe OpenGL cannot be used at all in some scenario.

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Re: MilkyTracker 1.03
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@walkero

Great news, thanks! I should use LiteXL more...

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