Login
Username:

Password:

Remember me



Lost Password?

Register now!

Sections

Who's Online
125 user(s) are online (90 user(s) are browsing Forums)

Members: 1
Guests: 124

kas1e, more...

Headlines

Forum Index


Board index » All Posts (AmiDARK)




FTGL Specific Compilation
Quite a regular
Quite a regular


Hello.

I have download the latest FTGL sources 2.1.3rc5.
I tried to compiles them for AmigaOS 3.x 68k, MorphOS a AROS without success.

I'm not familiar to Makefile system and I don't understand what to do.
The main problem I think, is that I can compile only on PC with AmiDevCPP ...

Can someone help me for this task for AmigaOS3.x (and maybe morphos, AROS ?

Providing the compiled version of FTGL should be great, providing the makefile too may be top because it can show me how I can modify a makefile to adapt it for Amiga(s) SDK(s) ...

Thank you.

Kindest Regards,
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


AmiDARK Engine Beta 0.6 release 2 "available" for AmigaOS4
Quite a regular
Quite a regular


Hi,

I have released the Beta 6r2 of the AmiDARK 2D Engine today.
the main objective was to fix a bug that caused compilation errors under AmigaOS4 C compilers.
Only AmiDevCPP was able to compile application using the AmiDARK Engine.
It is now fixed with that release.

You can download it directly from here :
http://www.amidark-engine.com/spip.php?article2
or wait it to be available at os4depot (currently in the upload queue)

Here are the latest changes for this fixs release:

2012.09.11 :
AmiDARK 2D Engine Beta 0.6 Release 2 now available for AmigaOS4 :
http://files.amidark-engine.com/AmiDarkEngine_AOS4_Beta0.6r2.lha
GENERAL
Fixed a bug that causes compilation errors under AmigaOS4.
Improved the HTML help and added project creation under AmiDevCPP and CodeBench.
Compiled all examples with the latest build of the library.


2012.09.10 :
CAMERA
Removed 4 commands for camera controls using vectors that are not yet available and, that caused compilation errors.
CORE
Replaced the missing commands.
TEXT
Removed a "not available" function from the include files that may cause compilation error.

Kindest Regards,
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


Re: AmiDARK Engine ... Progress ...
Quite a regular
Quite a regular


Thank you all for your comments & support :)

All we have to decide is what to do with the time that is given to us.
Go to top


Bitmaps buffer and glSelectBuffer..
Quite a regular
Quite a regular


Hello,

I've read the doc and, I'm a bit lost concerning this command.
I'm not sure of what it does.

I'd like to know if it can be used for this :

1. I create a bitmap ( IIntuition->CreateBitMap() ...
2. I use glSelectBuffer ( GLsizei size , GLuint *buffer ); with buffer as my bitmap memory location (not the bitmap structure pointer but the real bitmap memory zone). And Size = Width * Height (* Depth/8 ) ?
will this make me change the bitmap where the 3D view will be drawn ?

if not, is there a way to do what I request ?

Kindest Regards,
AmiDARK


Edited by freddix on 2012/9/5 7:54:56
All we have to decide is what to do with the time that is given to us.
Go to top


Re: AmiDARK Engine ... Progress ...
Quite a regular
Quite a regular


thank you for your comments :)

All we have to decide is what to do with the time that is given to us.
Go to top


Re: AmiDARK Engine ... Progress ...
Quite a regular
Quite a regular


Some news concerning the AmiDARK Engine development are availebl now on :

http://www.amidark-engine.com/spip.php?article28

Just take 5 minutes to check these news.

@+
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


AmigaOS3.x, StormMesa & Wazp3D... Ok ... but .. Glu? Glut? freetype? ftgl?
Quite a regular
Quite a regular


Hello,

I've setup on WinUAE :
AmigaOS 3.9 Original
+ Warp 3D
+ Wazp 3D
+ StormMesa.

I have now 3D working on 68k application on this *emulated* AmigaOS 3.9.
And it run pretty well on my PC Computer ...

But now, I'd like to make some more tests with this *emulated* 68k setup.

I've checked the SDK ( I have CD Developer 3.5 and then NDK up to 3.9 :) )
Installed it, installed the StormMesa OpenGL includes.

I've seen the libGL.a file but there are no libGLU.a & lubGLUT.a files...
More to this, I haven't found : libFreeType and libftGL.

does someone know whare I can find these 4 .a files (with all needed includes files)
( libGLU.a, libGLUT.a, freetype and ftgl for AmigaOS3.9 & StormMesa )
Or, where I can get source compatible for AmigaOS3.9 ?

Thank you.

Kindest Regards,
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


Re: JIT E-UAE
Quite a regular
Quite a regular


Nice news :)

All we have to decide is what to do with the time that is given to us.
Go to top


Re: How to use video in a created intuition/window ?
Quite a regular
Quite a regular


Hi TSK,

Thank you for this.

Kindest Regards,

All we have to decide is what to do with the time that is given to us.
Go to top


How to use video in a created intuition/window ?
Quite a regular
Quite a regular


Hello.

Does someone know how I can use a librery like :
http://www.os4depot.net/index.php?fun ... graphics/xvidcore_lib.lha
or
http://www.os4depot.net/index.php?fun ... brary/audio/libmpg123.lha
or
http://www.os4depot.net/index.php?fun ... opment/misc/libffmpeg.lha

To display a video in an intuition/window?

I don't understand exactly how to do this.
I need to display it frame per frame.

Kindest Regards,
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


Re: USB devices that work with OS4.1 Update 5
Quite a regular
Quite a regular


You can add : Logitech K260 wireless mouse/keyboard combo.
I use one ( received as gift for my birthday :) ) on my Sam440EP Flex 800Mhz & AmigaOS4.1u5 and it work perfectly.

All we have to decide is what to do with the time that is given to us.
Go to top


Re: Dos.library SystemTags & FileInfoBlock
Quite a regular
Quite a regular


Hi Abalaban,

I must check all anwser this week-end and see if I can do what I need ... but apparently, there seem to be all I need to continue with the functions I must develop now for the AmiDARK Engine.

Thank you.

Regards,


Edited by freddix on 2012/7/21 16:40:36
All we have to decide is what to do with the time that is given to us.
Go to top


Dos.library SystemTags & FileInfoBlock
Quite a regular
Quite a regular


Hello.

do someone have any sample showing how I can use SystemTags function to execute a cli program from my C application ?
Same for FileInfoBlock. I need to use it to get a file creation date & last changes date.

Can someone help please ?

Thank you.

Regards,

All we have to decide is what to do with the time that is given to us.
Go to top


Re: AmiDARK Engine ... Progress ...
Quite a regular
Quite a regular


Hi Hans,

In fact, I have 1 HD on my PC that had 2 partitions.
And when it crashed, both partitions were lost :(

Now, I backup every day I work on the project, on an extern HD. The Backup on the external drive was a bit old ...
And more to this, I can Backup on my new Internet BOX that have a HD integrated.

Kindest Regards,
AmiDARK


All we have to decide is what to do with the time that is given to us.
Go to top


AmiDARK Engine ... Progress ...
Quite a regular
Quite a regular


Hi all,
After a long time with no news concerning the project, I'm back now.

Here are the latest news I have posted on the project official webpage :


2012.05.17:
GENERAL
Due a to hard disk crash, I have lost some of the latest work.
The last backup was on 2012.02.28 so, I have removed newer comment as I’ll have to rewrite these changes.
Secondly, these two last months, I encouter health problems so. I had to suspend all kind of developments during this period.
Now, things are better, I hope that things will continue to go better and better ... and then I can continue the development of the AmiDARK Engine.

2012.07.01:
GENERAL
Hi everyone, The summer comes and during this period, generally my main employment activity is lower ... it should makes me less tired and, I hope to be able to regularly add new functions to the engine.
Now, my efforts concentrate in preparing the engine for the next µAlchimie we’ll have at the end of the year.
This section will continue to contain informations on new commands and functions that will be added to the main Game Development Engine but, all that concern special demonstrations will remain unrevealed until the next µAlchimie.
I hope to release a new alpha/beta version for registered users soonly.
BITMAP
Added command DECopyBitmap & DECopyBitmapEx.
All planed Bitmap command are done. Bitmap Command Set is now complete .
MUSIC
Removed CD Audio ccmmands & functions from development.
They will be developed later, if requested by users.
SOUND
Added DEPlaySound, DEPauseSound & DEResumeSound commands.
Added functions DESoundPlaying & DESoundPaused.

2012.07.02:
GENERAL
The engine now reach 80% of the total 2D Game Engine command set.
FILE
Added command DEFindFirst & DEFindNext.
Added function DEGetFileName & DEFileType.
Added function DEReadFile
SOUND
Added command DEStopSound, DESetSoundPan, DESetSoundVolume & DESetSoundSpeed.
Added function DESoundPan, DESoundVolume & DESoundSpeed.
Removed the 3D Sound functions from the development list.
They will be developed later.

2012.07.05:
FILE
Fixed DESetDir to release context from DEfindFirst & DEfindNext commands use.
Added commands DESkipBytes, DEMakeFile, DEMakeFileFromMemblock & DEMakeMemblockFromFile.
Added function DEFileEnd.
SOUND
Added function DESoundType.

Here are all *fresh* news concerning the project.

AmiDARK 2D Engine contain 454 commands on an actual plan of 549 commands (81.1%). 95 commands are not yet created.

AmiDARK Engine ( 2D & 3D ) contain 683 commands on an actual plan of 1202 commands (66.7%). 519 commands are not yet created.

I hope to be able to finish the 95 commands of the 2D version of the product before the newe µAlchimie at the end of the year.

Thank you goes to everyone for all the support you gave to the project.

Kindest Regards,
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


Re: Audio Datatypes playing question.
Quite a regular
Quite a regular


@Thomas :
Thank you.
Your sample show a more friendly way to use Datatypes :p

@Salass00:
Thank you for your sample too :)
Really interesting sample for AHI use.
I will investigate your sample when I'll add 3D sound :)

Kindest Regards,
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


Re: Audio Datatypes playing question.
Quite a regular
Quite a regular


Hello Thomas,
I've found attributes called : SDTA_xxx
I think they're the correct ones ;)

Thank you for your answer.

Kindest Regards,

All we have to decide is what to do with the time that is given to us.
Go to top


Audio Datatypes playing question.
Quite a regular
Quite a regular


Hello.

when we play a datatype sound using the :
IIntuition->IDoMethod( MySoundPTR, DTM_TRIGGER, NULL, STM_PLAY, NULL );

Is there a way to:
1. Change the sound playback volume ?
2. Change the left/right pan values ?
3. Make a sound to loop?
4. Get informations on actual values for 1., 2. and 3. ?

I've checked the STM_xxxx flags and none of them answered me.

If someone know.
Please help.

Sincèrely
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


Re: [WIP] Small Graphics Ripper
Quite a regular
Quite a regular


@JosDuchIt:
Yes I know ;)
But it always add a sum of "drama" doing this ;)
For sure it will be released publicly soonly.

@MickJT :
There are 2 tools but I found them not enough "complete" for my needs so I decided to make my own ...

Kindest Regards,
AmiDARK

All we have to decide is what to do with the time that is given to us.
Go to top


[WIP] Small Graphics Ripper
Quite a regular
Quite a regular


Hi All,

I decided to post this message here in this forum because I think it can be of some interest for the Project.Sprites ...

During the development of a big project like the AmiDARK Engine, it's not rare that I sometimes distract my *brain* working on small a project I'll work on // with the big one.

Actually, the small project I work in // from now 2 days is a small Amiga graphics ripper.
Actually the project is developed under DarkBASIC Professional and run only on windows but, later, when the AmiDARK Engine will be enough mature to handle everything the Graphic Ripper need, I'll port it to the AmiDARK Engine.

Why do I work on that kind of project ?
For a simple reason. As many users here ... I'm an old Amiga user from 1985 and later so, to develop some small technical demonstrations for the AmiDARK Engine, I like oldies pixeliZed graphics.
This small tool will help me to get some graphics I'll use for *free* technical demonstrations of the AmiDARK Engine GDK during its development.

Can you explain us more about this Graphic Ripper ?
Yeah! Of course, it's the main purpose of this forum post to expose this project to public.
In fact, this tool is dedicaced to WinUAE users.
You must launch your favourite game under UAE run it and when, the wanted graphics are in memory, you must simply use the UAE "save state" feature (using non compresses save state only !!!!).
Once it's done, you can leave your UAE and launch the Graphic Ripper.
Using menus, load the save state file.
You can now navigate inside the Amiga memory like the old Action Replay MK III Graphics Ripper did ...
What is interesting is that with the informations saved in the UAE save state, it's easy to get all the interesting informations you need to rips main images.
Sprites/Bobs can also be ripped with small manipulations.

Here are the actual capabilities of the software :
1. Load non-compressed WinUAE 2.4.0 Save State
2. Enable/Disable bitplanes ( 1-8 bitplanes )
3. Lock/Unlock bitplanes (1-8 bitplanes )
4. Explore the memory to find graphics
5. Aga SUPPORT (up to 8 bitplanes supported)
6. Use SaveState register information to retrieve the 32 colors in COPPER memory.
7. Modify Screen width, height and modulo so you can have total control of your ripping.
8. Save images as .JPG or .PNG (with Color00 = transparency
9. Export as .PNG automatically makes color 00 being transparent.
10. Retrieve the 256 colors using the Save State AGA Colors informations.
)

What is planed to add to the software :
1. Find the screen displayed in WinUAE and display it so it could be saved easyli
2. Half-brite support
3. Dual playfield support

Here are some snapshots from the GFXRipper tool :
http://amigfxripper.free.fr/shots/Editor_Agony01.jpg
http://amigfxripper.free.fr/shots/Editor_Leander01.jpg
http://amigfxripper.free.fr/shots/Editor_Leander02.jpg
http://amigfxripper.free.fr/shots/Editor_Banshee.png

Here are now some sprites/pictures ripped with the GfxRipper and saved as .PNG images (to get transparency active for sprites :) )
http://amigfxripper.free.fr/shots/BloodMoney_LevelSelect.png
(apparently they use more than 32 colors in this Blood Money 's screen capture :)
http://amigfxripper.free.fr/shots/Leander.png
http://amigfxripper.free.fr/shots/Leander_Ingame_Front.png
http://amigfxripper.free.fr/shots/BansheeTitle.jpg
http://amigfxripper.free.fr/shots/Banshee_Ingame_ScreenCapture.png
http://amigfxripper.free.fr/shots/Banshee_Sprites01.png
http://amigfxripper.free.fr/shots/Banshee_Sprites02.png
http://amigfxripper.free.fr/shots/Banshee_Sprites11.png
http://amigfxripper.free.fr/shots/Banshee_Sprites12.png

I don't know if I will make it become publicly available or if I will keep it for my *personal* use ... I think all will depend on the interest peoples will find in it.
So if you want it to be released as *freeware* don't hesitate to post your support here ;)

Kindest Regards,
AmiDARK
http://www.amidark-engine.com


Edited by freddix on 2012/3/30 21:12:28
Edited by freddix on 2012/3/30 21:33:03
Edited by freddix on 2012/4/2 21:11:08
All we have to decide is what to do with the time that is given to us.
Go to top



TopTop
« 1 2 3 4 (5) 6 7 8 ... 37 »




Powered by XOOPS 2.0 © 2001-2023 The XOOPS Project