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Re: My AmigaOs4.1 projects
Home away from home
Home away from home


@TiredOFLife

The matter of having any engine build into ScummVM is just simple enabled them in the build line telling scummvm build process what engines will be build into, and that all.

Everything which does not support opengl/shaders/, simple enables and works, that all : Majestro should simple enable EVERYTHING, if i remember right scummvm build system have option for.

Them when it comes to opengl , when i made my own builds, there were issues with shaders which need fixing : some of them were go to main scummvm trunk, some of them no (if i remember correctly), but the main point , that without normal testing and knowing what you do, none opengl Engines will work : especially that one which handle Grim, Moneky Island and co.

@Majestro
IMHO, as you only on the start point of learning how to make amigaos4 apps (And even with AI help you will need all this understanding) , maybe it worth right now to upload on os4depot Raziel's 2.9 version back , and then, there in that thread continue testing , and once it stable and tested, only then upload it to os4depot ?

Also, you need to know that every "big" project on amigaso4 need so called "stack cookie" inside of the binary itself (not an icon options or whatever), and it should be usually 2mb for good (Odyssey have 1 or 2mb for example, scummvm should have at least 2 too). That done with one single line putting somewhere in the source code (doesn't matter where), but better right before main() at top, like that:

#ifdef __amigaos4__
static const char *  __attribute__((used)) stackcookie "$STACK: 2000000";
#endif



Then, you should also be double sure that you enable ALL engines in scummvm , i do not remember the switch, but there was one for sure. Or, simple list the supported engines, and enable it command line build string yourself. But be sure that the one which use opengl need deep checking to make it all correctly : i did it before, just didn't upload over Raziel's work, and not sure if he did it too as well or not.

Also, you can enable all experimental engines too, that no problems as well.

Join us to improve dopus5!
AmigaOS4 on youtube
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Re: x1000 hw programmer and CFE bugs
Not too shy to talk
Not too shy to talk


@kas1e

Quote:
I do some test, and can say for sure that:


Thanks for your testing.

Quote:
And they more or less logical on the motherboard : first line 0 and 2 (channel0) , and second line on motherboard is ports 3 and 1 (channel1).


I knew it had to be something like that. I would prefer it follow a known standard. But even CFE matching the numbers would have been nice.

Quote:
It hits on Master and query everything from Master, if there no Master, then it simple idle timeout further.


Sounds like the annoying dots on screen when the A1/XE couldn't find a master. But I have had a drive disappear on my X1000 right after a reboot and CFE stop with no drives found. Don't know what it is but my X1000 can be fine for an hour or so, usually with Linux, then I reboot and suddenly get SATA errors on boot.

Quote:
Electra have U-Boot instead, dunno how buggy it was for them, and if it works for them at all at first and if they later switch to CFE with it too or not ..


They did. The plot thickens. Maybe they wanted the best of both worlds. There is UBoot support in CFE.

So Just noticed the following in the AmigaONE X1000 Firmware and Booting Guide Version 5:
-nousb will disable USB while bootingAmigaboot.of does that automatically.


If Amigaboot cannot read or detect any USB devices, then how can it disable USB?

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Re: My AmigaOs4.1 projects
Quite a regular
Quite a regular


@Maijestro

Am I right in thinking that newer versions of ScummVM need the engines recreating?

Cheers

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Re: My AmigaOs4.1 projects
Just can't stay away
Just can't stay away


@Skateman

You know, AmigaOS 4.1 lags behind almost everything MorphOS already has. Congratulations—then the new engines and games shouldn't be a problem

Necronomicon: The Dawning of Darkness
Crime Patrol
Crime Patrol 2: Drug Wars
The Last Bounty Hunter
Mad Dog McCree
Mad Dog II: The Lost Gold
Space Pirates
Who Shot Johnny Rock

Since Ultimate 8 is in high demand, I’m going to try to get this engine running next. I’ve since bought the game because no one is properly testing it or providing information about it. What no one seems to realize is that new versions sometimes bring a lot of changes, all of which need to be taken into account so that I can continue using the new version without any issues.

Right now, I don’t want to rush out new ports; it’s more important to me that everything works properly. I’m still dealing with some engines that aren’t fully functional, including Grim Fandango and other games like Syberia 1 & 2. I’ll think about it once those issues are resolved. But yes, I know Syberia 1 and 2 also run on MorphOS, just like the Wintermute Games

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
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Re: My AmigaOs4.1 projects
Quite a regular
Quite a regular


@Skateman

Haven't got Ultima8 but just tried Ultima6 on ScummVM version 2.9.
Worked on that version but not the latest.

Cheers

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Re: My AmigaOs4.1 projects
Not too shy to talk
Not too shy to talk


@yogi32

Hmmmmm ScummVM 2026 2.0 and Ultima 8 are working on my MorphOS system .. the Engine should be supported afaik.
Some footage..




Edited by Skateman on 2026/3/30 20:33:35
AmigaOne X5000 -> 2GHz / 16GB RAM / Radeon RX 550 / ATI X1950 / M-Audio 5.1 -> AmigaOS 4.1 FE / Linux / MorphOS
Amiga 1200 -> Recapped / PiStorm CM4 / SD HDD / WifiPi connected to the NET
Vampire V4SE TrioBoot
RPI4 AmiKit XE
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Re: My AmigaOs4.1 projects
Just can't stay away
Just can't stay away


@Maijestro

I meant the stack cookie in binary itself. Smaller icon values have no impact.

SDL question is tricky considering also different C library variants for AmigaOS 4. Use what works for you. My pick is SDL3, it's cleaner and it gets new features. SDL2 is more or less in maintenance mode.

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Re: Betatest ticklish - ToDo List ;-)
Just popping in
Just popping in


Love this idea and the work you are doing!

I'm planning on moving all my personal todo tracking to this app.

Few things (I've not had to chance to really use it yet so more to come)

1) do you have plans to support encrypted traffic to server?
2) can you test with ZitaFTP on OS 4? I tried it and it crashed but have not had a chance to debug.
3) any plans for an Android widget?

Thank you!!
Bill "tekmage" Borsari

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Re: My AmigaOs4.1 projects
Just can't stay away
Just can't stay away


Tried this version, Grim Fandango does not work well at all. Crashes SCUMMVM, all dialogue sections missing.

Glad to find 2.9.0 still available at https://www.scummvm.org/downloads/
Disappointing to see that it was over written at OS4Depot.

AmigaOne X1000.
Radeon RX550

http://www.tinylife.org.uk/
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Re: My AmigaOs4.1 projects
Just can't stay away
Just can't stay away


@Capehill

Quote:
Capehill wrote:@Maijestro

ScummVM should have a 4-megabyte stack cookie unless it was removed in your build. It sounds a bit overkill, don't know if anyone tried to measure the actual stack usage.


I also think 4 MB is a bit excessive, but I could increase it to 1 MB. Currently, ScummVM uses a stack size of 32768, and it’s stable, but for some engines, a larger stack size might be beneficial. Thanks for the suggestion.

Would switching from SDL2 to SDL3 make sense for ScummVM? In other words, do we currently see any benefits from using SDL3?

@all

Please use http://crashlog.os4depot.net/?functio ... ile=game/misc/scummvm.lha and post your crash logs or information about ScummVM there, and I’ll take a look at everything.

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
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Re: Vulkan 1.3 implementation for AmigaOS 4
Not too shy to talk
Not too shy to talk


@Hans

This is all WIP still, and its not like I have not used suggestions from Claude-AI, but this is how it currently works.

For push constants, the transpiler knows the struct layout from the SPIR-V reflection data, so it can emit correctly-typed uniforms on the GLSL side. The data goes through the GL uniform API, so the driver stack handles any byte-swapping the same way it would for any other GL program, so nothing special is needed on our end.

For UBOs the descriptor infrastructure's there, but right now everything gets flattened to push constants during transpilation. Partly because GLES2 doesn't have native UBOs, and partly because 128 bytes has been enough so far. Once shaders start reading from arbitrary offsets in a bulk buffer, the driver needs to know what type lives at each offset to get the byte order right. The plus side is that the information is all in the SPIR-V, so it's solvable without applications having to do anything extra.

The project is far from finished but its a start!

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Re: x1000 hw programmer and CFE bugs
Home away from home
Home away from home


@Hypex
Quote:

I'm not sure of the reason and thought it may have been a hardware limitation. I actually wonder if those port assignments for port 0 and port 2 mean anything at all. They always looked confusing to me. Did they a mistake on the board sata labels and decide to "fix" it in the manual?


I do some test, and can say for sure that:

SATA Port 0 -> Channel 0 master
SATA Port 2 -> Channel 0 slave
SATA Port 1 -> Channel 1 master
SATA Port 3 -> Channel 1 slave

And they more or less logical on the motherboard : first line 0 and 2 (channel0) , and second line on motherboard is ports 3 and 1 (channel1).

Quote:

So it takes the time to scan IDE but ignores the other SATA bus? Doesn't really make sense. But the X1000 was rigid compared to A1/XE and UBoot.


It hits on Master and query everything from Master, if there no Master, then it simple idle timeout further.

Quote:

So, whoever patched the Electra firmware it seems


Electra have U-Boot instead, dunno how buggy it was for them, and if it works for them at all at first and if they later switch to CFE with it too or not ..

Join us to improve dopus5!
AmigaOS4 on youtube
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Re: x1000 hw programmer and CFE bugs
Not too shy to talk
Not too shy to talk


@kas1e

I'm not sure of the reason and thought it may have been a hardware limitation. I actually wonder if those port assignments for port 0 and port 2 mean anything at all. They always looked confusing to me. Did they a mistake on the board sata labels and decide to "fix" it in the manual?

So it takes the time to scan IDE but ignores the other SATA bus? Doesn't really make sense. But the X1000 was rigid compared to A1/XE and UBoot.

I saw red flags when I read from the Broadcom CFE source that it was not designed for anything other than a MIPS CPU and should not run on anything else. So, whoever patched the Electra firmware it seems, the reference design for Nemo, not only went against that warning but took it further and hacked an OF backend into it for whatever reason. Presumably because Linux supports OF out of the box. Although UBoot would have been a cleaner choice.

So CFE is a big hack. Apparently bugs like running a binary that exits, which causes a crash is due to OF design, because it corrupts the runtime or similar and is designed to jump into client code and never come back. It's a wonder the CFE commands work at all without crashing. But somehow, when testing real CFE compiled binaries based on the actual CFE SDK, they didn't crash for me.

Anyway, for USB booting, regardless of how it happened in the past, I can only see one way of doing it now. Be it a good or bad news kind of way. It would need a usbboot.of binary chain loader that combines a loader with all the Kickstart files in one binary. Good news is that it could load from FFS, ISO or any supported filesystem in CFE. Bad news is it would directly load kernel in and would not give any boot menu to chose layout or any options. It would allow to compress the kernel however, even if using older GZip.

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Re: Vulkan 1.3 implementation for AmigaOS 4
Home away from home
Home away from home


@smarkusg

Quote:
I thought @kas1e was just having hardware issues.
I didn't show the rest of the tests because they were even stranger...
Resized Image

I gave an example of the version I'm using, “QEMU GPU passthrough 11-rc1,” but it doesn't really matter because it works the same way on QEMU 9 and 10.
In QEMU, there’s even a slowdown in GPU passthrough performance under PPC.
The QEMU developers don’t have time to look into it and debug it.
Of course, I don’t blame them—they have other, more important things to do.

As for the X1000, this system was considered the best-optimized Amiga NG.
Maybe some Vulkan optimization, maybe some other issue.

Can you run the same test I provided and post the results?
Maybe it will help someone figure out why it’s acting up for you and @kas1e.

Thanks!


Does your x86 qemu system configure the RadeonRX card to use PCIe v3 by any chance? That would give you a big bandwidth advantage over the A1-X1000, and its PCIe v1 slot.

Join Kea Campus' Amiga Corner and support Amiga content creation
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Re: Vulkan 1.3 implementation for AmigaOS 4
Home away from home
Home away from home


@derfs

Quote:
Ah ok - it looks like the following was added after you looked at the Vulkan spec.

VkVertexInputAttributeDescription in the pipeline's vertex input state gives:
- format (e.g. VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_R16G16_SFLOAT, VK_FORMAT_R32G32B32_SFLOAT)
- offset within the vertex buffer
- binding number

That might have been in the draft too.

What about other data buffers, such as shader constants? IIRC, you could bulk upload data to the GPU, and then let the shaders read from anywhere within the buffer. In this situation, you only know the data layout when it's actually being used by a shader.

Being able to share pointers and data directly between CPU & GPU is really nice, from an API perspective, because it simplifies things (handling the different address spaces was a driver nightmare). From memory, Apple's Metal API has this thanks to a unified memory architecture where both the CPU and GPU use the same address space. Unfortunately, this is only possible if the CPU and GPU use the same endianness, and have MMUs set up to match each other. So the hardware needs to be designed for it.

Hans

Join Kea Campus' Amiga Corner and support Amiga content creation
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Re: x1000 hw programmer and CFE bugs
Just popping in
Just popping in


How was this done in uboot for pasemi chip?

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Re: Vulkan 1.3 implementation for AmigaOS 4
Quite a regular
Quite a regular


@Capehill
I ran another test.
My standard benchmark result is 91 FPS.
With Sashimi enabled in “shell” mode (outputting to the console), I get 23 FPS.
With Sashimi enabled in “quiet” mode (no console output), I get 70 FPS.

Just running Sashimi to capture that large debug serial stream on my slow hardware eats up 20 FPS

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Re: USB Audio driver for AmigaOS4
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Just popping in


@afxgroup

That's totally fine! The driver in its current version is already good enough for me to consider freeing up a PCIe 1x slot if I'd need it.

One of many...
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Re: Vulkan 1.3 implementation for AmigaOS 4
Not too shy to talk
Not too shy to talk


@Capehill

True, however it *should* impact all platforms equally but X1000 seems to be hit especially hard so what do I know

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Re: Remake video of C64 / Amiga Classic Demo La Linea Cartoon
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Just popping in


Vintage Retro Classic Pixel Art Graphics - Commodore-64 2D Rain Animation Cartoon Demo 1980's Old School LowRes Graphics





Please Subscribe my channel for up-comming C64 videos and Also watch other cool C64 Aniamtion Videos & Demo on my channel.

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Polls
Running AmigaOS 4 on?
AmigaOne SE/XE or microA1 12% (26)
Pegasos2 3% (8)
X5000 22% (48)
X1000 14% (30)
A1222 8% (19)
Sam 440/460 18% (40)
Classic PowerPC Amiga 2% (6)
WinUAE emulation 7% (16)
Qemu emulation 9% (21)
Total Votes: 214
The poll closed at 2025/12/1 12:00
8 Comments


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