Login
Username:

Password:

Remember me



Lost Password?

Register now!

Sections

Who's Online
37 user(s) are online (30 user(s) are browsing Forums)

Members: 0
Guests: 37

more...

Headlines

Forum Index


Board index » All Posts (flash)




Re: What's the best/latest EUAE build for OS4?
Just popping in
Just popping in


Maybe the issue is in "pen numbers", look inside ObtainBestPen function and similar.

Memento audere semper!
Go to top


Re: My Amiga Projects
Just popping in
Just popping in


Great job, ..you could have gone back to the amiga scene earlier!

Memento audere semper!
Go to top


Re: WebKit based browser initiative
Just popping in
Just popping in


Congrats to everyone involved!

Memento audere semper!
Go to top


Re: Wipeout2097 progress
Just popping in
Just popping in


@TheMagicSN

Yes I know about different API.
What I intend to say is for Visual Studio there are plugins to cross compile for OS4.
About OpenGL there are also PSX sources to look inside, for sure there's not any DirectX API inside there.

Waiting to resolve licence issues here there's the archive just to give a look at project

Here instead there are some reactions and considerations to the leacked release

Go to top


Re: Wipeout2097 progress
Just popping in
Just popping in


@BSzili

About Wipeout from Windows sources (it's visual studio project) should be not very hard, for an experienced programmer, make an Amiga version via cross compiler.

WO2097 WarpOS version is buggy (some degug code still enabled poking chip ram) and on my OS4 is unplayable, instead under MorphOS (with same hardware Pegasos 2) it runs much better.

Go to top


Re: Wipeout2097 progress
Just popping in
Just popping in


As I understand in post #42 Wipeout code is now opensourced.
Maybe you have to buy still a valid licenced CD for other platforms, or also the original one for Amiga, but now you can build a native OS4/MorphOS binary, with full support to AmigaNG hardware.

As for speed I'm quite sure all PowerPC machines are able to run Wipeout at full speed. Remember Wipeout was released for first generation Sony Playstation, it was really slow compared to any NG Amiga.
Maybe first generation of NG Amiga that rely on RV200 radeon gfx chip could have some issue at fullhd resolution.

Memento audere semper!
Go to top


Re: Wipeout2097 progress
Just popping in
Just popping in


@TheMagicSN

I really don't think there will be any issue with licence. It's open sourced so anyone could make a port to AmigaOS or any other machine.

If you released a first port years ago you could go quite easily for a second new port from scratch.
If you'll decide for a go please let also old AmigaNG systems like A1/Peg2/Sam boards to enjoy the game.

Go to top


Re: SDK 54.16
Just popping in
Just popping in


@walkero

In OS4 SDK I expect to find all specific options related to AmigaOS4. The wiki page it's a plus and yes inside SDK an url can be pointed to wikipage to complete documentation.

It would nice to have also an update every six months with small/bix fixes and improvements like recompilation of GCC/VBCC with latest patches.

I'd like to see also more support for most used external libs, with a dedicated installer.

Go to top


Re: SDK 54.16
Just popping in
Just popping in


@all

Please tell me when -athread gcc option is mandatory and when not.
Can you specify also what's overehead indroduced by this option and how it works?

A wiki description is usefull but it's also better to update SDK docs about this.
In SDK docs I expect to know all/most about amiga specific options.

Go to top


Re: Amigaworld.net what is going on over there?
Just popping in
Just popping in


Until AW.net will exists, Amigans will be a safe piace.
So ..long live to AW.net

Memento audere semper!
Go to top


Re: Switch between many amigaos4 machines
Just popping in
Just popping in


@kas1e
Pegasos2 100% works witc just usb mouse and usb keyboard. I didnt have anything ps2 anymore and peg2 works just with usb devices. The key there is to have latest firmware and put keyboard on the first port. Same issue like on x1000, where you need to connect keyboard to first port

How can I identify first port? Is that at the upper between ps2 ports and ethernet port? Or it's at same place but at the bottom?

Go to top


Re: big video about X1000
Just popping in
Just popping in


Great video!
Have fun with Amiga, always!

Memento audere semper!
Go to top


Re: FlashMandelNG A1222/Tabor compatibility
Just popping in
Just popping in


@eliyahu

I’ll look insidie it and I will fix it, please sent me your email andress via pm to make some test in next days

Go to top


Re: FlashMandelNG A1222/Tabor compatibility
Just popping in
Just popping in


Thank you very much for your feedback.
This result is unexpected, I have to think a bit what it's wrong.
Maybe someting in makefile, maybe something else.
I expeced more a guru and in that case we could watch inside some bad function call for a fix.

Do you have tried with both 8/24 bit screens? Try to start in multiprecision calcs too.. look inside tooltypes to set these parameters.
About requesters you can run plain version and look at shortcuts, than relaunch the SPE version and use them to go further ahead in a blind way.

I hope to look inside code this weekend.
Anyway everyone can look inside source code and recompile it to make some tests.
To recompile project it's necessary to install GMP library includes and static lib in the sdk/newlib/local drawer like any third party libs.
There's a drawer in the archive about GMP stuff.

Memento audere semper!
Go to top


Re: FlashMandelNG A1222/Tabor compatibility
Just popping in
Just popping in


@SinanSam460

Great!

Go to top


FlashMandelNG A1222/Tabor compatibility
Just popping in
Just popping in


Hi guys,
I wonder if some betatester, A1222/Tabor owner, can give a try to latest FlashMandelNG (ver 4.5) present on OS4Depot and report me if SPE version runs ok on his machine.

Thanks in advance.

Go to top


Re: SDK 54.16
Just popping in
Just popping in


Using -Wextra as compiler switch (GCC 11) I got the following error:

*************************************
/SDK/newlib/include/stddef.h:2:15: fatal error: stddef.h: No such file or directory
2 | #include_next <stddef.h>
| ^~~~~~~~~~
compilation terminated.
*************************************

On the net I read some forums where devs suggested to avoid the GCC directive "#include_next" and use other ways to do same thing.
I hope it can be fixed for us.

I tested also GCC 6 and made a "FlashmandelNG" version for SPE.
It should be faster than FPU versions..
I'm looking for a Tabor owner to see if it works and how it performs, maybe I have to compile also a special version of C GMP libraty for SPE and link it as static. If some betatester is interested please contact me.

Anyway new SDK is a big step forward for native developers, many thanks to @Walkero all others involved!

Memento audere semper!
Go to top


Re: SDK 54.16
Just popping in
Just popping in


What is gcc version in this sdk release?

Edit: Just read the changes, gcc from 6 to 11 + vbcc, greaaaat!! Tnx!

Memento audere semper!
Go to top


Re: SDK 54.16
Just popping in
Just popping in


@walkero

Thanks a lot, much appreciated!

Go to top


Re: more commercical games from PPC MACs: OttoMattic and BillyFrontier
Just popping in
Just popping in


Well done! It's possible to target also something compatible with old AmigaNG systema just like Pegasos2?

Memento audere semper!
Go to top



TopTop
(1) 2 3 4 ... 6 »




Powered by XOOPS 2.0 © 2001-2016 The XOOPS Project