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Re: Bug-fix updates for Odyssey?
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@MartinW Quote: "Things that don't work for me on OS4 and need looking into" is that every time it opens, it opens to the full width of the screen
That casual settings of the MUI prefs you should do (in mui prefs) telling it to "save size of the MUI window permanently". Or if you want it static, then resize as you need, and do "snapshoot".
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Re: Introducing the Rear Window blog
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Top quality! Both app and blog posts
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Re: Bug-fix updates for Odyssey?
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Nope, no one developing it. But code on github, you can try to fix any issue you find and i can build fixed version then
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Re: AK DataType vs. WarpDT
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@Maijestro They "was updated" , that should be enough :) (sarcasm mode)
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Re: AK DataType vs. WarpDT
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@mattew And all still the same .. :)
I mean are you for real still don't see how vague is to post version numbers (which mean nothing) and “was updated” words, without actual providing of information what exactly were changes and updated ? Why ppls should be interested in those datatypes vs Oliver's one ? What good/new were done lately in AK ones so we should take attention on?
Not that recreating a wheel with datatypes is anyhow important and interesting, but still, even if somebody will find it interesting: how we should get what exactly were changed/updated ?
But that rhetorical, as probably you will say now that this all foundation, Hyperion is bad and so on without answering on actual question, right ?:)
ps. And even link to wiki is broken (you make a typo by missing "t" letter) in this post :(
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Maijestro Sounds good
@smarkusg Maybe share what you have now ? In the end of all, GUI can be done on top of it by someone else easy.
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Maijestro, smarkusg If I remember right i port SDL2 version of latest DGEN sometime ago, and it were awfully slow and crashy in compare with version we have on os4depot (if i remember correctly, of course).
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Re: AmiUpdate 2.50
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Yes, i can confirm i have same issues as others @Rigo Quote: No-one else has reported the problem
That only because we have almost none active users :) But once things start to be tested, ppls find what they find.
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Javier's GUI already good and tasty enough, and Huno says he want to have he's GUI as it, so .. or we use Huno's one, or Javier's one :) @smarkusg Quote: Or maybe already .... time to deal with Dgen emulator - SEGA ...
Yeah, a love to see 2 more properly ported emulators for us : SEGA and ZX Spectrum ones with same set of things : tasty GUI (as Javier's one for SNES), compositing support (so mean rescaling of all sorts in window and full-screen mode) and those filter effects. Also will be very tasty to have proper N64 emulator, which is fast and co, and properly ported too (the one we didn't have as i aware). Love to play Banjo-Kazooie and Zelda with N64. Just those emulators need to be the same small, fast, and tasty, without full-blown lot of unnecessary png images, unnecessary effects where not need it, and additional images all over the places :)
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Huno Tested new version !
Thank you for the continued work on it, now i can setup my own keys in the GUI which is very cool!
But as always i found some bits which you may want to improve :)
1). Something wrong with the sound in ChaonEngine: it's sometimes too late, and sometimes just missed. I set the full screen video mode, and video hack in 1920x1080. Then, when i play, the sound happens not immediately to the action, but after a few milliseconds. Maybe i should change something additionaly instead of how it by default ? And in whole it sounds all like MONO with 1-2 channels.. But maybe it just issue with SNES's version of ChaosEngine ?
2). The showing of FPS actually a bit bad looking. Instead of just showing FPS, it had another additional and unnecessary big line of text with this "freescale CPU E5550 blblabbal 60/60", which, have no needs to be there, as i only want to show FPS. Or maybe there is the way to disable that line already, and only keep show FPS instead ?
3). I think the whole gui logic of window/screenmode/videohack a bit unlogical and chaotic. What i mean, it can be a little bit simpler , like : you do have to choose at bottom window, or fullscreen, and when you choose fullscreen, it can just show list of screenmodes, which you choose and that all. No needs to have window/fullscreen, and then additional "video hack" option. This "video hack" imho should activate when you select "Fullscreen" and it bring you list of available video modes on your card and that all (like in old WarpSness for example).
4). Not the problem per se: but imho, archvie is too big because of those unnecessary "Cover3D".
5). Javiers's GUI is better structured and looks cleaner and more tasty : maybe use this one instead of your old one ? Your current one is too big and can't be resized, while Javier's one can and looks more cleaner (while have same logic issue with videohack/fullscreen, etc). His gui is also faster to operate with.
6). Can you explain plz all the needs for this "All roms" , "Fresnh Roms" "Roms-Universal" and so on ? I mean, why there needs to even have that, why just not simple "roms" directory as always everywhere and everything can be in. User can choose on his own what roms he want, no needs for unnecesary additional directories as well as unnecessary option in your gui for this.
7). Is it possible to disable (or make it optionaly) this fade in out effect when i do iconify ? It takes additional time (it happens with both , your and Javiers GUI).
But in whole it's very usable now ! At least with ability to set keys, saving states with shift+num like on old warpsness, using compositing with any video mode, resized window and Javier's GUI it looks really nice, so i can ditch warpsness with it's white borders !:) Currently, i only have issues with sounds in chaos engine to understand why it sounds like MONO, and some sounds sometimes misses. But maybe it's SNES version of game just done like this ?
Thanks again!
@ALL Is anyone aware if there any MSU1 patch for Snes's version of ChaosEngine ?
Edited by kas1e on 2024/2/7 7:43:10 Edited by kas1e on 2024/2/7 7:46:59 Edited by kas1e on 2024/2/7 7:58:20
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Re: Updater tool: latest releases and updates
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Posted on: 1/31 14:24
#11
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@Futaura Is amigakit anyhow related to the development of the AmiSSL in any way ? Maybe sponsoring you or something ? Just curious, as it looks a bit strange that they always post news that they take your AmiSSL and put on their updater. There probably should be reasons for doing this and they somehow helping you with developing in any way then ?
Just as far as i understand, the only updater system is supported by you is original AmiUpdate, which is up2date the same as the github/os4depot versions.
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Re: binutils 2.40 first native(!) beta tests !
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Posted on: 1/17 10:44
#12
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@Max On the http://sourceware.org/bugzilla/show_bug.cgi?id=25135 , binutil's authors point out it was an issue in binutils in 2019, and were then fixed. I assume it should be in 2.40 as well , as it were released in 2022-12-31 ? They also point out this kind of warnings are harmless, and have no impact on creating a binary, so, maybe crash in the binary Raziel have is different inssue, not related to those warnings (through, still strange , why he still have them, if it was fixed in 2019?) @Raziel Can you double-check if you indeed use all the new binutils (and ld, and all other stuff) ? Do you run it from makefile how, like "ld" , or like "ppc-amigaos-ld" ? And if so, if you run it from pure amigaos4 shell, or from "sh" in amigaos shell ? What i mean, can you mimic the same environemnt , and then in it type "ld -V" , "as -V" and "ar -V" , so we will 100% sure that all of the binaries takes by Scummvm's path are taken of the proper-new versions ?
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Huno Thanks !
Video hack works fine, i can use 1920x1080 fine with compositing, yeah !
But found some strange moment : if i set to show FPS, and then DISABLE vsync on snesx9x, then it still always show 60 fps, no more no less, like VSYNC is still enabled.
Did i understand right, that with current version of the configs/gui i can't set my own keys to the keyboard for buttons and only prebuild ones can be used ?
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Re: Block comments
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@Hypex Quote: Has HKvalhe made negative comments lately?
No. Let him flood os4depot with comments about things he have no clue about, with phrases which have no logical connection between.. That the point about ability to be able to block comments from some users. From time to time i come to osedepot to read some comments about some software and when i see Helgis's posts, i know there will be wall of text about nothing, about things he know nothing about, over positive, crazy and simple out of mind. Thanks, but i somehow prefer to share hobby with sane ppls :)
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@khayoz Quote: The buttons in the GUI is offset by -1, same as the last GUI.
GUI button 0 = Amiga Input button 1 GUI button 1 = Amiga Input button 2
But that for joypads/joysticks, i don't use Amiganput/joypads most of time.. i need to set my own keys for keyboard instead. In warpsnes i simple click in gui's gadgets for buttons and set one i need, with Huno's one can't.. With Huno's one there some prebuild keyboard keys are used for keyboard, but i want to change them to be my own ones like in WarpSnes.
Edited by kas1e on 2024/1/4 10:11:06
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Huno Cool !
Can you point me out how to change the keys/buttons in current version ? I just can't do it from GUI , and config file doesn't looks clean enough in this terms..
Also, just for future, maybe it will be possible to implement the same "save slots" as in warpsnes ? (i.e. you hit shift+ number, and it saves in this slot, then if you just hit pure number, it then load the slot) ?
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binutils 2.40 first native(!) beta tests !
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@All So, with big and valuable help from MightyMax we were able to go till the moment that we have first _working_ native amigaos4 builds of binutils 2.40, which i test only in some "basics" tests such as: 1). creating of simple binaries 2). creating of binaries using sobjs 3). creating of .a archives 4). creating/testing bunch of test cases with all sort of different sobjs/binary and constructor/destrucotrs usage. So far, that where we are with it, but your help as developer (not as user) is need it to betatest it too, to find out amigaos4 specific to native build bugs which or didn't happens on previous binutils from adtools and we need to recreate them, or , the bugs which you want to be fixed which wasn't fixed in old binutils as well. Betatesting only for brave ones, and for ones who know what he do. There is first beta: https://kas1e.mikendezign.com/aos4/bin ... _binutils_2.40_beta01.zipIt is expected that you do have latest GCC installed for being in sync (such as 11.2 or 11.3). That how you need to test it: 1). rename your current SDK Dir to SDK_save 2). copy all the content of SDK_save to SDK dir again (so to have SDK dir with which you will play with, but having backup of it in SDK_save) 3). Unpack the content of the new binutils beta to the same directories as it in archive (i.e. to SDK/gcc/) of your SDK dir which you will use as tests. 4). reboot 5). test in the shell that you have new "as", "ld", and "ar" installed for sure, by typing in the shell "as -V", "ld -V" and "ar -V", it should show binutils 2.40 year 2023. Now try to build your old projects with, etc. Also, please, the ones who have skills (Joerg, Oliver, anyone else who had good skills about internals of amigaos4), plz take a look at the documentation Max and we tried to cookie up and if something is wrong about let us know plz : https://github.com/AmigaLabs/binutils-gdb/wikiIt is really interesting reading and a try to summarize everything which wasn't ever documented anywhere about. Maybe someday it can fits into documentation or PDF of some sort once it will be good enough. In the end of all we should thank Max working on all of this , and Joerg, Oliver and Frank for their valuable help with all of this ! Any issue you find, you can report there or directly on https://github.com/AmigaLabs/binutils-gdb/issuesThanks!
Edited by kas1e on 2024/1/2 11:10:19
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Re: Block comments
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@Raziel I asked some years ago to block HKvalhe comments on os4depot, as while i have no problems when one have mental issues, i do have problems when one start to dirty feedbacks with ill / psycho comments which kind of broke motivation to answer in the comments after. But as it wasn't done, i assume the way how HKvalhe still spam the os4depot's comments is ok for admins.
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Posted on: 12/24 18:36
#19
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@Huno Quote: Yes you can change the buttons that are already recognized in the GUI
How ? I tried to click in the items to type my new ones, and can't. Quote: however on the command line it accepts .sfc/smc, do you want me to add the search for .sfc/smc in the graphical interface
IMHO it will be good if gui can searh not only for zips but also for .sfc/smc as well, and maybe just in one single "ROM" directory instead of 3 different ones (if possible)
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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Posted on: 12/24 16:52
#20
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@Huno Tested, speed indeed ok on x5000! At least with Donkey Kong for sure.
Few questions:
Is it expected that i can't change buttons for the amigainput from GUI ?
Also is it possible to choose my own screenmode for the fullscreen, so to be not 640x480, but 1920x1080 (just like i have when resize window when in window mode in fullsreen) ?
And is there possibility to not use .zips, but sfc/smc too ?
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