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Re: My Amiga Projects
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Got now the MiniGL renderer of H2 ported to 68k.
Still got massive amount of debug output in so too
early to say about speed. But removing all the debug output
and then do speed test is the next step (PiStorm with
Wazp3d and 060 with actual 3d care)

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Good that the sources are saved

My own Amiga Sources are always asides from anything else also on my external Backup Drive which I only use for backupping and which is stored savely away then.

One year ago I found Sin OS3.x+WarpOS code on there And started making OS4 port then.

I lost a source-code really many years ago (nothing important), that should never happen again I said after that

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Olle

Have to admit I still use P96 for such stuff myselves (even Heretic2 OS4 version does ). But like you I have been away some years.

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Capehill

It is the Window's Rastport's Bitmap as far as I can see (I only had a quick look at the code, didn't have time for more yet).

Still I think to check if anything is displayed at all by drawing a red rectangle in or whatever might be the easiest check if something principial goes wrong. If I have the time on weekend I will look in more detail at the code.

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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What I noticed in the code is that it does

Lock Bitmap
Get address of Video Mem
Unlock Bitmap

And then use the pointer acquired throughout lifetime of the program. Without locking again. I am not sure if this still works as expected. I think locking/unlocking should be around the function copying data to the video mem.

That's something I would try to change first (myselves no time till at least the weekend). Or try to paint when copying a small rectangle in "known colors" to see if there is any video output at all.

Code uses the Window's Rastport.

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Hi!

I got the latest source-code now.

I will send it to you @kas1e.

Maybe it would make sense that you look at latest bugs (black screen) first before I update it to latest snes9x code. But probablyl I will still do a compile myselves and check if the black screen issue appears for me before I send you the code.

EDIT: Ah, just saw Per wrote he tries himselves to update to latest SNES9x 1.60 code.

Best regards,
Steffen

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Re: Running my OS4 games on QEmu
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@white

???

I am not sure what is going on here, I did not notice anyone getting "unpolite" or "uncivilized" towards you. Of course it might have been in a private message ?

On your other post I am currently not looking for more Betatesters, but I hope to finish the project in a reasonable timeframe. Thanks for your interest. I might look for Betatesters for a different project in reasonable timeframe.

Asides from that everything Maijestro said on Betatesting (not only Q2 but generally) is absolutely true! Some software is not yet available to the public.

@Maijestroy:

>@TheMagicSN is currently not active and doesn't respond to my >emails, maybe you should just be patient, he's the one who >decides.

I usually only check messages on amigans a few times a week. And yes, I have been behind in answering my emails.

I sent you an email a few minutes ago.

MagicSN

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Re: Running my OS4 games on QEmu
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No, mplayer is not used with MiniGL.

It is called like

mplayer -vo sdl -ao sdl filename

by Q2.

The difference between the two intros (assuming
Steam install) is the first (id logo) uses q2’s internal
.cin format while the real intro uses .ogv in the codec
the makers of the Steam version chose (which is
appearently a bit slow on mplayer which caused you
to think it would use MiniGL i assume).

A workaround would be that you load it into a conversion
tool (ffmpeg or anything) and convert it to a “lighter”
codec or resolution and then save it by the same filename.
Or install the non-ogv version (i could modify the installer
of course to install the movies from classic q2 -.cin-
instead of the highres ogv movies - or leave a choice to
the user which movies he wants to install.

The code in q2 loads movies of either ogv mp4 avi or cin
fileending. I would need to check with which priority
if several of these files exist but i think it was in the
order i just listed.

For in-development Sin we instead converted the movies
into mpeg format which plays much better.

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Re: Running my OS4 games on QEmu
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maijestro and me compared speed (not with H2/Sin, but with my Q2 port).

Seems his M1 Mac with QEmu is in speed slightly below (comparing software renderers) my x1000 in native speed (1280x720 Q2 demo1.dm2 timedemo was 24 fps on his QEmu setup, 30 fps on the x1000 natively). Will still compare with my i7 with QEmu with the same game and graphics resolution.

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Olle

>@TheMagicSN,
>That's nice to hear, congratulations on both marriage and house. >No marriage here but a partner and stepdaughter and also bought a >(tiny) house some 7 years ago.

Thanks

>That's awesome :D , regarding the big-boss signature, hahah i have >a similar one stating that i cannot be disturbed during easter >holidays so i can go to Revision party, and also our local >demoparty (Gerp) is a no-work zone. :D



>I will send you the sources in the weekend as i am not at home >this week, amazingly i managed to time my posting on amigans.net >just as i got coworkers from China arriving and we are sitting >in a cottage deep in the forest crunching for a software pre->release that is supporting Mac OS, Windows, IOS and Android and >is going to be presented to Lidl and Walmart together with a >special hardware. We'll see how it all turns out, if nothing >else a good learning experience.

Good luck and success with the release

Best regards,
Steffen

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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>Hello all,

>@TheMagicSN,
>Long time no Scene. :) , i hope everything is fine?

Yeah, I am fine. I sort of took a break from AmigaOS (like 10 year long break). I restarted on AmigaOS end of last year (now short before releasing OS4 Version of Heretic 2, and working on Sin for OS4 as well as H2 and Sin for 68k). Not in full-time like before but in "fully accepted part-time by my employer" (believe it or not, actually I got a document with signature of a big-boss for that )

Other things than that ? Married (actually already 10 years ago), bought a house (4 years ago). All fine.

If you want to send me those sources, send to tirionareonwe@gmail.com, email did not change

BTW I disagree that issues on -O3 are a bug. Things are known to sometimes go wrong on -O3 in gcc. It is no coincidence that GNU people compile all their code with -O2. Actually I do too, in most cases.

Though I would like to try with my (probably) more recent gcc installation.

Thanks in advance.

MagicSN/Steffen

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Re: Running my OS4 games on QEmu
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@smarkusg

Looks familiar, yes, have seen similar things. Was not aware this also was the SDL1 thing. Only knew the crash on mplayer was related to it (other versions of mplayer have the graphics bug). Crash disappears with G3 (BTW Heretic 2 and Sin speed seem to be no different whether I call QEmu with G3 or G4) I did not check with the "other versions of mplayer" as I was told there will be a new version which will not crash anyways.

And myselves I only use SDL for Soundcode (and actually SDL2).

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Re: Running my OS4 games on QEmu
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With the mplayer version I had it actually crashed, not produced garbled graphics (but have seen the garbled effect too with other apps). -cpu=G3 had it crashfree then.

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Hi!

Sadly I only have 1.42 sources. I was not aware that Per worked on another version after that.

I see "sound added", did the version he did back then not include sound ? I never checked it, but he wrote me he fixed sound, and then sent me this source code which I sent you.

Steffen

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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I just sent the WarpSNES Source-code to kas1e, who volunteered to work on the open bugs.

I volunteer to update the code to latest snes9x myselves. But might be not before the weekend that I work on that (I asked kas if he can get it running with recent compilers till then, and send me the code back then, after that I will work on updating to SNES9x 1.60 (please note might take some while due to high project load, but still that specific project is dear to me )

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@Samo79

Involved ? I am the original author )) Per mainly fixed a few Bugs as I said (though one bug were I was looking ages for it and had not find a solution, and he found it in a matter of days only).

I mainly have the source of WarpSNES were I was the original author (that's why I got the source code - and Per of course sent me his changes back once he was finished with fixing). I probably also still have WarpMAME somewhere, maybe even a OS4 version (not sure), but updating that to more recent is a HUUUUUGE issue. They changed to a new build system which seems to not work on cross compilers but also requires commands not available on native AmigaOS.

I remember I have a half-finished port of tgemu (Per's port was based on mine which again was based on the MOS version of tgemu). I only got my own code of tgemu though which was lacking sound, I could provide it but somebody would need to add back in the sound (unless Per can be reached).

Don't think I had to do anything with the other Emulator ports. But I might still have some source code for some other emulator ports on my backup drive, likely all still WarpOS source code.

I am not sure if I can reach the tgemu code still, gmail blocks me downloading the file I sent myselves because it is "an evil zip". I probably still have it on my backup drive, just not 100% sure.

Best regards,
Steffen

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@samo79

>I've tried many times to contact the author about the white >borders problem in WaspSnes, but he doesn't seem to be reachable
>anymore... a hack to fix the issue would be more than welcome...

I could provide the source code of WarpSNES. I am the original author of WarpSNES, and once Per finished his changed, he sent the source-code back to me.

With the whole project overload right now (Project for main job, then Sin for OS 4 and 68k, H2 for 68k) I do not really have the time to look after WarpSNES, but if someone wants to fix issues with it, I would be willing to send him the source code I got.

And I am pretty sure it could be adapted to more recent snes9x source code (I did that several times, when I was still actively working on WarpSNES, using diff).

Or I could look after this once I am finished with the games...

Best regards,
Steffen

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Re: Running my OS4 games on QEmu
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I did not mix hardfloat and softfloat i know you
cannot mix them.

I compiled the complete renderer in softfloat.
Renderer is a full executable (dynamic object).

Note it did not break in obvious fpu calculations but
in the image cache somewhere.

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Re: Running my OS4 games on QEmu
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>You don't need to change any sources to disable FPU usage, simply >recompile everything with CFLAGS += -msoft-float.

EDIT: tried it compiling the renderer with softfloat
breaks the game completely.

I see. Yeah, would be worth a check. Obviously not for H2 release, *IF* it is faster that would require a QEmu-specific update for later (if it is faster probably a softfloat version of the renderer would be enough, maybe clienteffects still).

As to the SDL crash, anyone ever tried to insert debug output into the SDL compile to find out where inside SDL it crashes ?


Edited by TheMagicSN on 2023/11/15 14:56:50
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Re: Running my OS4 games on QEmu
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I know of course it is OpenSource

Just after the third Amiga related project where I got told "use integer math".

No. It is not an option ...

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