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Re: My AmigaOs4.1 projects
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@Maijestro

Thanks for your work!

Do you know if Roland MT-32 is supported in your port? I can't get it to work (I could make it work witout any problem with older versions).

Same question for soundfonts regarding MiDi audio output.

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Re: My AmigaOs4.1 projects
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@Maijestro

Hi Everyone!

First, I think testing ScummVm is a lot of fun! I love this emulator, one of my favorites.

Okay let's get started with the new version. I have an AmigaOne 500 with Radeon Rx 550 completely updated and I have the latest versions of all the libraries that ScummVm requires per the included readme. Also, the Vulkan 3d graphics works on my AmigaOne.

First the good news, the load time is much better. It is really quick now. Also, all the Sierra games are running perfectly in this version as well.

Second, the bad. Okay, in global settings on the GUI tab, if you choose anything other than 100% - Medium for GUI scale and apply it, then go back into the global settings and choose a working shader for example or Fullscreen mode, I get a requester stating "Surface: transBlitFrom: bytesPerPixel must be 1, 2, 4! and then when you hit okay ScummVm quits.

Third, I tried to test Ultima 8 since that engine has been ported over and when I hit start I get "Error running game: Could not find suitable engine plugin".

Fourth, the Vulkan graphics does not work at all for me. When I choose it and hit apply, I get a requester "Assertion of condition dest x>=0 && dest X < w" failed in file graphics/Surface.cpp", line 259." I love the "Sorry" Button in the requester, a nice touch lol.

A request, the Might and Magic Plugin would be great! I want to play that series after I finish Ultima 8.

If you need anything from me, more details on the errors I am getting, just let me know Maijestro.

Yogi

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Re: My AmigaOs4.1 projects
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@K-L yogi32

I don't think the Roland MT-32 is fully implemented yet. I promise to add it in the next release.

“I get a request stating ‘Surface: transBlitFrom: bytesPerPixel must be 1, 2, 4!’”

Thanks for the information; I haven’t quite figured out what the problem is yet, but I’ll look into it.

“Third, I tried to test Ultima 8 since that engine has been ported over, and when I hit start, I get ‘Error running game: Could not find suitable engine plugin’.”

Ultima 8 probably requires an additional engine. I will, of course, add the Pentagram engine, and the same goes for Might and Magic, which requires the Xeen or MM engine.

As for the Vulkan graphics manager, I’ve only just started working on it and I’m not sure if I’ll be able to make it work properly and use it for ScummVM. Right now, it’s more like an alpha or beta and doesn’t work. The background of the ScummVM theme is already being rendered, but that’s about it.

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
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Re: My AmigaOs4.1 projects
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@Maijestro

The full screen mode in the global setting knocks my monitor out of sync and I lose the picture.

Might be something to do with my set up.
Also couldn't get the Vulkan option to work.

Without those options, seems to be working well so far.

The Ultima engine didn't work with the versions I have for 6 or 7 sadly.
Couldn't get 7 to work with Exult either so it might just be the versions I have that are the problem.

Cheers

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Re: My AmigaOs4.1 projects
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@Orgin
thanks and sorry.

A1XEG4 PPC 7457 1.3GHz
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Re: My AmigaOs4.1 projects
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@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.

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Re: My AmigaOs4.1 projects
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@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: My AmigaOs4.1 projects
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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

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Re: My AmigaOs4.1 projects
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@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: My AmigaOs4.1 projects
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@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
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Re: My AmigaOs4.1 projects
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@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
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@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

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Re: My AmigaOs4.1 projects
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@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
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@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.

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Re: My AmigaOs4.1 projects
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@kas1eQuote:
kas1e wrote:@TiredOFLife


@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 ?


Unfortunately, it’s too late for that—the damage is done, and yes, I’m partly to blame, but it wasn’t my decision to overwrite everything. Bringing everything back to the state of Raziel’s last work would upset some users again. Raziel’s work is firmly established on ScummVM.org and can still be obtained from there. Of course, I am now partly responsible for getting everything back to a clean state, and I will certainly try to do so.
Quote:
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




Thanks, I understand now and will add it. Of course, I'm just getting started and need to figure out the right way to do this for AmigaOS 4.1. Any help would be greatly appreciated.

Quote:
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.


All the engines have been compiled and are enabled; everything is there, but they just need to be linked so that ScummVM can use them. I have deliberately included only the engines that I have tested myself. The Grim engine shouldn't actually be included, as it causes problems. There are many custom builds available for AmigaOS 4.1, including 3.0 and others, but Grim Fandango no longer works on any of them; there must have been some changes from 2.9.0 to 3.0 that broke it again. Or maybe I didn’t include the necessary changes. Since the source code was also deleted, I have no way of knowing how Raziel did it for 2.9.0. Now I’m starting to debug and test, and progress is slow. Grim Fandango already works, but Manny doesn’t show any arm or leg movements.

I know you tested it relentlessly back then until it finally worked. We’re already in a very good place, and for the first time we also have a stable Wintermute engine for modern games. Hopefully the other issues will be resolved so we can get everything back up and running smoothly. Once again, I apologize for the chaos I caused, but it wasn’t my intention—I just wanted to give something great back using the opportunities I now have.

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Re: My AmigaOs4.1 projects
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@Maijestro
Don't worry THAT much, i am sure you will deal with everything :) It's all just matter of few weeks, and you will know all the details about. Main point just to hold concentrated on this "thing" until it done..

Quote:

Grim engine shouldn't actually be included, as it causes problems.


At least when i build it before all were fine, but, as i say before, it needs gl4es/ogles2, so shaders, and those ones was (back in past) need a little bit of touching to make them works. See, how it was:




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Re: My AmigaOs4.1 projects
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@kas1eQuote:
kas1e wrote:@Maijestro
Don't worry THAT much, i am sure you will deal with everything :) It's all just matter of few weeks, and you will know all the details about. Main point just to hold concentrated on this "thing" until it done..

[quote]
Grim engine shouldn't actually be included, as it causes problems.


At least when i build it before all were fine, but, as i say before, it needs gl4es/ogles2, so shaders, and those ones was (back in past) need a little bit of touching to make them works. See, how it was:

I also built it with gl4es/ogles2 support. In this case, though, I used clib4 exclusively. Do you remember whether you built everything using newlib or clib4?

As I mentioned earlier, there were dozens of commits after 2.9.0, and all builds after 2.9.0 now have issues with some engines. Not all of them, but yes, the issues are there.

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Re: My AmigaOs4.1 projects
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@Maijestro

Well both OSes have there own specialties, thats not the point. It would be great to have SCUMMVM on my X5000 working as well based on you latest version. I just thought that in the SCUMMVM version from 2026 when compiled all engines are just there... but i am probably wrong As Kas1e pointed out it could be that its not enabled yet.

Anyway keep up the good work!! I might try out one of these new games you listed.

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Amiga 1200 -> Recapped / PiStorm CM4 / SD HDD / WifiPi connected to the NET
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Re: My AmigaOs4.1 projects
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@Maijestro
Quote:

. Do you remember whether you built everything using newlib or clib4?


Newlib of course, clib4 wasn't there at this time.. I doubt it's issues in C runtimes to be honest, most possible it just issues with shaders, etc.

And, btw, this one:

Quote:

You know, AmigaOS 4.1 lags behind almost everything MorphOS already has.


Pretty wrong: I know it, i do code for os4 and morphos sometime, there are areas where OS4 is better. Morphos just have logical management and no legal issues, as well as they have up2date browser, but it have nothing ground breaking under the hood which os4 didn't have. More of it, OS4 have better support of 3d party libs, SDL, drivers in terms of video, the whole coding over OS4 is more easy, especially when it comes to handle those "hooks" and traps of all sorts, while on morphos they still over-complicated it with all those 68k tricks.

It's just you need skills to use all correctly, be it OS4 or MOS, but in general both oses have exactly same issues and abilities in general, with some small differences in user land.

But that OT of course, sorry :)

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Re: My AmigaOs4.1 projects
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@Maijestro
Quote:
Thanks, I understand now and will add it. Of course, I'm just getting started and need to figure out the right way to do this for AmigaOS 4.1. Any help would be greatly appreciated.


Maybe just leave the OpenGL shaders alone for now.
Once you’ve built a stable version, have a go at experimenting with the shaders.

I’ve had a quick look at the source code – perhaps something I found might be helpful (I’m not sure, as I’ve no way of testing it).

Take a look at these OpenGL-related options in the MorphOS commit – in the MorphOS version, shaders are disabled.
# OpenGL configuration
        
_opengl_game_classic=yes
        _opengl_game_shaders
=no

https://github.com/scummvm/scummvm/com ... 52dfa289fdab5d1e3dc5bdcf5

You already have the stack set up
https://github.com/scummvm/scummvm/blo ... gaos/amigaos-main.cpp#L59

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Running AmigaOS 4 on?
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X1000 14% (30)
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