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Re: My AmigaOs4.1 projects
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@kas1e

Many thanks for the explanation, still a bit confused though.
If the plugins are just just linked to the latest version, why are they changing in size and no longer working with games they did previously?

I'm no dev, so might be missing something very obvious.

Cheers

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Re: My AmigaOs4.1 projects
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@smarkusg

Quote:
smarkusg wrote:@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


I don't think it's because of the shaders. I've seen the same behavior with software rendering and Grim Fandango.

@all

It should work on Ultima 8.





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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OK, still getting crashes. DLed the version for OS4Depot last night, installed it and clib4, got a DSI:

http://crashlog.os4depot.net/cl436


Edited by orgin on 2026/3/31 14:35:22
Edited by orgin on 2026/3/31 14:38:08
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Re: My AmigaOs4.1 projects
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In case the clib4 hadn't properly activated, rebooted and tried again, got an ISI:

http://crashlog.os4depot.net/cl437


Edited by orgin on 2026/3/31 14:37:44
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Re: My AmigaOs4.1 projects
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@Nuder_Try

Please do not post crash logs in the forum. You can submit them directly to the developer on os4depot. Just click the [Show crashlogs] button on the files readme page on os4depot.

I've submitted your crashlogs for you and replaced them with quicklinks.

Vacca foeda. Sum, ergo edo

Mr Bobo Cornwater
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Re: My AmigaOs4.1 projects
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The latest commit that Raziel could make was this one:
https://github.com/scummvm/scummvm/tre ... a55ef9c49454743c62f18435e

After that it broke for him (he didn't cross compile but rather did it all on his x1000).

Hope that helps,
Dave

@MaijestroQuote:
Maijestro wrote:

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: Meine AmigaOs4.1 Projekte
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Complete rebuild of ScummVM 2026 2.0—I’ve tried to incorporate all requests here.

What this build currently includes:

Full support:

FLAC
Vorbis
MP3
MT-32 Emu
MPEG2
Theora

Stack size increased to 8MB, recommended for PPC
Stack protection
Sound buffer 4096 samples / 44100 Hz / Stereo

30 plugins active

agi, agos, alg, asylum, bladerunner, cryomni3d, detection, dreamweb, grim, hpl1, hugo, lure, mm, neverhood, queen, saga, saga2, sci, scumm, sherlock, sky, stark, sword2, sword25, teenagent, tetraedge, titanic, ultima, wintermute, PhoenixVR
Fixed:

Grim is running; movement animation now behaves correctly.

What I still need to fix.

Dialogue, music, graphics
Voice output (in progress)
Subtitles (same cause)
Fullscreen (in progress)
GL_OUT_OF_MEMORY (needs monitoring)

If you have any requests, let me know so I can incorporate them. The Vulkan graphics manager has been removed for now; there was little progress there.

ScummVM 2026 2.0 now supports the
PhoenixVR Engine for the first time, e.g., for the game “Necronomicon: The Dawning of Darkness”—which I tested right away, of course And it’s already working well; by “well,” I mean there’s a bit of pixel garbage here and there—it could also be a BigEndian issue.

The engine is very new and will certainly be improved in future versions of ScummVM.

Original PS1 Version:





ScummVM 2026 2.0 Steam Version (AmigaOs4.1)




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

The Ultima plugin still doesn't work for Ultima VI.
The Raziel version did and the plugin is a larger size.
Just seems a bit strange that the newer version appears to be half the size and doesn't work. (No suitable plugin found)

Could never get Eye of The Beholder to work on the older version but could Eye of The Beholder II.

Neither work on this latest version. EOBI not recognised when trying to add it and EOBII is added but again, no suitable plugin found.

Cheers

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Re: Meine AmigaOs4.1 Projekte
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@TiredOfLife

Quote:
TiredOfLife wrote:@Maijestro

The Ultima plugin still doesn't work for Ultima VI.
The Raziel version did and the plugin is a larger size.
Just seems a bit strange that the newer version appears to be half the size and doesn't work. (No suitable plugin found)

Could never get Eye of The Beholder to work on the older version but could Eye of The Beholder II.

Neither work on this latest version. EOBI not recognised when trying to add it and EOBII is added but again, no suitable plugin found.

Cheers


I'll upload the new build in 1–2 days; it includes a lot of improvements, and yes, Ultima and Ultima 8 will work as well. I've also added the EOB engine, but I've had to retest it. Please be patient a little longer.

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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@all

My Problem:

ScummVM fullscreen window opens behind the Workbench.
Root cause:

SDL2 opens the window with WFLG_BACKDROP on the WB screen when running at desktop resolution (1920x1080). Backdrop windows are always behind all other windows by design. The AmigaOS4 compositor ignores all attempts to bring the window to front.

What we tried:
SDL_RaiseWindow ignored by compositor. SDL_AMIGAOS4_FORCE_FRONT 1 sets 1920x1080 but stays behind. IIntuition->ScreenToFront after SDL_SetWindowFullscreen (Path B) never reached. IIntuition->ScreenToFront after SDL_CreateWindow (Path A) crashes. WA_StayTop via engineInit() crashes, and SDL2 source confirms it cannot be set after window creation. strings on original lib shows no FORCE_FRONT or ScreenToFront.

The following was used original SDK lib: libSDL2-2.30_gl4es.so (4.3MB) from /opt/ppc-amigaos/ppc-amigaos/SDK/local/clib4/lib/ — this contains gl4es and is the only one that makes OpenGL work correctly.

Nothing is working. ScummVM does go into full-screen mode, but it always stays behind the Workbench. I can see this clearly because I can bring everything back to the front using ALT + N. I've been stuck on this for three days now and just can't seem to find a solution. If there's anything else I can try, please let me know.


Edited by Maijestro on 2026/4/6 18:07:32
MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
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