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Re: Unreal AmigaOs4.1
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@kas1e

Quote:
kas1e wrote:@Maijestro
To avoid guesses, you can send me binary for tests (with removed all click2front/etc code-hacks in game) and i can check if it will behave correctly on my setup or not. That will nail it down a lot.


You could quickly test it using the latest version of ScummVM from Os4Depot; it has exactly the same issues there. ScummVM opens a new window in full-screen mode at 1920x1080. If it works for you, the problems are clearly due to my system, and I can investigate them further. Thanks for your help.

MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE / AmigaOne x5000/40 AmigaOs4.1 FE
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Re: Unreal AmigaOs4.1
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@Capehill

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Capehill wrote:@Maijestro

You could also create a simple program which simply opens a 1920*1080 screen and see how that works. This should rule out app or library issues.


You mean a small test program using SDL2 that opens a new window at 1920x1080?

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

No SDL2, just intuition.library.

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Re: Unreal AmigaOs4.1
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@Majestro
I think it still something with your system settings, maybe commodities of some sort. Maybe for sake of test, try to boot without anything but only minimal default libraries of os4 if possible..

And as Capehill says just create pure intuition example opening this screenmode. If works, then SDL2, if not, try not clib4, but newlib, and so on, one after another

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Re: Unreal AmigaOs4.1
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@Capehill

Quote:
Capehill wrote:@Maijestro

No SDL2, just intuition.library.


@Capehill

Did the pure intuition.library test, no SDL2 involved. Here's what I found:

First try, OpenScreenTags() with just Width/Height/Depth, no explicit SA_DisplayID:

Opening custom screen 1920x1080 via intuition.library only (no SDL2)...
Screen opened OK1920x1080


API reports success and the Screen struct says 1920x1080 — but the monitor only actually shows a 640x480 screen. So without an explicit DisplayID, something falls back to a wrong/default mode even though it claims success.

Second try, this time explicitly getting the mode ID via BestModeIDA() first and passing it through SA_DisplayID:

Workbench screen ModeID0x500c1300dims 1920x1080
BestModeIDA 
for 1920x1080@24bpp returned0x500c1300
Screen opened OK with explicit DisplayID
1920x1080


Same ID as the Workbench screen is already using, and this time the screen actually opens at 1920x1080 for real, monitor's happy.

So the system/driver can clearly do 1920x1080 fine, but only with an explicit correct DisplayID. Now digging into whether SDL2 on this setup actually ends up with the same 0x500c1300, or whether it's skipping the mode switch entirely — there's this bit in SDL_os4modes.c:

(SDL_memcmp(mode, &display->desktop_modesizeof(SDL_DisplayMode)) == 0) {
    
// Don't create another "Workbench"
    
return 0;
}


Since 1920x1080 happens to be my desktop resolution, this shortcut triggers and no new screen ever gets opened — it just reuses the existing Workbench screen. Wondering if that's related to what we're seeing in Unreal/ScummVM. Will report back once I've confirmed what's actually happening on the SDL2 side.

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