English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Language > Coders. C/C++

 
 
Thread Tools
Old 16 November 2017, 19:57   #121
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
Quote:
Originally Posted by Wrangler View Post
Man, I am so excited about this - go grelbfarlk!!

Are you using the freecraft sources for this or Stratagus/Wargus? There's a (slow) Stratagus conversion for OS4 but I could never find the source code for it...
This is freecraft, so old version. Starcraft is not playable with this version. I tried the campaign mode last night and that works but the intro speech is not playing either, so another problem.
Speed is quite good though, very smooth scrolling.

I am also working on Stratagus which was about 80% compiled, but I switched build environments and now I'm getting different errors.

Which now currently I'm having a problem with undefined symbol "uppercase" . I guess it's not part of the version libstdc++. toupper seems to work. Now it's complaining about struct brackets. And a mess of problems with guichan, I guess this is not intended for gcc 2.95.3

And Stratagus is compiled, but needs some support stuff done before I can test it.

Got Stratagus to launch with Battle of Survival (invasion)




Of course there are issues. Having trouble getting Wargus to work. Intro Animations are in LE format so the colors are all wrong. Speed is acceptable, not great. SFX and music work, savegames don't yet.

Wargus import tool partially working, keeps thinking there are files on the CD which aren't there.

Last edited by grelbfarlk; 18 November 2017 at 21:39.
grelbfarlk is offline  
AdSense AdSense  
Old 20 November 2017, 03:20   #122
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
Freecraft up to version 1.20 with a couple issues fixed.
+fog of war is fixed
+saving seems to work
+mod music turns whatever you're playing into a techno remix
+OGG, MP3, FLAC are built into it but they don't work.

-Unicode input is still broke for save game names

Now with Mikmod instead of modplug,
now mysteriously the mods play at 1/2 or 1/4 speed! So James Pond mod intro sounds like a death march.

Last edited by grelbfarlk; 21 November 2017 at 01:41.
grelbfarlk is offline  
Old 25 November 2017, 16:15   #123
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
ScummVM 1.3.0 WarpOS version built. It works with some broken stuff.
-AGI engine disabled
-MT32 disabled
-Dosbox OPL disabled


Sierra SCI games work (the later VGA ones)
Broken Sword 1 works well with voice acting and all that
MAME OPL works well
Couple different engines tested work
Scumm Engine is compiled but does not work-again.
grelbfarlk is offline  
Old 26 November 2017, 01:28   #124
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,546
Quote:
Originally Posted by grelbfarlk View Post
ScummVM 1.3.0 WarpOS version built. It works .
in the 68k version of ScummVM 1.50 AGA there are the source files
(ScummVM_src.zip) for the AmigaOS3 related functions.
maybe thats something you can use, to build a more recent version?!
emufan is offline  
Old 26 November 2017, 02:06   #125
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
Quote:
Originally Posted by emufan View Post
in the 68k version of ScummVM 1.50 AGA there are the source files
(ScummVM_src.zip) for the AmigaOS3 related functions.
maybe thats something you can use, to build a more recent version?!
Well the problem is that I'm stuck on 2.95.3 for g++. Version 1.3.1 now running (not well but not really worse). MT32 emulation is enabled (badly). 1.31 gives the VGA Sierra games and most or all of the Scumm Engine library if those worked yet for me.

On the upside the few things I've tried already run a lot better than the old versions for WarpOS did.
grelbfarlk is offline  
Old 26 November 2017, 18:15   #126
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,546
you wrote about Hedion's 4.4.5 pack.
is it gcc/g++ 4.4.5 toolchain, does it work as expected, building warpos binaries?
emufan is offline  
Old 26 November 2017, 18:33   #127
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
Quote:
Originally Posted by emufan View Post
you wrote about Hedion's 4.4.5 pack.
is it gcc/g++ 4.4.5 toolchain, does it work as expected, building warpos binaries?
GCC-4 works from what I can tell, G++-4 doesn't seem to work correctly yet, or more likely I don't have it set up correctly.

I yanked the MT32 support out of 1.5.0 and taped and stapled it into 1.31, it initializes quicker but it's still bad. Apparently it uses 32khz audio and has to be remixed by the ScummVM mixer at the normal supported rates. I think this is most of the problem. With games that have lower requirements like Elvira it seems to work ok, but SCI games or mostly anything else it's a stutter fest. Adlib via MAME OPL engine is working, but Dosbox OPL is not compiling.

And apparently since I turned on MT32, now Broken Sword is hissing with the voice acting again, or the NEEDS_ALIGNMENT did it, not sure yet.
grelbfarlk is offline  
Old 26 November 2017, 18:41   #128
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,546
ah, ok, ic. at least some hope there

did you made another attempt to build a new gcc for warpos?
once build for (amiga) ppc, maybe the only thing missing is the elf2bin and warpcollect thing you may use from the older package,
adjusting the spec file of the newly build gcc, as seen with the spec file from gcc 2.95.3?

just a thought, maybe it's not that "easy".
emufan is offline  
Old 26 November 2017, 19:02   #129
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
Quote:
Originally Posted by emufan View Post
ah, ok, ic. at least some hope there

did you made another attempt to build a new gcc for warpos?
once build for (amiga) ppc, maybe the only thing missing is the elf2bin and warpcollect thing you may use from the older package,
adjusting the spec file of the newly build gcc, as seen with the spec file from gcc 2.95.3?

just a thought, maybe it's not that "easy".
No I haven't tried building a new GCC for WarpOS, that's way over my head.
grelbfarlk is offline  
Old 26 November 2017, 20:14   #130
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,546
Quote:
Originally Posted by grelbfarlk View Post
No I haven't tried building a new GCC for WarpOS, that's way over my head.
same here. I found the gcc 2.95.3 warpos toolchain, unfortunately no source or diffs, one could figure out,
the way it was buld.
maybe bebbo or cahirwpz may once consider adding support for warpos in their toolchain.
emufan is offline  
Old 26 November 2017, 20:16   #131
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
Quote:
Originally Posted by emufan View Post
same here. I found the gcc 2.95.3 warpos toolchain, unfortunately no source or diffs, one could figure out,
the way it was buld.
maybe bebbo or cahirwpz may once consider adding support for warpos in their toolchain.
Maybe...

Turns out it wasn't the MT32 support that made the voices scratchy in Broken Sword 1, it was the NEEDS_ALIGNMENT-turned that off now it sounds good. Just a few things still pretty broke:
-Some Scalers using wrong color mode
-Scumm Engine still broke

I guess I should try some of the other engines but I never thought I'd try Fatty Bear goes Putt Putt or whatever else is in here.

Gobliiins (mac version) works
Flight of the Amazon Queen works
And a handful of Mac/PC SCI games LSL1 VGA, LSL6 VGA, SQ5, etc.

Last edited by grelbfarlk; 26 November 2017 at 21:56.
grelbfarlk is offline  
Old 26 November 2017, 21:51   #132
Hedeon
Sonnet Hacker

 
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 593
Quote:
Originally Posted by emufan View Post
ah, ok, ic. at least some hope there

did you made another attempt to build a new gcc for warpos?
once build for (amiga) ppc, maybe the only thing missing is the elf2bin and warpcollect thing you may use from the older package,
adjusting the spec file of the newly build gcc, as seen with the spec file from gcc 2.95.3?

just a thought, maybe it's not that "easy".
Any host with target MorpOS can build WarpOS stuff. Warpcollect is open source. Only Elf2Exe2 is missing and is a WarpOS binary.

Biggest problem is an up-to-date clib. (and maybe g++4)
Hedeon is offline  
Old 26 November 2017, 22:57   #133
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,546
Quote:
Originally Posted by Hedeon View Post
Any host with target MorpOS can build WarpOS stuff. Warpcollect is open source. Only Elf2Exe2 is missing and is a WarpOS binary.
you need a new Elf2Exe2 for a new gcc version - so looking for source code?
almost no mention of Elf2Exe(2) - was it provided by Phase5?
Quote:
Biggest problem is an up-to-date clib. (and maybe g++4)
so it's not as easy, as building a new clib from gnu libc using the ppc-amigaos-gcc for warpos?
emufan is offline  
Old 27 November 2017, 00:44   #134
Hedeon
Sonnet Hacker

 
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 593
Quote:
Originally Posted by emufan View Post
you need a new Elf2Exe2 for a new gcc version - so looking for source code?
almost no mention of Elf2Exe(2) - was it provided by Phase5?
I think I found the source from elf2exe once. But not Elf2exe2. It is certainly not phase5 as the binary is a WarpOS binary.

Quote:
so it's not as easy, as building a new clib from gnu libc using the ppc-amigaos-gcc for warpos?
I don't have the skills for that and who is actively involved in WarpOS these days...
Hedeon is offline  
Old 27 November 2017, 12:24   #135
Marlon_
Amiga Programmer

Marlon_'s Avatar
 
Join Date: Mar 2016
Location: Sundsvall, Sweden
Age: 29
Posts: 378
Quote:
Originally Posted by Hedeon View Post
I think I found the source from elf2exe once. But not Elf2exe2. It is certainly not phase5 as the binary is a WarpOS binary.



I don't have the skills for that and who is actively involved in WarpOS these days...
What exactly does elf2exe2 do? Does it convert the binary into hunk format?

EDIT:
Did some research and yes, all elf2exe2 is doing is converting elf to hunk format. And all warpcollect is doing is making sure that the Make-process is running elf2exe2 when the linking is done, so you don't have to define that stuff manually in the Makefile.

The StormC compiler is basically just a modified GCC and the sources are open. The only stuff I'm unsure of is startup.o and startupwos.o that is included in the linking process. Those are obviously there to be able to launch PowerUP and WarpOS binaries.

So the changes made to make GCC in StormC compile for WarpOS could most likely be ported to newer GCC versions if someone wanted to put in the effort.
My guess is Bebbo is mainly just focusing on GCC6 for 68k. But I know that if you provide patches and knowledge and bring that to his attention, he usually does something about it.
Throwing some money his way could also help improving some things.

It would be nice to have one toolchain that works for all (AmigaOS 3.x, WarpOS, OS4.1, MorphOS and AROS). But that's just fantasy for now. It would make porting software between the systems so much easier.

Last edited by Marlon_; 27 November 2017 at 16:21.
Marlon_ is offline  
Old 02 December 2017, 00:54   #136
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
That would be swell. Other than Hedeon's MorphOS WarpOS modification project the only other options are:
GCC 2.95.3 on a real amiga (UAE WarpOS is too crashy) and StormC which is also ancient and probably would have the same problems on UAE.
grelbfarlk is offline  
Old 08 December 2017, 00:14   #137
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,546
can you try building xye?
Ican build it using gcc 3.4.0 (AmiDevCPP) but keyboard input issue and game does not start.
it does only open main window, click on editor gives black screen.
maybe you have more luck with it.
what version of the sdl lib you are using, maybe 1.2.15?
if so, do you have the src code for that version which supports amigaos ?

Last edited by emufan; 08 December 2017 at 00:29.
emufan is offline  
Old 08 December 2017, 04:04   #138
grelbfarlk
Registered User

 
Join Date: Dec 2015
Location: USA
Posts: 1,153
Quote:
Originally Posted by emufan View Post
can you try building xye?
Ican build it using gcc 3.4.0 (AmiDevCPP) but keyboard input issue and game does not start.
it does only open main window, click on editor gives black screen.
maybe you have more luck with it.
what version of the sdl lib you are using, maybe 1.2.15?
if so, do you have the src code for that version which supports amigaos ?
I'll try to test it this weekend. We're using 1.2.6 (with some other stuff mixed in maybe)?
grelbfarlk is offline  
Old 08 December 2017, 10:38   #139
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,546
Quote:
Originally Posted by grelbfarlk View Post
I'll try to test it this weekend. We're using 1.2.6 (with some other stuff mixed in maybe)?
ok, thanks

#1) some hints: configure --datadir should be set, this failed so i edited the Makefiles in xye/ and xye/src:
Code:
data_path_flag = -DDATA_PATH=\"data/\"
and in options.cpp:
Code:
const char* XDG_DEFAULT_DATA_HOME = "data";
const char* XDG_DEFAULT_CONFIG_HOME = "data";
so the directory structure is:
Code:
xye/
xye/xye.exe
xye/data/
xye/data/xyeconf.xml  --> default.xml (res folder) defined here, can change to - for example - detailed.xml
xye/data/levels
xye/data/levels/mylevels
xye/data/pixmaps
xye/data/res
xye/data/xye
xye/data/xye/levels
xye/data/xye/pixmaps
xye/data/xye/res
^^^ this is already weird, but worx.

default is /usr/local/share, which results in usr:local/share on the amigaos ....
fill the folders with the content of the directories from the src code

#2) in window.cpp I tested some sdl video flags, without success, still black screen when starting "F1 Editor"
Code:
 surface=SDL_SetVideoMode(width,height, 32, 0);
changed to, for example:
   surface=SDL_SetVideoMode(width,height, 32, SDL_HWPALETTE \
 | SDL_SWSURFACE | SDL_DOUBLEBUF | SDL_HWPALETTE | SDL_RESIZABLE);
#3) i done some search on the black screen thing, one issue was missing files.
but I tested with snoopdos and all things were found, when loading the game.

may happen it is a 24+8bit alpha channel thing, default is 32 bit mode, so are the png images.

#4) in main window, I cannot select one of the levels, at least not visible,
since click on it triggers some action (printf in the code I made). same for buttons.

also added some SDLK_xxx printfs and they fit the keysym from the sdl include files,
fit the pushed key.

#5) LIBS in makesfiles set to this:
Code:
LIBS = -L/.../SDL/lib -lSDL_ttf -lSDL_image -lSDL -lpng -ljpeg -lfreetype -lz
I still have no clue whats wrong.

Last edited by emufan; 08 December 2017 at 16:18.
emufan is offline  
Old 08 December 2017, 15:56   #140
Marlon_
Amiga Programmer

Marlon_'s Avatar
 
Join Date: Mar 2016
Location: Sundsvall, Sweden
Age: 29
Posts: 378
Would any of you be up to the task to try and compile my milkytracker-port for WarpOS?

https://github.com/mbeijer/milkytracker-amiga68k

Grab the sources and run premake4 to build the make-scripts. The makefiles can then be modified according to your toolchain setup. If any help from my side is needed, give me a shout and we can take this on IRC/FB/Skype and I'll guide whoever's up for the task how to get it to compile.

My end goal is that it will be available for all Amiga platforms: OS3.x, OS4.x, WarpOS, MorphOS and AROS

So far I have a setup for OS3 and OS4, but need to set up a toolchain for the rest.

I know GCC4.9 and GCC6 can compile it, but have not tried earlier versions.
Marlon_ is offline  
AdSense AdSense  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Sdl-1.2.15 Marlon_ Coders. C/C++ 40 13 March 2018 14:43
UAE for WarpOS 0.8.12 grelbfarlk request.Apps 0 23 November 2016 01:14
WarpOS Programming Help? esc support.Other 8 21 October 2015 10:37
WinUAE w/SDL mangamuscle request.UAE Wishlist 8 31 January 2007 11:41
What do you know about Amiga SDL? Tolismlf Amiga scene 6 15 November 2004 18:54

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 11:40.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.
Page generated in 0.09802 seconds with 14 queries