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Old 25 September 2013, 18:40   #721
PeterK
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Hi Leandro,

no, I never had such an issue. Try again with the current version, please. It should work You can always find the complete package on Aminet and some updates here attached to the first post of this thread.

Quote:
but when I changed back to the pure NewIcons patch
What are you really trying to do when these freezes occur ??
Are you still using my icon.library or are you working with the ROM based icon.library and workbench.library v40? In the latter case, you should not use NiRTGset and delete or rename ENVARC:NewIcon.prefs.

Last edited by PeterK; 25 September 2013 at 20:34.
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Old 26 September 2013, 04:22   #722
Leandro Jardim
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Quote:
Originally Posted by PeterK View Post
Hi Leandro,
What are you really trying to do when these freezes occur ??
Are you still using my icon.library or are you working with the ROM based icon.library and workbench.library v40? In the latter case, you should not use NiRTGset and delete or rename ENVARC:NewIcon.prefs.
I am trying to make a "safe Workbench" startup-sequence option, to use when some program or library gets broken. For this I dont load icon.library in memory to not change the OS vectors (I am using v40 libraries), and load only the NewIcons patch. The freezes happens when Workbench is reading the icons of a drawer, otherwise its ok for a EC020 14 MHz emulation.
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Old 26 September 2013, 04:37   #723
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Which WinUAE version and settings? More details, plz.
Post your s-s as a txt-file, plz.
Which newicon.library version, low, mid, hi, emulated ? Don't use the emulated newicon.library together with the NewOcons patch. Did you already delete the ENVARC:NewIcons.prefs file as suggested ?
Post some of the icons from the drawer that freezes. Thanks !

Stupid question: What happens when your system freezes? Can you still move the mouse pointer? Can you close the window? Can you access the Workbench menu? Or just nothing at all. Are there any icons appearing in the freezing window?

Last edited by PeterK; 26 September 2013 at 05:47.
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Old 30 September 2013, 16:54   #724
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This is embarrsing - its been so long since I touched the Amiga I totally have no idea how to install these icsons... is there a "dummies" guide on how to install this? I am at a loss.
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Old 30 September 2013, 17:35   #725
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Hi solomani,

it's not easy to make the right suggestion what you should install on your system, since all I know is that you are running WB 3.1, but I have no idea what your hardware is, which CPU, how fast and equipped with ECS or AGA or with a gfx-card ???

There are many different icon types available like the old-style planar icons with just 4 colors or the MWB-icons with 8 colors. And then there are also the NewIcons and the OS 3.5 "GlowIcons" with up to 256 colors and finally the TrueColor icons like the PNG icons and the OS4 icons.

But don't worry, you can use all of these icons even with WB 3.1 if you install my icon.library 46.4.xxx on your system. Attached to the first post of this thread you will find my IconDemoADF package, which can be copied onto a floppy disk and then booted in order to demonstrate how to install and use my icon.library on systems with OS 3.0 or better. Just try it out, but always remember that loading icons from a floppy is very slow. It should be used to compare the startup-sequence and the supplied files with those on your own system.

If you want to find some icon sets, here is a list where they can be downloaded:
http://www.five-star.com/kens_icons/downloads
http://www.masonicons.info/4.html
http://www.amiga-look.org/category/glowicons
http://www.os4depot.net/index.php?fu...=graphics/icon
http://aminet.net/pix/gicon
http://aminet.net/pix/icon
http://aminet.net/pix/mwb
http://aminet.net/pix/nicon
http://aminet.net/pix/picon

To install these icons use tools like Stephan Rupprecht's CopyIcon, which is also on my IconDemoADF already. It opens a small GUI where you can drag&drop the source icon to the left window and the destination icon(s) to the right and then it will only swap the images, and won't change the tooltypes of the target.

Last edited by PeterK; 30 September 2013 at 17:41.
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Old 30 September 2013, 19:45   #726
Michael
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Wb 1.3 - 2.0

I don't like the behaviour of the new lib 44.4.327 regarding colour management of old icons.
eg. here it fails with AMOS icons, and the InvertWB20colours tool is not working (or at least I don't see any changes)

Also 1.3 / 2.0 should only swap Black & White, background is transparent (ALWAYS!) and the other colour can be anything (yellow/orange in original 1.3, sometimes red, green, brown and in 2.0 it defaults to blue, but some configs it's red or anything really) but filling the background colour with blue is wrong.

amos.lha

old lib


new lib
Attached Thumbnails
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Name:	wb1.png
Views:	664
Size:	74.6 KB
ID:	36990   Click image for larger version

Name:	wb2.png
Views:	639
Size:	63.8 KB
ID:	36991  
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Old 30 September 2013, 19:59   #727
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Ok Michael,
just use the version 46.4.326 from Aminet. The updates here are always experimental, and maybe I will make this 1.3 / 2.0 color swapping optional. I'm sorry, but I can't make it right for everybody. If Amos gets the wrong colors then the version flag in the DiskObject structure has not been set correctly. I've already expected that things like this will happen sooner or later. The "InvertWB20colors" tool is for WB 1.3, of course, and it works !

Indeed, I've just checked your icons, with the result that only the "APSystem.info" drawer icon is correctly marked as a WB 2.0+ icon. The other three icons don't have this flag set at offset $2F and thus are detected as WB 1.3 icons.

Fixed AMOS icons attached:
Attached Files
File Type: lha AmosIconsFixed.lha (4.0 KB, 110 views)

Last edited by PeterK; 30 September 2013 at 20:35.
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Old 02 October 2013, 13:39   #728
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Hello PeterK, in this thread we are optimizing screen rendering in NetSurf AGA.
We need to convert 24bit color to 8bit. I think in your lib you have such code and better in asm. What do you think?
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Old 02 October 2013, 21:03   #729
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Hello arti,
yes, I've indeed a small routine for the color reduction from ARGB into single byte (palette mapped) values for up to 256 colors. I hope that you can interpret and understand my code at least partially. Don't hesitate to ask me to explain the details again.

Code:
Register usage and offsets:

A0 => the resulting pixel byte values (up to 256 colors as index to A1)

A1 => up to 256 RGB triplets (each 3*8 bit)

A2 = $34(SP) pointer to the top of the ARGB image data
     $38(SP) pointer below end of the ARGB image data
A3 = $4c(SP) a 256 word stack buffer for compare words

A6 => PalMap structure for the palette mapping

; $112+   274+ sizeof(PalMap)
; ===============================
;  $00      0     2   width
;  $02      2     2   height
;  $04      4     4   * image bytes (->offset $114)
;  $08      8   256   colormap CLUT (->screen pens)
; $108    264     4   * colormap RGB bytes (below)
; $10c    268     1   flags, bit 0 = transparency
; $10d    269     1   transparent color reg number
; $10e    270     2   number of icon colors
; $110    272     2   number of icon colors mapped
; -------------------------------------------------
; $112            2   alignment for faster copying
; $114    276   xxx   image bytes (->colormap CLUT)
; $???    ???   xxx   colormap RGB bytes (24 bit)


The routine starts with two fast colorscans, just reading every 55'th pixel
on the first run, and then with an offset of 28 pixels again on the second run.
The colors of these pixels are already stored in the compare word table and
written to the RGB triplets, but are not yet assigned to the image pixel bytes.
These colorscans are done to avoid filling up the color table with colors
only from the very first image lines.

After the colorscan the normal ARGB reading and color reduction begins.
Pixels with an alpha channel value of less than 70 (dec) will be transparent
and are assigned to color 0.

The ARGB of visible pixels is filtered by D2=0xF8FcF8 (RGB = 565 bits) which
is later used for the RGB triplet value.

The RGB level of every second pixel is pushed up by 1 bit, 3 bits and 1 bit
which gives some very primitive dithering effect but is still very fast.

The ARGB longword is then converted into a compare word (rrrgggggbbbbb0rr),
and compared with the already existing colors on the stack table (A3).
If there is no matching color that could be assigned then the pixel gets a
new color as long as the limit for new assignments is not exceeded.

When the limit has been reached then the comparison will be made with less bits.


.ARGBtoPalMap       MOVE.L         D4,D0                    ; full size of image
                    ADDQ.L         #3,D0                    ;      rounded up to
                    ANDI.B         #$FC,D0                  ;      longword size
                    ADDI.L         #($300+$112+2),D0        ; + 768 + PalMap + 2
                    LEA            $4E(A3),A0               ; freelist
                    MOVEA.L        D0,A1                    ; bytes
                    MOVEA.W        #MEMF_PUBLIC,A2
                    MOVEA.L        A5,A6                    ; iconbase
                    JSR            _LVOFreeAlloc(A6)
                    TST.L          D0
                    BEQ.W          .nofreestore
                    MOVEA.L        D0,A6
                    MOVEA.L        A6,A0                    ; * fullsize PalMap
                    MOVEQ          #0,D0
                    MOVE.L         $30(SP),(A0)+            ; PalMap width, height
                    MOVEQ          #$45-2,D1                ; clear struct PalMap
.clearstructPalMap  MOVE.L         D0,(A0)+
                    DBRA           D1,.clearstructPalMap
                    MOVE.L         A0,4(A6)                 ; * chunky image bytes
                    MOVE.L         D4,D0                    ;   full size of image
                    ADDQ.L         #3,D0                    ;      rounded up to
                    ANDI.B         #$FC,D0                  ;      longword size
                    MOVEA.L        A0,A1
                    ADDA.L         D0,A1                    ; + long size of image
                    MOVE.L         A1,$108(A6)              ; * colormap RGB bytes
                    CLR.W          (A1)+                    ; clear color number 0
                    CLR.B          (A1)+
                    BSET.B         #0,$10C(A6)              ; set transparency on

; conversion starts here:            --------------------------------------------------------------------------------------------------------------

                    MOVEM.L        D4/A3-A4/A6,-(SP)
                    MOVEA.L        $34+$10(SP),A2           ; * ARGB image data
                    LEA            $4C+$10(SP),A3           ; 256 word stackbuffer
                    MOVE.L         #$00F8FCF8,D2            ; RGB 5+6+5 bit filter
                    MOVEQ          #-1,D6
                    MOVEA.L        A0,A6                    ; mapping of 1. pixel
.scanimagecolors    SUBQ.W         #1,A0                    ; point to unused byte
.fillARGBPalMap     CMP.B          #70,(A2)                 ; 8 bit alpha channel
                    BCC.S          .visiblecolor
                    ADDQ.W         #4,A2
.settransparent     CLR.B          (A0)+                    ; map alpha<70 to pen0
.checkifdone        CMPA.L         A6,A0                    ; pointer to 1. pixel?
                    BEQ.S          .imagecolorscan
                    CMPA.L         $38+$10(SP),A2
                    BCS.S          .fillARGBPalMap
                    MOVEQ          #0,D5
                    ADDQ.L         #2,D6
                    MOVEM.L        (SP)+,D4/A3-A4/A6
                    MOVE.W         D6,$10E(A6)              ; number of i-colors
                    BRA.W          .returnPalMap

.imagecolorscan     LEA            (55*4)(A2),A2            ; skip next 55 pixels
                    CMPA.L         $38+$10(SP),A2
                    BCS.S          .scanimagecolors
                    MOVEA.L        $34+$10(SP),A2           ; * ARGB image data
                    BSET.B         #0,-2(A6)                ; test and set a flag
                    BNE.S          .fillARGBPalMap
                    LEA            (28*4)(A2),A2
                    BRA.S          .scanimagecolors         ; second color scan

.addanothercolor    SUBQ.W         #3,A2
                    MOVE.B         (A2)+,(A1)+
                    MOVE.W         (A2)+,(A1)+              ; store RGB triplets
                    ADDQ.W         #2,A3                    ; next compare word
                    ADDQ.L         #1,D6
                    MOVE.L         D6,D1
.colorfound         ADDQ.L         #1,D1
                    MOVE.B         D1,(A0)+                 ; pixel -> register
                    BRA.S          .checkifdone

.visiblecolor       MOVE.L         A2,D0
                    LSR.L          #3,D0                    ; every 2. longword
                    BCC.S          .buildcompareword
                    LEA            3(A2),A4
                    ADDQ.B         #1,(A4)                  ; push up blue level
                    BCC.S          .pushupgreenlevel
                    SCS            (A4)
.pushupgreenlevel   ADDQ.B         #3,-(A4)
                    BCC.S          .pushupredlevel
                    SCS            (A4)
.pushupredlevel     ADDQ.B         #1,-(A4)
                    BCC.S          .buildcompareword
                    SCS            (A4)
.buildcompareword   AND.L          D2,(A2)
                    SUBQ.B         #8,(A2)                  ; mark visible again
                    MOVE.W         (A2)+,D0                 ; 11111000rrrrr000
                    LSL.W          #5,D0                    ; 000rrrrr00000000
                    MOVE.B         (A2)+,D0                 ; 000rrrrrgggggg00
                    AND.B          D2,D0                    ; 000rrrrrggggg000
                    ROL.W          #5,D0                    ; rrrggggg000000rr
                    OR.B           (A2)+,D0                 ; 5+5+5 compare word
                    MOVE.W         D0,(A3)                  ; store compare word
                    MOVE.L         D6,D1
                    BMI.S          .addanothercolor
                    MOVEA.L        A3,A4
.comparecolors555   CMP.W          -(A4),D0
                    DBEQ           D1,.comparecolors555
                    BEQ.S          .colorfound
                    CMPI.B         #100,D6                  ; used pens < 100 ?
                    BCS.S          .addanothercolor
                    MOVEA.L        A3,A4
                    MOVE.W         #$DEFB,D4                ; rr0gggg0bbbbb.rr
                    AND.W          D4,D0
                    MOVE.L         D6,D1
.comparecolors445   MOVE.W         -(A4),D5
                    AND.W          D4,D5
                    CMP.W          D0,D5
                    DBEQ           D1,.comparecolors445
                    BEQ.S          .colorfound
                    CMPI.B         #210,D6                  ; used pens < 210 ?
                    BCS.S          .addanothercolor
                    MOVEA.L        A3,A4
                    MOVE.W         #$9CE3,D4                ; r00ggg00bbb00.rr
                    AND.W          D4,D0
                    MOVE.L         D6,D1
.comparecolors333   MOVE.W         -(A4),D5
                    AND.W          D4,D5
                    CMP.W          D0,D5
                    DBEQ           D1,.comparecolors333
                    BEQ.S          .colorfound
                    CMPI.B         #240,D6                  ; used pens < 240 ?
                    BCS.W          .addanothercolor
                    MOVEA.L        A3,A4
                    MOVE.W         #$18C3,D4                ; 000gg000bb000.rr
                    AND.W          D4,D0
                    MOVE.L         D6,D1
.comparecolors222   MOVE.W         -(A4),D5
                    AND.W          D4,D5
                    CMP.W          D0,D5
                    DBEQ           D1,.comparecolors222
                    BEQ.W          .colorfound
                    CMPI.B         #254,D6                  ; are all pens used ?
                    BCS.W          .addanothercolor
                    MOVEA.L        A3,A4
                    MOVE.W         #$1082,D4                ; 000g0000b0000.r0
                    AND.W          D4,D0
                    MOVE.L         D6,D1
.comparecolors111   MOVE.W         -(A4),D5
                    AND.W          D4,D5
                    CMP.W          D0,D5
                    DBEQ           D1,.comparecolors111
                    BEQ.W          .colorfound
                    BRA.W          .settransparent
Attached Files
File Type: txt ARGB_to_256colors.txt (10.5 KB, 141 views)

Last edited by PeterK; 03 October 2013 at 07:38.
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Old 03 October 2013, 11:56   #730
gulliver
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@PeterK

From your readme ..."For more speed I would recommend to call the instruction FastColors above LoadWB and you may also reduce your screen depth a little since it seems to be impossible to load the icons into the FastMem on an 68000 system."...

Could you explain a bit more technically what does the FastColors command do? Will it produce any negative effects on high-end Amigas?
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Old 03 October 2013, 12:42   #731
PeterK
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The FastColors instruction is for those systems which cannot use Sys:Prefs/Workbench to set the icon quality to "Bad".

If you use FastColors or set the icon quality to "Bad" then a faster colormapping procedure will be activated. There is a cache for up to 512 colors which are directly corresponding with the three highest bits of the color components RGB (3*3 bits = 9 bits = 512 colors).

This method is much faster because you only need about 400 color compares ONCE for a complete screen and all the icons instead of maybe 200 color compares for EVERY SINGLE icon image.

But, of course, the drawback is that each of these cached colors has a minimal distance to the next possible colors in its neighbourhood. This will cause some color banding effects sometimes when you would need smooth color fades instead.

On the other hand, the speed improvement can be so big that it is possible to switch to a screen mode with a higher depth which may give you better results and can compensate these quality losses by a higher total number of screen colors.

On high-end Amigas with a gfx-card you won't get any negative effects since these systems will benefit from the direct drawing. It's just the opposite, the faster colormapping is always enabled together with the direct drawing to give it an extra speed boost.

Last edited by PeterK; 03 October 2013 at 12:47.
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Old 03 October 2013, 14:21   #732
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Quote:
Originally Posted by PeterK View Post
Hi solomani,

it's not easy to make the right suggestion what you should install on your system, since all I know is that you are running WB 3.1, but I have no idea what your hardware is, which CPU, how fast and equipped with ECS or AGA or with a gfx-card ???



Hi Peter, I am running FS-UAE on my 2013 iMAC 27”. I have it emulating an Amiga 4000/040 with maxed setting for ram etc under Workbench 3.1.


Quote:
Originally Posted by PeterK View Post
But don't worry, you can use all of these icons even with WB 3.1 if you install my icon.library 46.4.xxx on your system. Attached to the first post of this thread you will find my IconDemoADF package, which can be copied onto a floppy disk and then booted in order to demonstrate how to install and use my icon.library on systems with OS 3.0 or better. Just try it out, but always remember that loading icons from a floppy is very slow. It should be used to compare the startup-sequence and the supplied files with those on your own system.



I guess I am lost at what to do at the icon screen on IconDemo:

At this point I hazard to guess I need to:
  1. Install the library somewhere/somehow?
  2. Grab some icon sets from your list below (aminet etc) and then start converting?
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Old 03 October 2013, 15:46   #733
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@PeterK

Thank you for your explanation and patience
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Old 03 October 2013, 16:35   #734
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To PeterK:

I've tried assembling some of the helper programs for your library, and I can't get them to assemble. Are you using NDK3.9 includes? If not, could you upload an archive of your include: directory to the zone? I want to see if I can't find things to optimize and maybe improve, but like this I can't even assemble the software
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Old 03 October 2013, 17:57   #735
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Hi Thorham,
the Amiga OS 3.9 NDK can be downloaded here: http://os.amigaworld.de/index.php?lang=en&page=12

Additional, you may need my collection of LVOs and you should ensure that your assembler (I'm using PhxAss) treats all labels and symbols case-sensitive.

http://pb-owl.de/~frank/phxass_e.html

If it still refuses to compile, tell me which error messages you get. Thanks.
Attached Files
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Last edited by PeterK; 03 October 2013 at 18:25.
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Old 03 October 2013, 18:06   #736
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@solomani
First, try to boot from my IconDemoADF image to see if that works on your system. You should get all kind of different icon types correctly displayed.

AND PLEASE, make smaller screenshots and just attach them, so that they are displayed as thumbnails. Thanks !
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Old 03 October 2013, 19:40   #737
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To PeterK:

Hi,

Thanks for your LVO file, but it's not enough, and I'm getting plenty of errors (using PhxAss 4.40):

1. Symbol was declared twice (SOFFSET in datatypes/pictureclass.i)
2. Unknown directive eqz in workbench/workbench.i
3. lvo/cybergraphics_lib.i doesn't exist and it doesn't seem to be include in the cybergrpahics dev kit on Aminet.
4. Multiple missing bracket or parenthesis errors in cyberhraphics.i
5. Numerous other symbol declared twice errors.

I almost seems like the archives I used (cybergraphics dev kit and NDK3.9) got unpacked incorrectly or something. Could you by any chance pack your include: dir?
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Old 04 October 2013, 01:48   #738
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I have to comment, but I'm not sure when was the change, in what of your recent versions, but your icon.library has improved recently (well, sorry, perhaps in a month and a half) a lot the speed to show the icons.

The thing is that I don't use much the real thing, and on WinUAE your versions (as they are so "fast"), they look the same... BUT I can tell I've tried it these days on my A1200 ACA1231/42 ("normal" acceleration), and it goes much, much faster than before. AmiKit Real runs very very well with it (16 colors of course) .

Edit: Well, I've changed some things to speed my System up, and also changed ACATune to work much better, but I think your library is much better too.

Last edited by Retrofan; 04 October 2013 at 01:56.
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Old 04 October 2013, 21:08   #739
PeterK
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@Thorham
Ok, Includes are in the zone.
Please set the assembler option for case-sensitive symbols.

@Retrofan
Thanks a lot for the feedback

Last edited by PeterK; 05 October 2013 at 00:48.
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Old 05 October 2013, 00:57   #740
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Quote:
Originally Posted by PeterK View Post
Ok, Includes are in the zone.
Please set the assembler option for case-sensitive symbols.
Thanks But why are your C includes in there as well? Just asking

Still can't assemble the library, though I'm getting four errors:
Code:
PhxAss MC680x0/68851/6888x Macro Assembler v4.40
Copyright 1991-2001 by Frank Wille
Pass 1
DrawInfo            MOVE.L         A1,D0
18 Symbol was declared twice
 in line 19459 (= line 1596 of icon.library.s)

Screen              MOVE.L         A0,$264(SP)              ; struct screen
18 Symbol was declared twice
 in line 22556 (= line 4693 of icon.library.s)

Pass 2
                    BEQ.S          DrawInfo
45 Valid address expected
 in line 19446 (= line 1583 of icon.library.s)

                    BEQ.S          Screen
45 Valid address expected
 in line 22524 (= line 4661 of icon.library.s)
I wonder what's going on. I assemble with the M=68020 option, and case sensitivity is on by default, so that can't be it.

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