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Old 02 February 2018, 02:25   #41
xboxown
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Quote:
Originally Posted by emufan View Post
the original snes9x version uses some asm routines, but the portable snes9x-sdl not.
I doubt we will find someone taking the challenge.
You could always ask emufan! - grin -
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Old 02 February 2018, 03:39   #42
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You could always ask emufan! - grin -
once I win the lottery I'll hire someone to do this kind of optimisation
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Old 02 February 2018, 04:51   #43
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Hey could you post your makefile for Snes9x? I doubt I'd be able to compile it since it's c++ and I have to use 2.95.4 version but I'm just curious.

The configure script seems to be not liking my environment at all and I'm tired of yelling at it.
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Old 02 February 2018, 12:56   #44
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I was starting in the sdl folder, so copy my files in snes9x/sdl/
I had the same issue with configure, complains about "cross compiling, cannot do that" or sort of.
I did "fixed" the lines in configure, so it did continue. at the end I had to edit
CCFLAGS and CCC, CC variables in the Makefile.

try the configure, maybe it does work for you too.

#1) i was using gcc 3.4 (AmiDevCPP) , no need to edit a single line in the source files.
here the basic things I changed in the configure - required multiple times:
Code:
...
-       as_fn_error $? "SDL is required." "$LINENO" 5
+       S9XFLGS="$S9XFLGS `sdl-config --cflags`"
+       S9XLIBS="$S9XLIBS `sdl-config --libs`"
...
-       if test "$cross_compiling" = yes; then :
+       if test "$cross_compiling" = no; then :
...
Attached Files
File Type: zip snes9x-sdl.zip (39.1 KB, 19 views)

Last edited by emufan; 02 February 2018 at 13:58.
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Old 02 February 2018, 13:09   #45
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Zsnes required about 300 Mhz CPU and snes9x (more accurate) about 1 GHz. I guess you need a major rewrite of snes9x, only usable for some Vampire cards or PPC (with lots of frame skipping).
PSP has 333mhz CPU and barely plays SNES games, not all of them and many times not full speed.
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Old 02 February 2018, 13:21   #46
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zsnes uses some assembler stuff, wants nasm :/
Code:
...
checking for m68k-amigaos-nasm... no
checking for nasm... nasm
configure: error: This target is not supported

Last edited by emufan; 02 February 2018 at 13:28.
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Old 02 February 2018, 16:40   #47
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I've sent an issue to Bebbo on the toolchain github regarding this, and I hope he'll be of some help.
I've seen the answer on github.
did you build
amigaos-cross-toolchain/submodules/gcc-6/libgfortran/intrinsics/c99_functions.c
to get the functions you are missing?

if you could build the cexpf function, please attach the src
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Old 02 February 2018, 18:01   #48
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SNES9x has already been ported to WarpOS.
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Old 02 February 2018, 18:36   #49
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SNES9x has already been ported to WarpOS.
latest sdl source is 1.53, while the aminet binary is 1.26.
so it's worth to try
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Old 02 February 2018, 23:48   #50
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SNES9x has already been ported to WarpOS.
Yes fair enough and it does run perfectly, and no I don't expect anything that I'd produce is going to be as good as that version. But I'm curious just how big the difference is, this might point to weaknesses in our library build. And also I don't have anything new to work on right now.
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Old 03 February 2018, 01:54   #51
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hey emufan..just curious....is it possible to port this?

I'm quite appalled how many people within the Amiga community doesn't understand how open source works.
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Old 03 February 2018, 01:58   #52
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I'm quite appalled how many people within the Amiga community doesn't understand how open source works.
Was that a dig at me or Emufan, because if it was at Emufan ....
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Old 03 February 2018, 02:04   #53
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Was that a dig at me or Emufan, because if it was at Emufan ....


It was spoken in a general sense. Everyone that ports something treats it like a one way thing. "Oh, this thing is free, why not port it?" A lot of work later: "here's a binary, enjoy!". None of the fixes reach the original source, nor any explanation how they got it to work.

The purpose of opensource is sharing. If you're not sharing it means someone else will have to go through the exact same thing again for no reason at all.
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Old 03 February 2018, 02:11   #54
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It was spoken in a general sense. Everyone that ports something treats it like a one way thing. "Oh, this thing is free, why not port it?" A lot of work later: "here's a binary, enjoy!". None of the fixes reach the original source, nor any explanation how they got it to work.

The purpose of opensource is sharing. If you're not sharing it means someone else will have to go through the exact same thing again for no reason at all.
That's all true.
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Old 03 February 2018, 02:37   #55
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That's all true.


This is something I'm striving to change. And it would be for the better for all of the Amiga community in the end!
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Old 03 February 2018, 05:07   #56
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i'm really interested with it !
could you make it use the 4 amiga channels ?
I mean really in the best way, because there isn't a snes emulator who tried to make it in 5.1 or 4.0 or else, they just stay in stereo and i think it's a mistake ! winuae in 5.1 is day and night against stereo.
And i can't wait to see snes games with winuae filters, the snes emulators filters are great but i prefer the winuae one.
For the music it uses paula ? or sound cards are possible ??
ps: don't forget if you wanna have more fun you could try to port ufo (xcom2 terror from the deep) from 1995 (it was ported to sdl) ... have a look...If commodore didn't fail you should have it on amiga 1200 or cd32 for sure. Please have a look.
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Old 03 February 2018, 07:13   #57
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Quote:
Originally Posted by Marlon_ View Post
It was spoken in a general sense. Everyone that ports something treats it like a one way thing. "Oh, this thing is free, why not port it?" A lot of work later: "here's a binary, enjoy!". None of the fixes reach the original source, nor any explanation how they got it to work.

The purpose of opensource is sharing. If you're not sharing it means someone else will have to go through the exact same thing again for no reason at all.
Why should he stop his work and start explaining (long posts) how he ported it? The purpose is not education but to port that x program. He was asked to port the program (for the millionth time) for his own fun, without getting paid and now we see bitching.
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Old 03 February 2018, 15:50   #58
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Why should he stop his work and start explaining (long posts) how he ported it? The purpose is not education but to port that x program. He was asked to port the program (for the millionth time) for his own fun, without getting paid and now we see bitching.
Oh my god, you simply do not get it. :P I am also porting software to the Amiga. All I'm saying is that it would save everyone time if the changes and edits were shared back.

A lot of the games he's been asked to port over has already been ported over before, but since someone didn't share their sources it had to be done all over again. Open source is not a one way road.

I get that he does this for fun on his free time without pay, but so do I! It's not about lecturing, it's about preservation.
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Old 03 February 2018, 17:11   #59
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@turrican3: snes9x-sdl uses sdl audio, so at the end it uses AHI in the Amiga version.
cannot say much about that, but all features, if available, you may find in the AHI prefs.

I had a look at openxcom, the engine for the ufo series games.
it uses SDl 1.2.x with some yaml-cpp library. the latter we have to build for amigaos,
what I already try.
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Old 03 February 2018, 20:48   #60
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OpenXcom requires OpenGL scratch that.

Last edited by Marlon_; 03 February 2018 at 20:56.
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