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Old 10 January 2019, 22:01   #81
patrik
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Unpack the lha-archive and put the smbfs executable in C: (SYS:C/).
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Old 10 January 2019, 23:50   #82
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SMBMounter uses a couple of the tools included in the Samba package (nmblookup and smbclient) to browse the local network. It will still work without these, you just won't have the ability to browse lists of connected shares on the network (the ? gadgets) so you'll have to enter the host names manually. But that should still work fine.

The device argument of smbfs should be used to specify the AmigaDOS device to use to connect to the share, not the share address itself. So it should be something like

device=SMB0:

However, the volume parameter might be a better option as that will also give you a Workbench-visible volume. Service is the keyword to use for the destination share, e.g.

service="//myServer/sharedDrive"

Workgroup names aren't included in the actual address under SMB, so it's a separate parameter for smbfs:

workgroup=WORKGROUP

You can get the standard AmigaDOS template with

smbfs ?

Though that still doesn't explain the options. But in any case, if you have the address of your share (//myServer/sharedDrive), you can enter it into the quickmount bar in SMBMounter and click Go to connect directly.
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Old 11 January 2019, 11:12   #83
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@patrik - I did that bud

@Daedalus - That's fantastic bud, thanks. I'll give it a go tonight, looks like I'm set for coffee and chilling with some old CD Amiga software on my shared laptop DVD drive wooo!
I'm sure many people would want to do what I'm doing with the A1208... which is why I am still posting to this thread.
After the network is sorted I think I've reached where I want to be with it and I'll settle there.
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Old 11 January 2019, 12:58   #84
indigolemon
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After the network is sorted I think I've reached where I want to be with it and I'll settle there.
Bollocks, you'll keep going cos that's how the Amiga game works
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Old 11 January 2019, 17:44   #85
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Originally Posted by indigolemon View Post
Bollocks, you'll keep going cos that's how the Amiga game works


Hahahahaha
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Old 13 January 2019, 19:56   #86
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She's now networked!

I have made a video explaining how... it's the ONLY way I could get it talking to my Windows 10 PC... It's an absolute nightmare otherwise.
Credits in the video again @Daedalus @Patrik & @Indigolemon

ENJOY!!




[ Show youtube player ]
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Old 05 February 2019, 10:15   #87
solidcore
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I have parts for 1 more 1208 SDE+ unit, PM me if you want to purchase (100gbp includes RTC, 95 without) (excludes shipping cost)
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Old 10 February 2019, 12:23   #88
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I have parts for 1 more 1208 SDE+ unit, PM me if you want to purchase (100gbp includes RTC, 95 without) (excludes shipping cost)
PM sent
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Old 11 February 2019, 16:56   #89
rcman
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Anybody in North America makiing the 1200SDE?
Amiga on the Lake sells it
RC
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Old 15 February 2019, 19:41   #90
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Hi all, this is really important.

My Amiga would not run the Frontier/Flashback intros properly and after a good few weeks sending A1208's in the background, Solidcore & Indigolemon and I pulling our hair out ripping startup-sequences apart too we found my Amiga was suffering from the dreaded timing glitch.

I have a 1D1 Rev 0 Budgie... I performed the removal of E123C & E125C capacitors on the bottom of my motherboard and it now works like a charm.

Yes, I even did a cap replacement and a PSU overhaul in the process.
Once again Roadshow will still interfere so will need the C:NetShutDown command running before running any WHDLoad stuff.

Project complete and 100% happy.
Massive thanks to everyone involved.
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Old 15 February 2019, 19:48   #91
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Glad to hear you got it working now mate. those pesky caps not only effect accelerator boards but also the 8mb fastmem boards, good to know!
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Old 16 February 2019, 01:10   #92
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Oh yes big boy xxx
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Old 16 February 2019, 16:11   #93
patrik
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@RiotRetroGaming:

The Offline/Online shell commands included with Roadshow isn't enough to make WHDLoad games work together with the network card?

Usage before running WHDLoad game:
Code:
1> Offline spinet.device
Usage after running WHDLoad game:
Code:
1> Online spinet.device
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Old 16 February 2019, 22:44   #94
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@RiotRetroGaming:

The Offline/Online shell commands included with Roadshow isn't enough to make WHDLoad games work together with the network card?
It's C:NetShutDown and C:AddNetInterface for Roadshow, the commands are already in the WHDLoad example scripts that come with it - you just need to uncomment them

Last edited by indigolemon; 17 February 2019 at 11:06.
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Old 17 February 2019, 05:24   #95
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Miami doesn’t behave this way . Not tested roadshow though .
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Old 17 February 2019, 11:55   #96
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Or you can edit the S:WHDLoad-Startup to trigger the shutdown after checking for a new slave & before starting a game and S:WHDLoad-Cleanup to re-enable Roadshow after you have quit the game back to Workbench (Thanks Indigolemon).
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Old 17 February 2019, 13:24   #97
solidcore
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Stock for more SDE’s will be arriving soon !

Pre order now for first in first out .

Pm for more details .
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Old 17 February 2019, 14:02   #98
patrik
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Quote:
Originally Posted by indigolemon View Post
It's C:NetShutDown and C:AddNetInterface for Roadshow, the commands are already in the WHDLoad example scripts that come with it - you just need to uncomment them
The reason I asked if the Offline/Online commands were enough is because the issue is not caused by the TCP/IP stack itself.

The network hardware generates interrupts on incoming packets, which its driver cannot serve when WHDLoad has taken over the machine, which causes the issue.

Usually the Offline command is enough to make the network driver configure the network hardware to stop generating interrupts on incoming packets, thus avoiding this issue and if it works, it is less intruisive to not have to kill the TCP/IP-stack.

For example, network shares usually continues to work normally after exiting a WHDLoad game if the network interface has been Offline/Onlined automatically before and after.
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Old 17 February 2019, 17:22   #99
indigolemon
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Quote:
Originally Posted by patrik View Post
The reason I asked if the Offline/Online commands were enough is because the issue is not caused by the TCP/IP stack itself.

The network hardware generates interrupts on incoming packets, which its driver cannot serve when WHDLoad has taken over the machine, which causes the issue.

Usually the Offline command is enough to make the network driver configure the network hardware to stop generating interrupts on incoming packets, thus avoiding this issue and if it works, it is less intruisive to not have to kill the TCP/IP-stack.

For example, network shares usually continues to work normally after exiting a WHDLoad game if the network interface has been Offline/Onlined automatically before and after.
Yeah - I understand that interrupts are the issue, however Roadshow doesn't ship with 'Offline' or 'Online' commands - just the ones I mentioned.
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Old 17 February 2019, 19:48   #100
patrik
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Quote:
Originally Posted by indigolemon View Post
Yeah - I understand that interrupts are the issue, however Roadshow doesn't ship with 'Offline' or 'Online' commands - just the ones I mentioned.
It didn’t use to, but nowadays it does. I think they were added in the most recent 1.13 release.
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