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Old 09 November 2017, 19:50   #21
xboxown
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Thank you James. Sorry EmuFan to have wasted your time I was not aware of it already existing in aminet. - gives grelbfarlk a dagger look -
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Old 09 November 2017, 22:50   #22
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Thank you James. Sorry EmuFan to have wasted your time I was not aware of it already existing in aminet. - gives grelbfarlk a dagger look -
/Me throws a sausage at Xbone, see you got everything you wanted. All of the things you wanted have been done, what could be better.
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Old 09 November 2017, 23:47   #23
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Old 10 November 2017, 09:43   #24
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We sort of talked about adding GL to SDL 1.2 (as in I cried about about it saying how totes awesome it would be if we used tinygl->warp3d... somehow).
Tinygl is MOS, I think. For WarpOS/68k it would be minigl.

Still busy with clib2 and testing GCC 4.4.5 for WarpOS executables. After that we can look for some more difficult ports.
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Old 10 November 2017, 14:11   #25
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Thank you James. Sorry EmuFan to have wasted your time I was not aware of it already existing in aminet. - gives grelbfarlk a dagger look -
np for me. good for me to continue building things.
but the BS 68k on aminet got a bad description, wonder how one should find this,
without any assistance
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Old 13 November 2017, 09:16   #26
xboxown
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I tried running it but it freezes my amiga. Can you guys look into it. perhaps emufan porting it again may not be a bad idea, I don't know.

Please can you check it emufan?
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Old 13 November 2017, 14:28   #27
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Please can you check it emufan?
I cannot test the aminet version, since my rtg stuff is broken, can use standard amiga screenmodes only, atm :/

i try to build it again. but I have to rebuild my gcc6 toolchain again :/
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Old 13 November 2017, 19:12   #28
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No matter what attempt being made instant freeze. Just typing that name and hitting enter is designed to freeze your amiga that's it main existence and function. It doesn't even have a decent icon and just bs as a file name. Not well done at all.
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Old 15 November 2017, 00:54   #29
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a little progress, I was able to build the object files, linking them gives some unresolved errors.

again AmiDevCPP is the working compiler.

#1) one of the aminet link libs was build with debug functionality (assert) now unresolved.
i guess i have to rebuild it, same as with libsdl done earlier :/

next to this, these are the remaining to be solved :/
Code:
obj/fs.o(.text+0x166):obj/fs.o: undefined reference to `FileSystem_impl::create()'
obj/fs.o(.text+0x7d8):obj/fs.o: undefined reference to `FileSystem_impl::create()'
obj/mixer_sdl.o(.text+0x5a6):obj/mixer_sdl.o: undefined reference to `_SDL_RWFromConstMem'
SDL_RWFromConstMem is part of libSDL 2 ?
anyone any idea about "FileSystem_impl::create()" ?

#1) using libSDL_mixer_nomad.a instead of libSDL_mixer.a + libmad.a resolves the assert/eprintf errors.
but the three above I cannot fix atm :/

#2) grelbfarlk: did U came across these unresolved errors when building bermuda syndrome?

#3) i replaced SDL_RWFromConstMem with SDL_RWFromMem - this one is recognized by libSDL (1.x)

#4) FileSystem_impl::create() is a struct/fucntion in fs.cpp
i had to use the definition of original Makefile: -DBERMUDA_POSIX -DBERMUDA_VORBIS -DBERMUDA_ZLIB

but now i get an error in dirent.h
Code:
m68k-amigaos/include/sys/dirent.h:50: error: `u_int32_t' does not name a type
m68k-amigaos/include/sys/dirent.h:51: error: `u_int16_t' does not name a type
m68k-amigaos/include/sys/dirent.h:52: error: `u_int8_t' does not name a type
m68k-amigaos/include/sys/dirent.h:53: error: `u_int8_t' does not name a type
mingw32-make.exe: *** [obj/fs.o] Error 1
any idea, anyone?

Last edited by emufan; 15 November 2017 at 01:40.
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Old 15 November 2017, 16:24   #30
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but now i get an error in dirent.h
Code:
m68k-amigaos/include/sys/dirent.h:50: error: `u_int32_t' does not name a type
m68k-amigaos/include/sys/dirent.h:51: error: `u_int16_t' does not name a type
m68k-amigaos/include/sys/dirent.h:52: error: `u_int8_t' does not name a type
m68k-amigaos/include/sys/dirent.h:53: error: `u_int8_t' does not name a type
mingw32-make.exe: *** [obj/fs.o] Error 1
any idea, anyone?
I've added in fs.cpp #include <sys/types.h> and it did fix the type issue.

#1) as some sort of reminder:
- using AmiDevCPP GUI

- disabled -DBERMUDA_ZLIB" for now, some type mismatch thing, if enabled.
- util.cpp: disabled //vsprintf ( type issue)
- replaced SDL_RWFromConstMem with SDL_RWFromMem

- link order:
libSDL_mixer_nomad.a libSDL.a libvorbisenc.a libvorbisfile.a libvorbis.a libogg.a libz.a

- compiler options: none or cpu type only (-m68040 ...) - so it may use ixemul.library


#2) zoned: BermudaSyndrome-68k-WIP.lha
68000, 68040 and 68020/68881 builds

cannot test, my rtg is broken , but does not crash, it's looking for bs.dat

Last edited by emufan; 15 November 2017 at 17:35.
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Old 15 November 2017, 21:18   #31
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I knew you will do it!!! Today I will test it out and report for ya
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Old 15 November 2017, 21:22   #32
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It went better than expected. but I cannot say if it will work.
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Old 15 November 2017, 22:24   #33
xboxown
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As soon as I go home I will report this and I will be your tester and we can go back and forth until it works 100%.

There is only one more request I have and I am done from my end for porting request. When this gets completed 100% or even 98% and working can you look into porting this for Amiga 68k?

https://github.com/teeworlds/teeworlds

I know it is available in AmigaOS 4.x and MorphOS but there is not one yet released for 68k yet. It would be cool to have this ported to 68k Amiga too!!

https://libregamewiki.org/Teeworlds

If possible have the internet or online feature working too?
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Old 15 November 2017, 22:45   #34
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weird source code setup. some lua, shell and python scripts.
cannot find any instruction how to start the build process :/

#1) Compiling Teeworlds

#2) I try to build on my cygwin system, just to see if this does work somehow.

1st you need to build bam - description in the link above.
next you need to edit configure.lua: compiler.driver = 'cl' ---> compiler.driver = 'gcc'
so it does now compile c/cpp files - builds object files: bam bam.lua

got some errors with sdl/gl and networking stuff, some missing include triggered some more errors.
Code:
Import("configure.lua")
Import("other/sdl/sdl.lua")
Import("other/freetype/freetype.lua")
all these config files needs to get fixed for the desired target, i guess.
maybe those *.lua scripts when building bam aswell.
default targets are win32/64 and mac os.

Last edited by emufan; 15 November 2017 at 23:43.
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Old 16 November 2017, 03:54   #35
grelbfarlk
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Sorry for not responding above, I was in the zone for a few days with another project, good to hear Bermuda Syndrome got done.

I've not had much luck with LUA, I mean I've compiled it and the tests work but I seem to get a lot of undefined functions when programs actually try to use it.
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Old 16 November 2017, 04:22   #36
xboxown
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I tried it. It frooze my Amiga just like the version in aminet.
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Old 16 November 2017, 05:46   #37
haps
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weird source code setup. some lua, shell and python scripts.
cannot find any instruction how to start the build process :/
Nothing weird about it at all. It uses BAM for the build system: https://github.com/matricks/bam
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Old 16 November 2017, 07:53   #38
kamelito
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Another game to porting?

Source code of ZX Spectrum & MSX2 game ‘The Sword of Ianna’ available on Github:

http://www.vintageisthenewold.com/so...ble-on-github/

Well it is written in Z80 assembly...

Last edited by DH; 02 December 2017 at 00:49. Reason: Removed direct signature
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Old 16 November 2017, 18:11   #39
emufan
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I tried it. It frooze my Amiga just like the version in aminet.
not good. all three binaries, the same result?

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Originally Posted by haps View Post
Nothing weird about it at all. It uses BAM for the build system: https://github.com/matricks/bam
first time I heard about bam
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Originally Posted by grelbfarlk View Post
good to hear Bermuda Syndrome got done.
does not work on 68k it seems :/
Quote:
I've not had much luck with LUA, I mean I've compiled it and the tests work but I seem to get a lot of undefined functions when programs actually try to use it.
I tried to build Teeworlds on my win7 cygwin system, so I already have a working lua.
maybe snoopdos may help to find out, lua does access some additional files,
which causes those missing things?

Last edited by emufan; 16 November 2017 at 18:18.
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Old 16 November 2017, 18:47   #40
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I will lie to you if I said yes. I will try them all but I have the feeling the answer is yes. But..hold on. I have one question to ask. I know it needs a data files how do I properly install the thing? What I did, is download the game as is from internet, extract it into the folder and put the Amiga executable at the root of the game directory with it's multiple folders and files sitting right beside the PC executable itself. Is that sufficient?

Anyways, today I will go there and try out the other files.
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