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Old 23 February 2021, 10:40   #21
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@Zarnal
I tried earth 2140 after starting the game and after the loading screen "after world map" the screen remains black with the mouse cursor in red.
The 4.1FE I use does not contain patches.
The only patches I use are "PatchCompositeTag" and "PatchWarp3D" which I use when needed.

Have you used any patches to make it work?
Thank you.
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Old 04 March 2021, 15:24   #22
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@thellier
I wanted to ask you a question if possible to understand PatchCompositeTag
on which "libraries" it intervenes or what it modifies to work and therefore makes the right view available for the programs.

Here for example the "MilkTracker" program for OS4.1 that works with "PatchCompositeTag" without applying your patch the program would not be displayed and a black screen would remain.

I also understood your answer but I was curious to know how "PatchcompositeTag" manages to make the composite work with some programs with OS4.1
I also use your program for example to use "ScummVM", else here the program interface would not be displayed.
Thanks again for your patience.

Or another question the RTG table because it is not implemented in winuae since it works as if using PatchCompositeTag?
Thanks and sorry for the questions.

Here MilkTracker:
[ Show youtube player ]
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Old 10 March 2021, 11:53   #23
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There is a single function in graphics.library/OS4 that do the composition
It is called "CompositeTags"
This function act as a super blitter : it copy a source picture (bitmap) to a destination picture (bitmap)
It can resize/rotate/filter the picture during the copy
It also convert the bitmap pixel format from source to dest.
There are several copy mode they describe how the 2 pictures are blended together

This function dont "create" the display bitmap but "update" it so if this function is absent the display remain empty (black)

CompositeTags() use the hardware to do the job (ie use the video card driver)

PatchCompositeTags is a CPU only implementation: it do most the same but dont call the hardware: pixels are copied/blended with the cpu. filtering is not implemented

So my prog patch (replace) the existing OS4/graphics.library/CompositeTags() with my cpu implementation
Once the change done all progs that call this function will use my cpu only implementation

But it is not safe to run several progs at the same time as PatchCompositeTags is not a real .library so cant be used by several progs at the same time
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Old 10 March 2021, 12:07   #24
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See also aminet/CompositePoc : all is drawn with Composition
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Old 14 March 2021, 19:06   #25
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@thellier
Thanks for your reply and explanation.

###Currently the 4.1FE system I am using is clean and does not contain any patches###

Now Composite3DDdemo works fine fps are the same as real hardware
to obtain the same result you need to select the 24bit requester screen and it can only be viewed with your PatchCompositeTag.

separate note:
once the program is started, just activate "perspective texture"
and everything works
these instructions are present in winuae and otherwise it would not work.
but with your patch it can display correctly here video:

[ Show youtube player ]

Here, however, the games tested up to now all with GL drivers are intended to be playable:

Quake 1 (works requires PatchWarp3D)
Quake 2 (works requires PatchWarp3D)
Quake 3 Arena (works natively)
Quake 3 OpenArena (works natively)
Hexen 2 (works natively)
Shogo (works requires PatchWarp3D but has the wrong textures -without PatchWarp3D the game crashes-)
Heretic 2 (works but has the wrong textures)
Wipeout (works native)
Gorky 17 (works native)
Earth 2140 (only demo works at the moment)
PayBack (PayBack works perfectly with all effects activated at any resolution) --separate note: little flicker in DSI titles before game launch and then everything works--
PRBoomGL Doom 2 including SIGIL
Tower 17
Other games like Spencer or Acquaria

E-UAE works (requires a custom configuration a simple installation of the program will not work correctly)
DemoPPC (many work, it is difficult to make a complete list)
ScummVM all games work (Blade Runner Broken Sword etc.) requires PatchCompositeTag
ScummVM (grim fandango) (PreBeta) now grim fandango works textures are seen correctly OpenGL
FPSE (os version 4.1) supports 3d acceleration through a dedicated plugin
for example final fantasy 8 works but not tombraider 3
but it was just a test it is interesting instead to see the demoscenes for psx and they seem to work.

I wanted to ask you again is it possible to correct with a new version possibly of PatchWarp3D "Heretic 2 and Shogo" if there is the possibility to do so.

Thanks again for your availability.

Last edited by White; 20 March 2021 at 15:42.
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Old 14 March 2021, 19:25   #26
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Quote:
Originally Posted by White View Post

Here, however, the games tested up to now all with GL drivers are intended to be playable:

Quake 1 (works requires PatchWarp3D)
Quake 2 (works requires PatchWarp3D)
Quake 3 Arena (works natively)
Quake 3 OpenArena (works natively)
Hexen 2 (works natively)
Shogo (works but has the wrong textures)
Heretic 2 (works but has the wrong textures)
Wipeout (works native)
Gorky 17 (works native)
Earth 2140 (only demo works at the moment)
PayBack (I can't test it mine is a demo version)
Doom 2 including SIGIL
Tower 17
Other games like Spencer or Acquaria

FPSE (os version 4.1) supports 3d acceleration through a dedicated plugin
for example final fantasy 8 works but not tombraider 3
but it was just a test it is interesting instead to see the demoscenes for psx and they seem to work.

@White


Can you be more specific on the texture issues please. For my part, I test a lot of things for miniGL / Voodoo3 in OS3. It is much more complicated than with OS4 because constraints (which are not present in OS4) appear with the use of OS3 ( for various reasons ). Regarding Earth 2140, I will do some tests later.
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Old 14 March 2021, 19:40   #27
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@Zarnal
currently only Shogo and Heretic 2 are not displayed correctly I refer to the transparent textures as it happened in Shogo when we talked about it together some time ago.

Shogo also has flicker
while Heretic 2 has only the wrong textures (transparent).
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Old 14 March 2021, 20:12   #28
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Here Heretic 2 with transparent textures:

[ Show youtube player ]
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Old 14 March 2021, 21:07   #29
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Quote:
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Here Heretic 2 with transparent textures:

[ Show youtube player ]





I don't have this texture problem using version 1.06 of the demo (on the Descent CD, OS4.1 FE update 2 clean). I'll do maybe a video tomorrow. I have no more time tonight.
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Old 14 March 2021, 21:10   #30
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@Zarnal
Thanks I try now I have the cd of descent but it seems to me that the version I used is also 1.06
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Old 14 March 2021, 21:27   #31
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Tested the cd version of descent if I select minigl/warp3d and the same does not change anything in software mode there are no problems.
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Old 15 March 2021, 09:08   #32
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@white
I dont have shogo nor heretic so I can do nothing
If the textures pixels dont appear this is certainly a no more GPU memory for textures problem
If the texture pattern appears but dont have the good "transparency" then it is a "blending" or "tex_env" problem
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Old 15 March 2021, 12:54   #33
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Quote:
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@Zarnal
Thanks I try now I have the cd of descent but it seems to me that the version I used is also 1.06

@White


Ok, but can you try in 640 * 480. This is the only difference I see between our two settings.


My result is so slow on my very old machine that it may be hiding the second default.
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Old 15 March 2021, 17:58   #34
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@Thellier
Thanks for the reply
I sent you a pm.

@Zarnal
whichever resolution I choose the result is the same with warp3d/minigl with Heretic 2
instead with minigl/software in the Heretic 2 settings everything works at any resolution.

can you tell me your version of warp3dppc.library
and also that of W3D_avenger.library
including file size and year?
thank you.
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Old 15 March 2021, 19:03   #35
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@Zarnal
if you are still interested in using the browser with the 4.1 + Voodoo3 to see some videos on youtube you can use these scripts just require an I5 to be used.

you need:
python-ssl
mickJT-MPlayer
ffmpeg
AIOstreams
YT
then there is a script written by "Petrol" that allows you to select the video at any resolution you prefer to adapt it to the speed of your processor example from 160p up to 720p

if you want to try it already configured to make them work with Odyssey+Voodoo3 I'll put you what I have already configured for my system.
In this case I used the MickJT-MPlayer setting with the "composite" as the video output slightly faster than the SDL output and you can do some testing if you want.

in this case and for voodoo3:

[ Show youtube player ]
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Old 17 March 2021, 17:44   #36
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@All
I leave here a video of PayBack I never understood if the settings are correct.
In this case I think I finally succeeded.
All effects are enabled in the game and the chosen video driver is hardware.
In this case at 1024x768
Thanks for any confirmation :-)

[ Show youtube player ]
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Old 17 March 2021, 19:50   #37
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Quote:
Originally Posted by White View Post
@All
I leave here a video of PayBack I never understood if the settings are correct.
In this case I think I finally succeeded.
All effects are enabled in the game and the chosen video driver is hardware.
In this case at 1024x768
Thanks for any confirmation :-)

[ Show youtube player ]



@White


It's curious, I don't have glitches like you do with this game.


[ Show youtube player ]
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Old 17 March 2021, 20:09   #38
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@Zarnal
Your configuration is very interesting it has already happened other times on the same games with your configuration :-)
once upon a time you would have been at someone else's house to talk about the amiga
today there are forums to exchange experiences
there is certainly something different but the difficult thing is to understand what :-)
how to do ?
do you have any suggestions?
as I asked you other times do you use patches?
instead of the default libraries?

certainly it would be interesting to understand what is different
I the only two patches I use in case of need are PatchCompositetag and PatchWarp3D

I got the doubt about the resolution of the monitor I use 1024x768 but even if I lower the resolution the problem does not disappear.

then i'd like to see how you set picasso96mode
or if in devs: monitor you have manually set the parameters in the tooltypes.

Actually I have no other ideas :-)
Your any suggestions would be welcome
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Old 17 March 2021, 20:19   #39
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@Zarnal
I would be curious to see how it works for you for example "grim fandango" with ResidualVM
if you have difficulty configuring it, all you have to do is ask :-)

if you prefer also with a PM
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Old 17 March 2021, 20:49   #40
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@Zarnal
Here you can see "Grim Fandango" with ResidualVM with an I5 processor the video is from two years ago in this case I used "uaegfx"
now with the Voodoo in practice the problems remain the same the white "textures" remain white those colored in red instead now with the Voodoo they are perfect

[ Show youtube player ]
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