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Old 07 September 2017, 21:56   #1
xboxown
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emufan can you revise amiMSX in aminet?

Hey emufan,

In AmiMSX it says it needs AGA but that is false. In certain places it is using AGA but the actual game works 100% but AmiMSX doesn't gracefully return back to workbench because it uses AGA commands that takes the entire Amiga down. Now I know for a fact if these commands where reverted back to ECS/OCS the needing for AGA is a lie. It is after all an MSX emulator 8 bit computer it doesn't need AGA for 16 colors at all.

Is it possible you could check in the source code and modify it so it no longer asks for AGA. I think that is super easy, I hope


One final thing: http://aminet.net/package/gfx/show/RNOComics is released for AmigaOS 4.x Is it possible you could port this to Amiga 68k?

Having a comic strip reader would be a great thing for Amiga 68k.
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Old 07 September 2017, 22:02   #2
Samurai_Crow
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RNOComics is written in Hollywood so it should only need a graphics card or Vampire. Write to the author.

Sent from my Prism II using Tapatalk
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Old 07 September 2017, 23:57   #3
grelbfarlk
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Also Emufan could you port Sheepshaver to Amiga while you're at it, WarpOS version please.

Oh oh and while you're at it, I'd like a WarpOS version of Netsurf. Thanks in advance.

And can I get a cheeseburger while I'm waiting?
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Old 08 September 2017, 00:25   #4
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We should port OS4 to work in OS3 as well
 
Old 08 September 2017, 01:07   #5
emufan
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Quote:
Originally Posted by xboxown View Post
Is it possible you could check in the source code and modify it so it no longer asks for AGA. I think that is super easy, I hope
the emulator is written in assembler, that is impossible for me. sorry

Quote:
One final thing: http://aminet.net/package/gfx/show/RNOComics is released for AmigaOS 4.x Is it possible you could port this to Amiga 68k?

Having a comic strip reader would be a great thing for Amiga 68k.
as stated below, the easiest way is to contact the author. he only needs to compile it for OS3.
donate him a beer, so he is in a good mood and will do it

btw. no progress with the emulators. no idea how to speed things up.
this should be done with some aasm routines, but I cannot do this.

@grelbfarlk: let me smoke one or two cigarettes first

Last edited by emufan; 08 September 2017 at 01:16.
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Old 08 September 2017, 01:10   #6
xboxown
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Quote:
Originally Posted by grelbfarlk View Post
Also Emufan could you port Sheepshaver to Amiga while you're at it, WarpOS version please.

Oh oh and while you're at it, I'd like a WarpOS version of Netsurf. Thanks in advance.

And can I get a cheeseburger while I'm waiting?
AHAHAHAHAAHAHAHAHAHAHAHAHAH!!!!!!!




GRELBFALRK I MISSSSSSSEEED YOUUUUUUU!!!

I am craving for you! I need you to come online back in apollo-team

I am aching for you please come back man!!!!! - hugs grelbfarlk - Hmmmmm that feels goooooodd!! I missed you man!
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Old 08 September 2017, 10:07   #7
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I would suggest we open a thread that everyone will request his ports and emufan will make them one by one lol
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Old 08 September 2017, 16:01   #8
emufan
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we should stay in one thread. OpenEmu Porting is a good start
otherwise it will be only confusing.
those with working crosscompiler environment, should post their successfull builds there.
so we have one thread, we can post compiler problems while building all those things,
opensource emus, comic book reader or anything usefull from the linux world .
even those little tools like gsar - just fire up your crosscompiler, build something and announce it. dead easy.

#1) xboxown, did you test fMSX for 68k?

Last edited by emufan; 08 September 2017 at 16:13.
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Old 08 September 2017, 19:51   #9
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Mmmm.. beer.

Quote:
Originally Posted by xboxown View Post
One final thing: http://aminet.net/package/gfx/show/RNOComics is released for AmigaOS 4.x Is it possible you could port this to Amiga 68k?

Having a comic strip reader would be a great thing for Amiga 68k.
It is possible for me to compile the program to 68k, but as said, it'll need RTG (or I should check how things would work with the Plananarama plugin) and a beefy setup.

Comic book archives are usually quite big and images in them can be quite high resolution (2000x3000 pixels in my test archive, for example), so it might not be that fun to wait for a real 68k CPU to extract and decode them... minimum memory requirement would also probably be at 64MB.

Buuut maybe I'll try some day... next month earliest when I have my 68k computers in use at home again.
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Old 09 September 2017, 02:07   #10
xboxown
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Quote:
Originally Posted by jPV View Post
Mmmm.. beer.


It is possible for me to compile the program to 68k, but as said, it'll need RTG (or I should check how things would work with the Plananarama plugin) and a beefy setup.

Comic book archives are usually quite big and images in them can be quite high resolution (2000x3000 pixels in my test archive, for example), so it might not be that fun to wait for a real 68k CPU to extract and decode them... minimum memory requirement would also probably be at 64MB.

Buuut maybe I'll try some day... next month earliest when I have my 68k computers in use at home again.

Everything you said above Vampire accelerator already have. It have raw CPU power, the RTG power and the RAM. So if you are the author, please port it to 68k! Please!

Also consider WinUAE users too Those users have all the raw power to run your application in a heart beat.

@emufan

fmsx is garbage! junk! rotten socks to be picked up by a tweezers, holding your nose from the stink and thrown to the public trashcan. That is fmsx in a nutshell.
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Old 09 September 2017, 12:47   #11
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Quote:
Originally Posted by xboxown View Post
fmsx is garbage! junk! rotten socks to be picked up by a tweezers, holding your nose from the stink and thrown to the public trashcan. That is fmsx in a nutshell.
I had a look at AmiMSX on ECS chipset, screen is just sort of shifted,
I think this can be fixed somehow.

BUT now the sh*t starts. did a search for LVOs, offsets and such stuff for assembler but there is nothing usefull,
some PDFs, a bit at elowars RKM website.
just a big waste of time, instead of working on the actual problem,
been searching for some good short summary of those intuition offsets and I cannot find a bit.

another example which distracts ppl from coding for the classic amiga?
went to vasm, down'ed the 68k version, 'vasm amimsx.asm" - lots of "unsupported" messages.
Code:
LiberaLib:MACRO
	MOVE.L	\1,A1
	TST.L	A1
	BEQ.S	\@LibLib
	MOVE.L	$4.W,A6
	JSR	-$19E(A6)	; Libera Librería.
\@LibLib:
	ENDM

LibsError:
	LiberaLib _DosBase
	LiberaLib _IntuitionBase
	LiberaLib _GadToolsBase
	LiberaLib _AslBase
	LiberaLib _xpkBase
	LiberaLib _StcBase

	RTS
vasm dont understand the macro LiberaLib - so now i have to read tons of docs ( WHERE TO FIND??)
to fix an incompatibility of one assembler, or just download tosec to test every single assembler,
starting with seka to devpak? REALLY?

*this really suxx*

where are all the infos? at the end you dont have to wonder why there
are only a few ppl releasing anything. no info no joy.
just skip it and play some game on windoz ... *what a mess*

Last edited by emufan; 09 September 2017 at 12:57.
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Old 09 September 2017, 12:59   #12
Retro1234
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Is zener the author of AmiMSX - no sorry it was Eab member doble07
http://eab.abime.net/member.php?u=13114

If you can do anything is there anyway it can be made to run from Shell parameters like

"AmiMsx Game" and skip the GUI?
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Old 09 September 2017, 13:15   #13
StingRay
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Quote:
Originally Posted by emufan View Post
vasm dont understand the macro LiberaLib
A quick glance at the macro code shows me it needs 68020+ (tst.l a1) so I'm pretty sure running vasm in 68020+ mode will fix the "bug"!

Quote:
Originally Posted by emufan View Post
*this really suxx*
It doesn't if you look at the code and understand what's happening there. It's easy to blame it on a "buggy" assembler though!
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Old 09 September 2017, 13:53   #14
emufan
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Retro1234: I've no idea, just trying to get started.

StingRay: so vasm knows about that function? why it doesnt print a message, "use option -m68020" or something?
another beauty:
vasm with -h --help ? "unknown option" or "no input file"

so i'm going to scroll through the 500+ pages of the manual to find a tiny option
to print the help page of the command, just to find the cpu option.
that is sooooo great, AWESOME.

#1) one more: went to devpac3, aga wb3.0 system, can open the source,
when going to assemble, output window lists error or whatever in distorted text.

thats just great, nothing to blame anything, nope,
not a single step made to fix the amimsx problem. doesnt matter.

i'm going to watch all the copprshade asm tutorial, to get a clue what asm means.
next i download all the asm books from bombjacks website.
maybe in 10 years i'm able to use an assembler or know how to cope with some text distortion in devpac.
so i can finaly change some bits in the amimsx src code, to see the executable crash and can investigate.

awesome - beyond belief .

Last edited by emufan; 09 September 2017 at 14:07.
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Old 09 September 2017, 13:59   #15
StingRay
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Quote:
Originally Posted by emufan View Post
so i'm going to scroll through the 500+ pages of the manual to find a tiny option
to print the help page of the command, just to find the cpu option.
that is sooooo great, AWESOME.
You clearly shouldn't use any assembler at all!
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Old 09 September 2017, 14:27   #16
ptyerman
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Quote:
Originally Posted by StingRay View Post
You clearly shouldn't use any assembler at all!
Why? So it remains as a private club for the boys?
Even them, and you had to start somewhere!
He has a valid point, all these tutorials and instructions would be a massive help for folk if they was gathered in one place.
There used to be hundreds of write-ups in the Amiga magazines that would be a great learning experience but you have spend hours trawling the net before you can even get to read them.
Then when you come to a forum for help you just get snarky comments and jumped on!
I can understand his frustration!
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Old 10 September 2017, 14:21   #17
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Also consider WinUAE users too Those users have all the raw power to run your application in a heart beat.
Yeah, god forbid they actually run an MSX emulator that is a) good and b) actually works.
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Old 10 September 2017, 15:49   #18
jotd
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I can have look at it if you want.LiberaLib is probably a macro which performs a closelibrary. Not vasm built in but easy to recode.
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Old 10 September 2017, 17:46   #19
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Yeah, god forbid they actually run an MSX emulator that is a) good and b) actually works.

No...my mentioning the winuae is for the hollywood port of the comic reader
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Old 10 September 2017, 18:26   #20
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@ptyerman: emufan post is a rant, I can understand why Stingray answers like that. It took us a few years to learn how to use any assembler. Not no mention using vasm is very cool, but adapting an already existing toolchain to vasm is not that trivial.

That said basm=>vasm and phxass=>vasm isn't very problematic. But you have to build experience to know how to use a complex toolchain like this & overcome the 256734 minor issues that will bar your way. Frustration is normal at start.

My proposal still holds...
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