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Old 26 June 2013, 01:04   #41
NovaCoder
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Damn it! And I with no time to try this baby. Thanks NovaCoder. I invite you to a beer if you come to Spain!
That's funny because the last time I was in Spain all I did was drink beer
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Old 26 June 2013, 06:56   #42
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Hey Nova, do you think it would be possible to port Defendguin to 68k amiga?

Source

Requirements are:
Quote:
libSDL library
SDL_mixer library (optional, for sound and music)
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Old 26 June 2013, 08:16   #43
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Hey Nova, do you think it would be possible to port Defendguin to 68k amiga?

Source

Requirements are:
Hiya,

Yep looks pretty do-able I guess.

I still might add (limited) SDL Mixer support to my library hack. I had a quick look at the mixer source code the other day and it doesn't look too tricky.
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Old 03 July 2013, 07:50   #44
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I've been hacking around with my Wolfenstein port, it's turning into a bit of a monster

Basically it's now using the PSP port of SDLWolf as a base with bits of Quake 2 code for file handling and the sound code from both Wolf3DRedux and the Amiga port of DOOM.

So it now contains code from Wolfenstein, DOOM and Quake 2

All sound and music files are first ripped from the WAD files and extracted into WAV files using a utility from Redux. These WAV files are then loaded by AmiWolf on demand (and then cached) , the idea is for this data to then be played with the DOOM asm sound engine mixer.

I'm not sure if it's going to work yet but it sounds like a good plan at least.

Update: Well it's playing something, doesn't sound too pretty but it's a start

Last edited by NovaCoder; 04 July 2013 at 04:36.
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Old 03 July 2013, 08:42   #45
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Wolfenstein? Sounds more like Frankenstein!

Cheers and keep going.
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Old 03 July 2013, 09:34   #46
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wolfenstein? Sounds more like frankenstein!
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Old 05 July 2013, 04:45   #47
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Update: Yes my crazy idea to add sound actually works!

Hopefully I can also add music to it.

This is the biggest hack ever

I'm not sure if this will run ok on 030 yet but I'll give it a go.

[ Show youtube player ]
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Old 05 July 2013, 17:06   #48
dlfrsilver
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You have a 060, considering how fast it runs on your computer, on a 030 it should be really good too !!!

Really wonderful, can't wait to play this one on my miggy.

You did an excellent job !!!
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Old 08 July 2013, 06:39   #49
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Looks like Ultima 7 AGA will work, I don't have a clue about performance yet though.
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Old 08 July 2013, 16:17   #50
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Ultima 7 is also a game that i would want to try on a standard 030 AGA machine
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Old 09 July 2013, 14:14   #51
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It lives!

[ Show youtube player ]
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Old 09 July 2013, 20:54   #52
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wowwwwww
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Old 23 July 2013, 04:18   #53
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Update:

I've just added (limited) SDL Mixer support to my library.

It's useful for porting games that need SDL Mixer support. I've only given it a very quick test but it seems to work, not sure how slow it would be on real hardware.


I'll upload it to AmiNet when I get the time.


I've stuck the mixer test program in the Zone if anyone wants to have a play.
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Old 24 July 2013, 11:16   #54
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Nice job Nova, thanks
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Old 22 September 2013, 10:54   #55
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This is great thx!
Noob question: Will I be able to run a program that requires the SDL_Image library for loading images and handling surfaces with your port?
 
Old 22 September 2013, 13:17   #56
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This is great thx!
Noob question: Will I be able to run a program that requires the SDL_Image library for loading images and handling surfaces with your port?
I think you'd also need to link with one of these http://aminet.net/search?query=SDL_Image


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Old 22 September 2013, 14:28   #57
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I think you'd also need to link with one of these http://aminet.net/search?query=SDL_Image


Ty, You're the best!
 
Old 14 July 2014, 21:08   #58
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When the next version?
Perhaps one stupid question but why there arenīt timer support? How can you do timers then? Yes, Iīm not an expert SDL guy.
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Old 16 July 2014, 01:36   #59
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When the next version?
Perhaps one stupid question but why there arenīt timer support? How can you do timers then? Yes, Iīm not an expert SDL guy.
Not sure when I'll release another version.

I made a new version based on SDL 1.2.15 for RTG recently. It still needs some testing and enhancing.

The basic idea is to get it working properly then add AGA support to it.

Timer's aren't supported because they slow things down too much on 68k. Most games allow you to use an inbuilt Timer or a Thread so the lack of timers in the 68k SDL isn't really such a big deal.
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Old 17 July 2014, 14:02   #60
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I have to look at more sdl sources but I dont understand how a thread can replace a timer.
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