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Old 26 March 2023, 13:40   #21
Cowcat
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Is there a 68k port too?
.....a binary exist(ed) but it didn't work: Seems to be some kind of allergy with gcc 68k compiler and all my opengl ports.

And even if I kind of sort out that it is only for warp3d realm.
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Old 26 March 2023, 14:23   #22
tomcat666
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Quote:
Originally Posted by Cowcat View Post
.....a binary exist(ed) but it didn't work: Seems to be some kind of allergy with gcc 68k compiler and all my opengl ports.

And even if I kind of sort out that it is only for warp3d realm.
Would be really cool now that we have pistorm32 machines that can do 2400+ MIPS ... It would probably mean that it would have to use Wazp3D SW rendering though.
There is a port of tinyGL for 68k ... was used in a port of Quake and it runs pretty fast.
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Old 26 March 2023, 14:58   #23
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There is a port of tinyGL for 68k
A link or it didn't happen ;-) Or did you mean the 2003 version?
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Old 26 March 2023, 17:58   #24
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A link or it didn't happen ;-) Or did you mean the 2003 version?
Not exactly sure which one, this ?
http://aminet.net/package/dev/lib/libTinyGL
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Old 27 March 2023, 02:59   #25
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Sm64

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Originally Posted by Cowcat View Post
@samo79

You found it
Yep! :-)

Quote:
Originally Posted by Cowcat View Post
The texture problems are related to the sources used and those aren't the same as the MorphOS port.

Depending of the system running, this issues appear more or less: Warpos version on MOS all is fine except for the Mario front face that had to be changed to not look wrong for the Amiga version.

I know someone tested an earlier version on OS4 and more problems showed up (swirl of coloured vectors, etc).

Pictures, videos, whatever could help but I don't have access to other machines to test.
I prepared a couple of small videos that show you some of the texture issues

https://easyupload.io/0bwuwu
https://easyupload.io/ep9myr

Machine used:

AmigaOne G3 800 Mhz
Radeon 9200 SE
AmigaOS 4.1 Final Edition (Update 2)
MiniGL 2.24
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Old 27 March 2023, 08:51   #26
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@samo79

Now I see what you meant. At least is not so broken as old versions.

- Does it change while in fullscreen (sm64config.txt) ?
- Do you use Hedeon's ReWarp/ReWarp3D ?

While testing it with WinUAE (warpos/mediator emul) I see a common problem with windowed mode, that reminded old Q3 versions: The high part of screen not drawn.
Not encouraged to test sm64 with WinUAE as it is extremelly slow with sound (and window mode is also very broken there), but fullscreen is equal to the real hardware.

Note for OS4: AFAIK It doesn't matter what MiniGL is installed as "minigl" for warpos is statically linked in programs: Warp3D is the one that matters.
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Old 27 March 2023, 11:11   #27
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Quote:
Originally Posted by Cowcat View Post

- Does it change while in fullscreen (sm64config.txt) ?
- Do you use Hedeon's ReWarp/ReWarp3D ?
- No, I have the same graphical problems also in fullscreen.
- No, on this machine i'm using the "original" powerpc.library bundled with OS4 for the WarpOS emulation

I have a Sam440 board with ReWarp installed, if you need further test i can try the game there :-)

Quote:
Originally Posted by Cowcat View Post
Note for OS4: AFAIK It doesn't matter what MiniGL is installed as "minigl" for warpos is statically linked in programs: Warp3D is the one that matters.
Ah ok .. if more info needed: my version of Warp3D is the latest on OS4 (53.27)
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Old 27 March 2023, 11:25   #28
Reynolds
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Could you please share the relevant libs which should works based on your development setup?
Or could you recommend versions?
I'd like to try it out on my CSPPC/CVPPC with OS3.9. Tried only on my mA1 yet as referred previously.
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Old 27 March 2023, 15:45   #29
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Could you please share the relevant libs which should works based on your development setup?
Or could you recommend versions?
Asking to me ?

Being a warpos/warp3dppc program, the closest you get there, the better I guess.
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Old 31 March 2023, 07:10   #30
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@Cowcat

Some spare minor suggestions for the next beta :-)

- Add a versioning, so when we right click on the binary file, we will know exactly what (beta) version we are using.
- In windowed mode put some text on the titlebar (the name of the game)
- Add a closing gadget (when in windowed mode)
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Old 31 March 2023, 09:59   #31
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Quote:
- Add a versioning, so when we right click on the binary file, we will know exactly what (beta) version we are using.
Maybe. Now it should be like beta version 15....

Quote:
- In windowed mode put some text on the titlebar (the name of the game)
Decorations. Old mgl had text on bar but hardcoded and not a way to setup that when calling opengl context (yet). But I can do it manually of course.

Quote:
- Add a closing gadget (when in windowed mode)
I don't like to put another layer of lag in a idcmp/intuition loop. Not good for a warpos program at all. Still, the event loop is not as "good" as my Q3 engines but it works for now.

I have some new version that happens to fix windowmode rendering. Don't know it it will be ok for others that ami-classic-ppc-mediator.
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Old 31 March 2023, 12:44   #32
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Maybe. Now it should be like beta version 15....
Precisely for this and more :-)

Quote:
Originally Posted by Cowcat View Post
Decorations. Old mgl had text on bar but hardcoded and not a way to setup that when calling opengl context (yet). But I can do it manually of course.
Yep, it will be okay, even by done it manually. after all, it's just a simple text

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I don't like to put another layer of lag in a idcmp/intuition loop. Not good for a warpos program at all. Still, the event loop is not as "good" as my Q3 engines but it works for now.
Ah i thought a closing gadget was there by default, but you took it off for some reason!
Sometimes I'm so focused with the modern standards of AmigaOS 4 that I always forget that doing somethings with older systems are not so obvious

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I have some new version that happens to fix windowmode rendering. Don't know it it will be ok for others that ami-classic-ppc-mediator.
That's great, i'll be glad to test :-)
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Old 31 March 2023, 14:01   #33
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Quote:
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That's great, i'll be glad to test :-)
What config you have?
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Old 31 March 2023, 14:03   #34
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@Cowcat

Btw occasionally the screenblanker will be activated during game, a bit annoying but you can disactivate it with a bit of additional (only for OS4) code :-)

You just need to open application.library (a library part of the OS, so no dependencies needed), register the application at start, then send notification to the screenblanker engine in order to shutup it when you need, and finally exit from your app de-registering/closing application.library.

That easy and only a few lines of code:

Open/register:

// application.library (to register app, to enable/disable blankers, etc).
if (!(ApplicationBase = OpenLibrary("application.library", 52))) {
fprintf(stderr,"Failed to open application.library\n");
return FALSE;
}
IApplication = (struct ApplicationIFace *)GetInterface(ApplicationBase, "application", 2, NULL);

// register an app for application library
appID = RegisterApplication("Super Mario 64",
REGAPP_URLIdentifier, "none",
REGAPP_Description, "Super Mario 64",
TAG_END);

Then DeRegistering/Closing:

if (ApplicationBase) {
UnregisterApplication(appID, NULL);
DropInterface((struct Interface*)IApplication);
CloseLibrary(ApplicationBase);
ApplicationBase = NULL;
}

So when basics done, you can then send from your app all the notifications to screenblanker engine : and to disabled screenblankers, and to enable them back.

Last edited by samo79; 31 March 2023 at 14:12.
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Old 31 March 2023, 14:04   #35
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What config you have?
AmigaOne G3 800 with AmigaOS 4.1 FE
Sam440 Flex 800 with AmigaOS 4.1 FE
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Old 01 April 2023, 21:18   #36
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@Cowcat

Just tried sm64 on my Sam440 with the included powerpc.library (not ReWarp) optimized for 440 CPU

Game start but after a while it crash, see crashlog here:

https://www.upload.ee/files/15077168...56-03.txt.html
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Old 02 April 2023, 22:59   #37
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@samo79

Crash on Sam440 after a while (In the middle of playing or right at the beginning ) ?

Some crash can happen furhter up the game occasionally as sources aren't 100% free of bugs, but not persistant.

Screensaver is wrong. Stop screensaver.

Anyways there's a new version.
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Old 03 April 2023, 01:10   #38
samo79
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@samo79

Crash on Sam440 after a while (In the middle of playing or right at the beginning ) ?.
In the middle of playing, atleast crash happened more or less at beginning of the first level ..

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Screensaver is wrong. Stop screensaver.
Did not understand, do you mean you fixed it now by implementing that OS4 code, or just that the screensaver should have not been activated?

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Originally Posted by Cowcat View Post
Anyways there's a new version.
Thanks, i will test it :-)
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Old 03 April 2023, 11:24   #39
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Ok just tested beta 2
The changes are imperceptible, more or less there are the same rendering defects of beta 1... maybe a little less but not much

- Mario is rendered black in some area of the game
- Some other areas, especially in the options area are all rendered in white making the options text almost unreadable
- Some other game's textures come and go, showing randomly a black or a white square/rectangle
- Screenblanker when game running are not yet disactivated by default :-)
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Old 14 April 2023, 01:17   #40
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@Cowcat

Any news?
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