English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Language > Coders. C/C++

 
 
Thread Tools
Old 02 February 2018, 01:25   #41
xboxown
Registered User
 
Join Date: Dec 2012
Location: Vancouver/Canada
Posts: 676
Quote:
Originally Posted by emufan View Post
the original snes9x version uses some asm routines, but the portable snes9x-sdl not.
I doubt we will find someone taking the challenge.
You could always ask emufan! - grin -
xboxown is offline  
Old 02 February 2018, 02:39   #42
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
Quote:
Originally Posted by xboxown View Post
You could always ask emufan! - grin -
once I win the lottery I'll hire someone to do this kind of optimisation
emufan is offline  
Old 02 February 2018, 03:51   #43
grelbfarlk
Registered User
 
Join Date: Dec 2015
Location: USA
Posts: 2,914
Hey could you post your makefile for Snes9x? I doubt I'd be able to compile it since it's c++ and I have to use 2.95.4 version but I'm just curious.

The configure script seems to be not liking my environment at all and I'm tired of yelling at it.
grelbfarlk is offline  
Old 02 February 2018, 11:56   #44
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
I was starting in the sdl folder, so copy my files in snes9x/sdl/
I had the same issue with configure, complains about "cross compiling, cannot do that" or sort of.
I did "fixed" the lines in configure, so it did continue. at the end I had to edit
CCFLAGS and CCC, CC variables in the Makefile.

try the configure, maybe it does work for you too.

#1) i was using gcc 3.4 (AmiDevCPP) , no need to edit a single line in the source files.
here the basic things I changed in the configure - required multiple times:
Code:
...
-       as_fn_error $? "SDL is required." "$LINENO" 5
+       S9XFLGS="$S9XFLGS `sdl-config --cflags`"
+       S9XLIBS="$S9XLIBS `sdl-config --libs`"
...
-       if test "$cross_compiling" = yes; then :
+       if test "$cross_compiling" = no; then :
...
Attached Files
File Type: zip snes9x-sdl.zip (39.1 KB, 94 views)

Last edited by emufan; 02 February 2018 at 12:58.
emufan is offline  
Old 02 February 2018, 12:09   #45
nobody
Registered User
 
nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
Zsnes required about 300 Mhz CPU and snes9x (more accurate) about 1 GHz. I guess you need a major rewrite of snes9x, only usable for some Vampire cards or PPC (with lots of frame skipping).
PSP has 333mhz CPU and barely plays SNES games, not all of them and many times not full speed.
nobody is offline  
Old 02 February 2018, 12:21   #46
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
zsnes uses some assembler stuff, wants nasm :/
Code:
...
checking for m68k-amigaos-nasm... no
checking for nasm... nasm
configure: error: This target is not supported

Last edited by emufan; 02 February 2018 at 12:28.
emufan is offline  
Old 02 February 2018, 15:40   #47
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
Quote:
Originally Posted by Marlon_ View Post
I've sent an issue to Bebbo on the toolchain github regarding this, and I hope he'll be of some help.
I've seen the answer on github.
did you build
amigaos-cross-toolchain/submodules/gcc-6/libgfortran/intrinsics/c99_functions.c
to get the functions you are missing?

if you could build the cexpf function, please attach the src
emufan is offline  
Old 02 February 2018, 17:01   #48
idrougge
Registered User
 
Join Date: Sep 2007
Location: Stockholm
Posts: 4,338
SNES9x has already been ported to WarpOS.
idrougge is offline  
Old 02 February 2018, 17:36   #49
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
Quote:
Originally Posted by idrougge View Post
SNES9x has already been ported to WarpOS.
latest sdl source is 1.53, while the aminet binary is 1.26.
so it's worth to try
emufan is offline  
Old 02 February 2018, 22:48   #50
grelbfarlk
Registered User
 
Join Date: Dec 2015
Location: USA
Posts: 2,914
Quote:
Originally Posted by idrougge View Post
SNES9x has already been ported to WarpOS.
Yes fair enough and it does run perfectly, and no I don't expect anything that I'd produce is going to be as good as that version. But I'm curious just how big the difference is, this might point to weaknesses in our library build. And also I don't have anything new to work on right now.
grelbfarlk is offline  
Old 03 February 2018, 00:54   #51
Marlon_
AmigaDev.com
 
Marlon_'s Avatar
 
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
hey emufan..just curious....is it possible to port this?

I'm quite appalled how many people within the Amiga community doesn't understand how open source works.
Marlon_ is offline  
Old 03 February 2018, 00:58   #52
grelbfarlk
Registered User
 
Join Date: Dec 2015
Location: USA
Posts: 2,914
Quote:
Originally Posted by Marlon_ View Post
I'm quite appalled how many people within the Amiga community doesn't understand how open source works.
Was that a dig at me or Emufan, because if it was at Emufan ....
grelbfarlk is offline  
Old 03 February 2018, 01:04   #53
Marlon_
AmigaDev.com
 
Marlon_'s Avatar
 
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
Quote:
Originally Posted by grelbfarlk View Post
Was that a dig at me or Emufan, because if it was at Emufan ....


It was spoken in a general sense. Everyone that ports something treats it like a one way thing. "Oh, this thing is free, why not port it?" A lot of work later: "here's a binary, enjoy!". None of the fixes reach the original source, nor any explanation how they got it to work.

The purpose of opensource is sharing. If you're not sharing it means someone else will have to go through the exact same thing again for no reason at all.
Marlon_ is offline  
Old 03 February 2018, 01:11   #54
grelbfarlk
Registered User
 
Join Date: Dec 2015
Location: USA
Posts: 2,914
Quote:
Originally Posted by Marlon_ View Post
It was spoken in a general sense. Everyone that ports something treats it like a one way thing. "Oh, this thing is free, why not port it?" A lot of work later: "here's a binary, enjoy!". None of the fixes reach the original source, nor any explanation how they got it to work.

The purpose of opensource is sharing. If you're not sharing it means someone else will have to go through the exact same thing again for no reason at all.
That's all true.
grelbfarlk is offline  
Old 03 February 2018, 01:37   #55
Marlon_
AmigaDev.com
 
Marlon_'s Avatar
 
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
Quote:
Originally Posted by grelbfarlk View Post
That's all true.


This is something I'm striving to change. And it would be for the better for all of the Amiga community in the end!
Marlon_ is offline  
Old 03 February 2018, 04:07   #56
turrican3
Moon 1969 = amiga 1985
 
turrican3's Avatar
 
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,913
i'm really interested with it !
could you make it use the 4 amiga channels ?
I mean really in the best way, because there isn't a snes emulator who tried to make it in 5.1 or 4.0 or else, they just stay in stereo and i think it's a mistake ! winuae in 5.1 is day and night against stereo.
And i can't wait to see snes games with winuae filters, the snes emulators filters are great but i prefer the winuae one.
For the music it uses paula ? or sound cards are possible ??
ps: don't forget if you wanna have more fun you could try to port ufo (xcom2 terror from the deep) from 1995 (it was ported to sdl) ... have a look...If commodore didn't fail you should have it on amiga 1200 or cd32 for sure. Please have a look.
[ Show youtube player ]
turrican3 is offline  
Old 03 February 2018, 06:13   #57
nobody
Registered User
 
nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
Quote:
Originally Posted by Marlon_ View Post
It was spoken in a general sense. Everyone that ports something treats it like a one way thing. "Oh, this thing is free, why not port it?" A lot of work later: "here's a binary, enjoy!". None of the fixes reach the original source, nor any explanation how they got it to work.

The purpose of opensource is sharing. If you're not sharing it means someone else will have to go through the exact same thing again for no reason at all.
Why should he stop his work and start explaining (long posts) how he ported it? The purpose is not education but to port that x program. He was asked to port the program (for the millionth time) for his own fun, without getting paid and now we see bitching.
nobody is offline  
Old 03 February 2018, 14:50   #58
Marlon_
AmigaDev.com
 
Marlon_'s Avatar
 
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
Quote:
Originally Posted by nobody View Post
Why should he stop his work and start explaining (long posts) how he ported it? The purpose is not education but to port that x program. He was asked to port the program (for the millionth time) for his own fun, without getting paid and now we see bitching.
Oh my god, you simply do not get it. :P I am also porting software to the Amiga. All I'm saying is that it would save everyone time if the changes and edits were shared back.

A lot of the games he's been asked to port over has already been ported over before, but since someone didn't share their sources it had to be done all over again. Open source is not a one way road.

I get that he does this for fun on his free time without pay, but so do I! It's not about lecturing, it's about preservation.
Marlon_ is offline  
Old 03 February 2018, 16:11   #59
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
@turrican3: snes9x-sdl uses sdl audio, so at the end it uses AHI in the Amiga version.
cannot say much about that, but all features, if available, you may find in the AHI prefs.

I had a look at openxcom, the engine for the ufo series games.
it uses SDl 1.2.x with some yaml-cpp library. the latter we have to build for amigaos,
what I already try.
emufan is offline  
Old 03 February 2018, 19:48   #60
Marlon_
AmigaDev.com
 
Marlon_'s Avatar
 
Join Date: Mar 2016
Location: Stockholm, Sweden
Age: 35
Posts: 625
OpenXcom requires OpenGL scratch that.

Last edited by Marlon_; 03 February 2018 at 19:56.
Marlon_ is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
emufan can you please port this to Amiga!!? xboxown Coders. C/C++ 93 29 November 2017 09:06
Just curious; Graphics Card Sim085 support.Hardware 31 12 October 2017 15:27
Curious about Natami Pat the Cat Amiga scene 13 07 January 2017 22:16
Hey hey, new guy here... CarlosTex Member Introductions 4 05 August 2011 01:29
hey hey 16k Amiga1992 Nostalgia & memories 5 16 August 2006 22:26

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 18:03.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10618 seconds with 14 queries