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Old 06 January 2018, 01:41   #221
grelbfarlk
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Quote:
Originally Posted by trixster View Post
Great work so far grelbfarlk! Interesting updates!
Nothing useful produced yet. I mean we already have better Doom, Snes, Genesis (if this next compile works) versions. It's all the new stuff which I've not had much luck with yet that I'm hoping for.

Further things that aren't useful, Jaguar Core compiled and it runs at about 1fps. In addition to it really wanting OpenGL support, it appears to be running at 32bpp color then converting down to 16bpp, which certainly doesn't help.

Even less useful, 3DO emulator core built, as soon as I figure out what format to put the files in I'll test that.
Still haven't figured out this timing issue.

Mame2003 core built too, at least this is one that should be easy to test which will probably not be fast enough to be useful as well.
Not useable but if the main timing issue ever gets fixed I could see it being playable. Here it is running Xmen vs Street Fighter and Street Fighter 3.
Ignore the CPU usage bar, it's more like 60% when actually "playing", taking the screenshot screws it up.



Last edited by grelbfarlk; 08 January 2018 at 02:56.
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Old 08 January 2018, 04:04   #222
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This thread:
http://eab.abime.net/showthread.php?t=88658
Reminded me I had this thing laying around. Untested, modplug and libtremor are not included since I haven't built them yet. Somebody try this and see if it works, if it does you owe me $40.

It does apparently work.
-no sound during intro animation
+in-game sound works
+joystick works with 4 buttons on controller
+2x Scaler works

I guess I'll have to add the missing stuff.
Missing stuff added, new version uploaded.

Last edited by grelbfarlk; 21 January 2018 at 02:21.
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Old 14 January 2018, 02:56   #223
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New version built with Altivec, with interesting results.

Not very interesting. But now it's so fast I can't control the menu to launch a game, some stuff like SNES and MAME2003 look to be much faster but now sound has turned into bleeps and burps. And without sound as a reference I don't really know how fast it is running.

Last edited by grelbfarlk; 15 January 2018 at 04:47.
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Old 21 January 2018, 02:23   #224
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"Finished" version of Reminiscence attached.

+Amiga Mod music works
+Joystick works
--scaler=0 has no scaling
--scaler=2 works ok, other scaler options cause sound in transitions to sound skip or buzz-it's not too bad with this setting.
+Super fancy Icon

With all this price has gone up to $41.

Attachment removed since it's up on Aminet and no one paid.

Last edited by grelbfarlk; 17 February 2018 at 04:11.
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Old 21 January 2018, 09:23   #225
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Less fancy icon for readme is of the wrong type (tool instead of project).

Mod music seems off in fullscreen mode.
Using the keyboard in the menus (arrows) sometimes randomly selects stuff. Like enter was pressed..
How to select items in the menu with the joystick?
How to select something from the inventory?

Maybe I'm stupid, but more info could be put in the readme about this kind of stuff.

Nice job so far!

Last edited by Hedeon; 21 January 2018 at 09:42.
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Old 21 January 2018, 15:51   #226
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In-game hotkeys :

Arrow Keys move Conrad
Enter use the current inventory object
Shift talk / use / run / shoot
Escape display the options
Backspace display the inventory

Joy1 draw weapon
Joy2 shoot/run
Joy4 Inventory
Start will use the current item
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Old 21 January 2018, 17:34   #227
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Enter does not work for inventory items. I cannot use the holo cube for example.
So one button joysticks are out? hmm That would explain I cannot choose anything in the menu with my joystick.
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Old 21 January 2018, 17:50   #228
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Weird, keyboard works here, backspace to open inventory, backspace again to select your item, then hit enter to use it. Sometimes you might need to hold enter long enough for the action to complete.

Also --savedir=save (make a directory named save first). Forgot to do this in the archive.

Last edited by grelbfarlk; 21 January 2018 at 22:07.
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Old 27 January 2018, 04:13   #229
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Related to my "bounty" for some good WarpOS software in exchange for a Rapture G4, here's a list of the stuff Hedeon (mostly) has produced in the way of backend libs which might make these efforts more possible.
-SDL 1.2.14(with the better 1.2.6 GFX driver)
-SDL mixer
-SDL_image
-SDL_sound
-LibPNG
-LibJPEG
-LibTIFF
-LibOgg
-Libvorbis and enc
-Libmad
-Libmikmod
-Libmodplug
-LibLUA5.0
-Libiconv
-Libfreetype
-Libbz2
-Libz
-Libsmpeg
-Libmgl by Cowcat
-LibFlac
And a large portion of clib2 is integrated into Libcwos

Not to say all of it is 100% bug-free especially anything I touched but we've tested all of it to some extent.
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Old 28 January 2018, 01:24   #230
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Something new for people to test. Alpha 1 of Openbor for WOS.

Gamepad or other controls can be configured in the in-game menu.
Paks *might* still work but even with the smallest pak it was taking at least 10 minutes to load, so you'll want to extract them. With extracted paks it launches really pretty quick.

Also you can knife around with videopc.txt in /yourgamename/data/videopc.txt

Launch extracted pack as:
openbor.wos /nameofyourgame/data/

F10 Quits
Alt-Enter Switches Fullscreen
Enter=Start Game
A=Button 1
S=Button 2
D=Button 3
F=Button 4

Borpak.wos extractor:
Usage: borpak.wos [options] <file.PAK>

-d DIR files folder, default is the current
-b build a PAK from the files folder, default is extraction
-l list files without extracting
-p PAT extract only the files which contain PAT in their name

Packing doesn't seem to work.

Last edited by grelbfarlk; 17 February 2018 at 02:43.
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Old 01 February 2018, 02:42   #231
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New version of OpenBOR, couple little tweaks, instead of mygame/data/ just use mygame/


I'll leave the other one up for a while in case it's actually less buggy than this version.

Tested with Asterix, Battletoads, CrisisEvil, Ghouls and Ghosts remix demo, Rael, Balance of power....

Haven't had much luck with other mods, especially the larger ones, tend to get cannot compile script at some point. Let me know if you find any good ones that work. 32-bit color Mods aren't recommended as our SDL has the wrong 32-bit mode I think.

Last edited by grelbfarlk; 17 February 2018 at 02:43.
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Old 07 February 2018, 00:48   #232
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Trying to build Mini Metal Slug has some weird problem.
Now maybe this is silly since we can already run Metal Slug 1 in MAME and it plays just fine but, you know for fun.

Config program launches, set my inputs that's fine.
When trying to load the game however I get checksum errors on some of the data files.
gfx/sprdef.bin: Checksum error (calc: 5aec901e, read: c66870fb)
gfx/sprbuf.bin: Checksum error (calc: 62edae0b, read: ff5b245d)
gfx/sprpal.bin: Checksum error (calc: a4beb85e, read: 91cab553)
SprEndCapture(): malloc failed (gpSprFlipBuf)


Just trying to figure out why it crashes when loading the high scores file.

It works. Joystick direction does not work though.
Joystick works if calibrated first, but it crashes and throws a Sonnet exception anywhere between the first and second launches, but on the second or third launch it runs ok at 640x480 with scanlines. Going straight up to Aminet!

Here it is, I used Huno's datafiles, seems to work fine.

*EDIT* Removing download since it's up on Aminet

Last edited by grelbfarlk; 18 March 2018 at 00:31.
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Old 17 February 2018, 02:45   #233
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Also slightly changed OpenBOR, max lines increased so perhaps some larger mods might work, though they probably won't.

*EDIT* Removing download since it's up on Aminet

Last edited by grelbfarlk; 18 March 2018 at 00:32.
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Old 27 March 2018, 04:17   #234
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Well here's a new version of Hexen 1 which seems to work much better than the old WarpOS versions, thanks to Arti and Hedeon. No GL version unfortunately as that requires SDL-GL. Assign USR: to a dir where timidity.cfg can be found. Tested with full version but 1.1 version of demo wad should work as well.

It has Timidity support but also should support OGG and MP3 music (untested). OGG and MP3 and to some extent Timidity music all sound terrible in different ways. Probably because the game uses 11025 hz audio by default which the ogg and mp3 music are in 44khz format, so I think 68k AHI is trying to mix it together and just making *ARRGH SMASH, SMASH* on it all. I'll knife around with it some more.
Some variables to play with:
MIX_EFFECTSMAXSPEED=
TIMIDITY_CFG=location of timidity.cfg

*2nd EDIT* I converted the music down to 11025hz mono and set AHI to 14-bit 11025hz and music and sound effects sound fine now.
*3rd EDIT* With AHI set to 14-bit 44100hz MP3 and OGG with 44khz soundtrack and Timidity actually sound alright.

Last edited by grelbfarlk; 22 June 2018 at 03:22.
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Old 27 March 2018, 07:54   #235
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Shouldn't be a need for an assign. That's what TIMIDITY_CFG is for in ENVARC
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Old 26 April 2018, 09:13   #236
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Been trying to contact to author of WarpSDL to give me at least the development files for WarpSDL, but he does not respond. Tried his email I got from LinkedIn :-P

Anyway, rumour has it that WarpSDL is much faster than SDL due it being written from scratch with native amiga functions in mind.

I'm going to make an attempt to at least make some proto files for the library so we can use it in code. Or maybe even reverse engineer it completely and remake it from scratch.

First step is to guess which function in the library points to what..
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Old 01 May 2018, 13:36   #237
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Quote:
1.5.0:

-) It contains indeed altivec code and crashes on non-altivec CPUs
-) Colors are not correct
-) Gfx seem sluggish compared to earlier versions.

+) Sound seems better than compared to earlier versions.

I just now see you want to discuss this further on the SDL thread. My bad.
1) Where does it crash on G3 Sonnets? I launched it on WinUAE to the GUI which took about 15 minutes to load
2), 3) I think this is the same issue. For lack of another idea I'm guessing that it is rendering in 32-bit mode and SDL is crushing it down to 16-bit mode. Working on this now.
4) Getenv TZ seems to be hammering the OS. TZSET to blame?
5) Findport Ambient seems to be hammering the OS during file loads, not as big of an issue.
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Old 01 May 2018, 14:21   #238
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1) right after opening the GUI window. Just put in a Sonnet G3 and watch the crash requester come up. With vdappc and looking at SRR0 you can see it tries to manipulate an SPR numbered 256. This is VRSAVE which is an Altivec-only special purpose register.
4) Yes. Not sure if you need timezone. Just adjust the source to test it.
5) It is a kludge during closing of files. Should not really impact. There is a file that when left open, the amiga does not close the CLI and when closed MOS hangs. I need to find a better solution for that.
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Old 01 May 2018, 18:39   #239
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New version uploaded, nothing really fixed yet other than normal G3 version. And it's 1.8 now.
Test goes as follows:
Start Secret of Monkey Island VGA windowed.
Workbench set to 16-bit mode, after Lucasarts splash screen color gradient of sky looks like it's got about 8 shades.
Switch to fullscreen, looks the same.

Start windowed SOMI VGA with Workbench in 32-bit BGRA mode, color gradient is uniform, lets say about 32 shades, lets say this is correct. Switch to Fullscreen mode, looks correct.
However if you start in fullscreen mode then launch it, again looks like it's got about 8 shades.

Well I "fixed" the 16-bit color mode. Seems faster as well. It IS a bug in our SDL or is at least caused by it and I think it exists in my other ports as well, thankfully no one played them or didn't notice.

Also, I'm 37% sure I can fix the 32-bit color mode as well.
Now with this hack, TV2x mode works and looks correct without audio skipping. I wonder what it'll do to dosbox....

Dosbox 0.74 built. Seems to work slightly better than old version but still slow, but I suspect it's related to the other problem we found.

Last edited by grelbfarlk; 06 May 2018 at 01:18.
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Old 13 May 2018, 04:23   #240
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New SDL version from Hedeon is amazing! Attached is Gen_SDL which runs pretty good now. Still a work in progress. "P" increases frameskip and "O" reduces it. Esc quits and F2 is fullscreen? The only reason I wanted this version is that it might support SegaCD, so if someone is kind enough to try this-thanks.

Sorry I screwed this up, altivec is compiled in and might not work on anything other than a G4.

SegaCD works, apparently you have to use .bin files like bin/cue. And it's pretty slow but not outside the possibility of optimization that it could someday run well enough to be usable.

Last edited by grelbfarlk; 22 June 2018 at 03:22.
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