02 November 2012, 23:49 | #21 | |
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Do you run the i386 version on a 64-bit OS? |
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03 November 2012, 00:24 | #22 | |
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Quote:
This problem appear from first 2.1.x devel release |
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03 November 2012, 11:38 | #23 | |
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Quote:
http://fengestad.no/fs-uae/devel/2.1...ev3-0_i386.deb |
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03 November 2012, 13:58 | #24 | |
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04 November 2012, 14:48 | #25 |
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Hi,
I try to follow the compilation instructions (http://fengestad.no/fs-uae/compiling) for windows (win7 64 in my case) and it was not so easy Here the way i succeeded :
My next moves : * try compiling with the last libpng lib and understand why i didn't have the "libpng.dll.a". * run the launcher and learn python * try to help with the dev (if i find the time ) ok i get the last libpng version (http://prdownloads.sourceforge.net/l...ar.gz?download), i unpack it into my msys directory and i launch the following commands : ./configure --prefix=/c/users/onaryc/travail/MingW ./make check ./make install After that i "remake" FS-UAE and no more problem relative to libpng... Last edited by FrodeSolheim; 04 November 2012 at 15:05. Reason: merged posts |
04 November 2012, 17:12 | #26 | |
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FS-UAE 2.1.2dev
A new development version has been released. Changes in FS-UAE 2.1.2dev:
Quote:
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04 November 2012, 22:45 | #27 | |
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Quote:
For OS X I mean the "Disk Utility" found in "/Applications/Utilities" @Frode Does FS-UAE support images that grows with stored data? |
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04 November 2012, 22:58 | #28 |
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Good question! Not officially, but WinUAE seems to support growable VHD files (and the VHD code is included in FS-UAE as well), and the WinUAE lets you create "dynamic HDF". So the answer is: yes, probably.
(A quick glimpse at the code, it seems "dynamic HDF" in WinUAE creates a dynamic VHD file). |
08 November 2012, 20:17 | #29 |
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is it normal 2 screens are saved with "print screen" key ? i got one "normal" and one cropped...
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08 November 2012, 20:38 | #30 | |
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The screenshot types have different prefixes so it easy to delete either group if you take many screenshots and want to keep either just the full or the crop versions. |
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08 November 2012, 21:02 | #31 |
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oki
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09 November 2012, 07:47 | #32 |
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The cropped image could also be used for in-game-screenshots for the database ;-)
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09 November 2012, 21:18 | #33 |
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A new development version has been released. Changes in FS-UAE 2.1.3dev:
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11 November 2012, 17:05 | #34 | |
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i was considering adding FS-UAE to my lightweight linux distro, but many dependencies will make that hard or unpractical. do you have a list of all required compile-time/runtime deps ? |
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11 November 2012, 17:29 | #35 | |
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FS-UAE Launcher is pure Python code and depends on Python itself and the following Python extensions to be able to run: setuptools, wxPython, pygame. |
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11 November 2012, 18:55 | #36 |
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hmm my distro doesnt have MESA, because it has a lot of dependencies and binary 3D drivers are only shipped linked against glibc ( my distro uses musl libc http://www.musl-libc.org/ ).
so currently it uses only framebuffer, which works well for other (2D) games (gnuboy, openBOR...). it there a way to make the GL code fallback to SDL when GL is not available ? |
12 November 2012, 00:04 | #37 |
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15 November 2012, 10:34 | #38 |
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15 November 2012, 21:32 | #39 |
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I don't think I should stretch myself any thinner at this point. I would now rather concentrate on making FS-UAE and related projects better I will implement support for OpenGL ES when/if it is needed, for example if I later port FS-UAE to a device/platform with OpenGL ES.
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17 November 2012, 21:40 | #40 |
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Hi Frode,
about the joystick configuration. I learned how to setup a controller file, with the joystick config tool inside the launcher. (unfortunately in osx mountain lion, it doesn't launch anymore, because Apple has deinstalled the default X11 system since this version, but it asks you whether you want to reinstall it at least) But I have another approach. I assume the most joysticks more or less comply to the default mapping, right? (at least for simple 4 directions and fire). Why not first detect the controller files for the joysticks plugged in and use that for them (as FSUAE does already today), and additionally for plugged in joystick controllers which do not have a controller mapping file, FSUAE can just automatically map them to the most generic default mapping. That way at the end, almost every simple joystick might work out of the box, without having to bother about to specify a controller file. I saw this for example for the "virtual c64" emulator for osx, which just understands every simple controller you plugged in. what do you think ? |
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