English Amiga Board


Go Back   English Amiga Board > Other Projects > project.WHDLoad

 
 
Thread Tools
Old 03 January 2021, 15:40   #41
StingRay
move.l #$c0ff33,throat
 
StingRay's Avatar
 
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
The is really cool indeed, thanks for all the work that has been done so far.
StingRay is offline  
Old 03 January 2021, 17:49   #42
Radertified
Registered User
 
Join Date: Jan 2011
Location: -
Posts: 728
This is unreal! Fantastic work, guys!
Radertified is offline  
Old 03 January 2021, 17:54   #43
daxb
Registered User
 
Join Date: Oct 2009
Location: Germany
Posts: 3,303
Yep, cool stuff. Great work!
daxb is online now  
Old 26 January 2021, 00:01   #44
Wepl
Moderator
 
Wepl's Avatar
 
Join Date: Nov 2001
Location: Germany
Posts: 866
There is a new WHDLoad beta which supports VFS also without Preload or not enough free memory to preload all files: http://whdload.de/whdload/whd187.lha
There is also a updated VFS which handles files not case sensitive: https://github.com/temisu/WHDLoadArc...eases/tag/v1.3
Wepl is offline  
Old 22 March 2022, 17:04   #45
spannernick
Retro Nuts
 
spannernick's Avatar
 
Join Date: Aug 2004
Location: London/UK
Age: 53
Posts: 1,184
This thread looks like the beginning of loading WHDLoad games from lha format, did Amiberry do it before the first post in the thread(Amiberry/P-UAE can now load them) or was this the beginning of it, I am trying to find who came up with the idea...?

I have another question too... Because of THEA500 Mini has being made now, and that loads from lha cause it uses Amiberry, is there a way of loading Workbench 3.1 or 1.3 without it been in a lha file so not compressed, THEA500 Mini can not load ADF files so my idea would be making Workbench load from a folder on it USB Stick so like its loading it from a Hard Drive so you can add the workbench files to it via a PC or Amiga and load maybe Classic Workbench 1.3, it would take a long time to compress it into lha and would be like 1 GB in size and even if it would work, it should work on the Workbeanch3.1 32 MB version of it, if its not compressed.

Last edited by spannernick; 22 March 2022 at 17:19.
spannernick is offline  
Old 26 March 2022, 09:14   #46
TuKo
Apollo Team
 
TuKo's Avatar
 
Join Date: May 2014
Location: not far
Posts: 379
Just gave WHDLoadArchiveFS a try and it works quite well ! Well done.

Ultimately, loading directly a .lha package from RetroPlay's WHD Packs would ease so much maintaining sets.
TuKo is offline  
Old 27 March 2022, 23:01   #47
temisu
Registered User
 
Join Date: Mar 2017
Location: Tallinn / Estonia
Posts: 74
Thanks for the feedback. Much appreciated.

WHDLoadArchiveFS is the smaller component though, the heavy lifting is done on the WHDLoad side

Frankly it would be awesome if it could load everything from the archive, but this would require some non-trivial changes to WHDLoad. For example it would need a new way to start the package and some sort of a way to find the slave(s) and info(s) from the archive.

That would require quite a lot of work from Wepl and I do not even know whether it would be feasible, but if he ever plans to do it, I will support that from my side.

<advertisement>

However, there is (almost) completely unrelated project I've been working on my free time that I plan to release as a beta after summer that would be exactly what you want: I've finally got a working system where I implemented WHDLoad-APIs in emulator side (currently in FS-UAE, but it works with uaenative, so it should work with most UAE-based emulators, as long as uaenative is enabled)

This does not require any external kickstart roms, not even Aros. (unless install itself requires those). And it loads installs from lha/zip-archive into emulator after a reset. Fun stuff.

Only save-files are currently missing as well as builds to various systems (and polish maybe). I tossed out all the MMU-stuff except simple CACR/TT/ITT settings but otherwise it is on par* with WHDLoad 18.6. I am pretty sure I can finish it when I have again some capacity

stay tuned.

* There are some things I have not implemented and/or I have not been able to test since they have not came across in the real installs like printfs/logs/complex relocates. Also there are some gremlins on the higher end of the CPUs (68040+) but games rarely need those.

PS. if someone is running FS-UAE on mac x64 and really committed being a guinea pig for alpha releases, let me know.

</advertisement>
temisu 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
Decompressing Shrinkler executables? oRBIT Coders. General 3 08 February 2019 23:45
WHDLOAD not loading games Taff64 project.WHDLoad 60 06 September 2011 08:22
Crash when loading anything with WHDload KONEY project.WHDLoad 30 27 May 2010 20:58
Tower of Babel (demo) and Magic Fly - 3D games Angus Retrogaming General Discussion 0 05 December 2007 11:22
Damn Mac games fly in Fusion!! DDNI Amiga scene 1 04 June 2007 01:44

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 17:45.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.07243 seconds with 16 queries