16 November 2017, 19:57 | #121 | |
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Speed is quite good though, very smooth scrolling. I am also working on Stratagus which was about 80% compiled, but I switched build environments and now I'm getting different errors. Which now currently I'm having a problem with undefined symbol "uppercase" . I guess it's not part of the version libstdc++. toupper seems to work. Now it's complaining about struct brackets. And a mess of problems with guichan, I guess this is not intended for gcc 2.95.3 And Stratagus is compiled, but needs some support stuff done before I can test it. Got Stratagus to launch with Battle of Survival (invasion) Of course there are issues. Having trouble getting Wargus to work. Intro Animations are in LE format so the colors are all wrong. Speed is acceptable, not great. SFX and music work, savegames don't yet. Wargus import tool partially working, keeps thinking there are files on the CD which aren't there. Last edited by grelbfarlk; 18 November 2017 at 21:39. |
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20 November 2017, 03:20 | #122 |
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Freecraft up to version 1.20 with a couple issues fixed.
+fog of war is fixed +saving seems to work +mod music turns whatever you're playing into a techno remix +OGG, MP3, FLAC are built into it but they don't work. -Unicode input is still broke for save game names Now with Mikmod instead of modplug, now mysteriously the mods play at 1/2 or 1/4 speed! So James Pond mod intro sounds like a death march. Last edited by grelbfarlk; 21 November 2017 at 01:41. |
25 November 2017, 16:15 | #123 |
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ScummVM 1.3.0 WarpOS version built. It works with some broken stuff.
-AGI engine disabled -MT32 disabled -Dosbox OPL disabled Sierra SCI games work (the later VGA ones) Broken Sword 1 works well with voice acting and all that MAME OPL works well Couple different engines tested work Scumm Engine is compiled but does not work-again. |
26 November 2017, 01:28 | #124 |
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in the 68k version of ScummVM 1.50 AGA there are the source files
(ScummVM_src.zip) for the AmigaOS3 related functions. maybe thats something you can use, to build a more recent version?! |
26 November 2017, 02:06 | #125 | |
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On the upside the few things I've tried already run a lot better than the old versions for WarpOS did. |
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26 November 2017, 18:33 | #127 | |
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I yanked the MT32 support out of 1.5.0 and taped and stapled it into 1.31, it initializes quicker but it's still bad. Apparently it uses 32khz audio and has to be remixed by the ScummVM mixer at the normal supported rates. I think this is most of the problem. With games that have lower requirements like Elvira it seems to work ok, but SCI games or mostly anything else it's a stutter fest. Adlib via MAME OPL engine is working, but Dosbox OPL is not compiling. And apparently since I turned on MT32, now Broken Sword is hissing with the voice acting again, or the NEEDS_ALIGNMENT did it, not sure yet. |
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26 November 2017, 18:41 | #128 |
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ah, ok, ic. at least some hope there
did you made another attempt to build a new gcc for warpos? once build for (amiga) ppc, maybe the only thing missing is the elf2bin and warpcollect thing you may use from the older package, adjusting the spec file of the newly build gcc, as seen with the spec file from gcc 2.95.3? just a thought, maybe it's not that "easy". |
26 November 2017, 19:02 | #129 | |
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26 November 2017, 20:14 | #130 |
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26 November 2017, 20:16 | #131 | |
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Turns out it wasn't the MT32 support that made the voices scratchy in Broken Sword 1, it was the NEEDS_ALIGNMENT-turned that off now it sounds good. Just a few things still pretty broke: -Some Scalers using wrong color mode -Scumm Engine still broke I guess I should try some of the other engines but I never thought I'd try Fatty Bear goes Putt Putt or whatever else is in here. Gobliiins (mac version) works Flight of the Amazon Queen works And a handful of Mac/PC SCI games LSL1 VGA, LSL6 VGA, SQ5, etc. Last edited by grelbfarlk; 26 November 2017 at 21:56. |
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26 November 2017, 21:51 | #132 | |
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Biggest problem is an up-to-date clib. (and maybe g++4) |
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26 November 2017, 22:57 | #133 | ||
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almost no mention of Elf2Exe(2) - was it provided by Phase5? Quote:
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27 November 2017, 00:44 | #134 | ||
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27 November 2017, 12:24 | #135 | |
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EDIT: Did some research and yes, all elf2exe2 is doing is converting elf to hunk format. And all warpcollect is doing is making sure that the Make-process is running elf2exe2 when the linking is done, so you don't have to define that stuff manually in the Makefile. The StormC compiler is basically just a modified GCC and the sources are open. The only stuff I'm unsure of is startup.o and startupwos.o that is included in the linking process. Those are obviously there to be able to launch PowerUP and WarpOS binaries. So the changes made to make GCC in StormC compile for WarpOS could most likely be ported to newer GCC versions if someone wanted to put in the effort. My guess is Bebbo is mainly just focusing on GCC6 for 68k. But I know that if you provide patches and knowledge and bring that to his attention, he usually does something about it. Throwing some money his way could also help improving some things. It would be nice to have one toolchain that works for all (AmigaOS 3.x, WarpOS, OS4.1, MorphOS and AROS). But that's just fantasy for now. It would make porting software between the systems so much easier. Last edited by Marlon_; 27 November 2017 at 16:21. |
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02 December 2017, 00:54 | #136 |
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That would be swell. Other than Hedeon's MorphOS WarpOS modification project the only other options are:
GCC 2.95.3 on a real amiga (UAE WarpOS is too crashy) and StormC which is also ancient and probably would have the same problems on UAE. |
08 December 2017, 00:14 | #137 |
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can you try building xye?
Ican build it using gcc 3.4.0 (AmiDevCPP) but keyboard input issue and game does not start. it does only open main window, click on editor gives black screen. maybe you have more luck with it. what version of the sdl lib you are using, maybe 1.2.15? if so, do you have the src code for that version which supports amigaos ? Last edited by emufan; 08 December 2017 at 00:29. |
08 December 2017, 04:04 | #138 | |
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08 December 2017, 10:38 | #139 | |
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#1) some hints: configure --datadir should be set, this failed so i edited the Makefiles in xye/ and xye/src: Code:
data_path_flag = -DDATA_PATH=\"data/\" Code:
const char* XDG_DEFAULT_DATA_HOME = "data"; const char* XDG_DEFAULT_CONFIG_HOME = "data"; Code:
xye/ xye/xye.exe xye/data/ xye/data/xyeconf.xml --> default.xml (res folder) defined here, can change to - for example - detailed.xml xye/data/levels xye/data/levels/mylevels xye/data/pixmaps xye/data/res xye/data/xye xye/data/xye/levels xye/data/xye/pixmaps xye/data/xye/res default is /usr/local/share, which results in usr:local/share on the amigaos .... fill the folders with the content of the directories from the src code #2) in window.cpp I tested some sdl video flags, without success, still black screen when starting "F1 Editor" Code:
surface=SDL_SetVideoMode(width,height, 32, 0); changed to, for example: surface=SDL_SetVideoMode(width,height, 32, SDL_HWPALETTE \ | SDL_SWSURFACE | SDL_DOUBLEBUF | SDL_HWPALETTE | SDL_RESIZABLE); but I tested with snoopdos and all things were found, when loading the game. may happen it is a 24+8bit alpha channel thing, default is 32 bit mode, so are the png images. #4) in main window, I cannot select one of the levels, at least not visible, since click on it triggers some action (printf in the code I made). same for buttons. also added some SDLK_xxx printfs and they fit the keysym from the sdl include files, fit the pushed key. #5) LIBS in makesfiles set to this: Code:
LIBS = -L/.../SDL/lib -lSDL_ttf -lSDL_image -lSDL -lpng -ljpeg -lfreetype -lz Last edited by emufan; 08 December 2017 at 16:18. |
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08 December 2017, 15:56 | #140 |
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Would any of you be up to the task to try and compile my milkytracker-port for WarpOS?
https://github.com/mbeijer/milkytracker-amiga68k Grab the sources and run premake4 to build the make-scripts. The makefiles can then be modified according to your toolchain setup. If any help from my side is needed, give me a shout and we can take this on IRC/FB/Skype and I'll guide whoever's up for the task how to get it to compile. My end goal is that it will be available for all Amiga platforms: OS3.x, OS4.x, WarpOS, MorphOS and AROS So far I have a setup for OS3 and OS4, but need to set up a toolchain for the rest. I know GCC4.9 and GCC6 can compile it, but have not tried earlier versions. |
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