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Old 08 July 2015, 14:07   #121
Michael
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A nicely updated and recompiled WarpSNES (SNES9x) would be cool.
Has RTG and sound support, the older versions are just a bit buggy and unoptimized in places but work remarkably well on the powerful classic systems.
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Old 08 July 2015, 17:15   #122
alexh
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That should be very do-able (if the source for WarpSNES is available) as there are only 5 releases between between SNES9x 1.42 (last WarpSNES) -> SNES9x v1.53 (latest)

https://github.com/snes9xgit/snes9x/wiki/Changelog

As accuracy goes up (in mature emulators) their speed tends to go down. But you never know.

Edit : Bah! The source for WarpSNES is no where to be found
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Old 21 July 2015, 17:09   #123
brett71
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One of the things I always thought the Amiga could've used is a major overhaul of the Installer to work more like InstallShield does for Windows, enabling easy install, upgrade, rollback, and clean uninstall of applications. It always seems like after installing something, the only way to completely get rid of it, beyond just deleting its program drawer, is having to hunt down and remove all the startup-sequence changes, abandoned libraries, etc.
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Old 21 July 2015, 18:43   #124
jbenam
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Originally Posted by brett71 View Post
One of the things I always thought the Amiga could've used is a major overhaul of the Installer to work more like InstallShield does for Windows, enabling easy install, upgrade, rollback, and clean uninstall of applications. It always seems like after installing something, the only way to completely get rid of it, beyond just deleting its program drawer, is having to hunt down and remove all the startup-sequence changes, abandoned libraries, etc.
While it's a really nice idea, you have to to think of all the old software which won't use it unless repackaged, which is unfeasible since most authors won't answer to emails pertaining Amiga stuff anymore.

How much new software is still actively developed and installed often on our Amigas? Most of it it's stuff released in the late 90s, early 00s...
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Old 21 July 2015, 19:16   #125
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The Installer can create an log file while installing what help if you want to uninstall manually. In most cases you can have a clean uninstall. When it comes to libraries, fonts, ... and you are not sure if it is used by other software just rename or move it to somewhere. After some use of your system it should complains about missing libs, fonts, ... and you can rename or move it again. With some time you will know the most stuff and what is needed or not. On the other hand it shouldn`t be a problem haveing unused libs in libs dir. For example my libs dir (15MB) contains about 240 libs without subdirs. I`m using OS3.1 and 15MB isn`t so much IMHO.
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Old 21 July 2015, 22:52   #126
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I really hoped this would come out but the "fundraiser" failed.
http://power2people.org/projects/amidark/

I have no idea what the status of this project is at this point but a 68k version of AmiDark would have been nice..
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Old 21 July 2015, 23:25   #127
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some guy on Amigaworld went through the code after it was initially released and the thread collapsed in one hilarious stream of drama, as the code was terrible and the guy developing it a tad special.
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Old 21 July 2015, 23:29   #128
Mrs Beanbag
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It is a full A.P.I (Advanced Programming Interface)
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Old 22 July 2015, 08:12   #129
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Would be cool to have a working ping6.
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Old 22 July 2015, 08:18   #130
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An updated terminal emulator with unicode (utf8) support.
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Old 22 July 2015, 08:24   #131
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ROM-able KingCON for 68000.

Or better yet, a tiny console handler with scrollback buffer, and tab-expansion built into shell instead

Last edited by kolla; 22 July 2015 at 08:29.
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Old 22 July 2015, 08:43   #132
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This is for ThoR I suppose: Updated ram-handler that uses envarc:sys/def_ram.info as volume icon, so that any changes to the ram-disk icon is saved in envarc:sys/def_ram.info. I currently work around this by having a "makelink ram:disk.info envarc:sys/def_ram.info" in startup-sequence.
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Old 22 July 2015, 11:03   #133
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Here are mine:

1. Game-engine. I'm not wanting a 'game creator', just useful libraries with AMOS/Blitz features that could be used in c/c++.

2. ssh/sftp

3. git
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Old 22 July 2015, 17:41   #134
Leandro Jardim
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Originally Posted by clebin View Post
Here are mine:

1. Game-engine. I'm not wanting a 'game creator', just useful libraries with AMOS/Blitz features that could be used in c/c++.

2. ssh/sftp

3. git
Excellent ideas! But if someone take the game-engine project, please make it a SAS/C project in plain C/ASM language, and release it under a very liberal license (and I am not speaking about GNU, of course...).

Last edited by Leandro Jardim; 22 July 2015 at 18:06.
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Old 22 July 2015, 22:01   #135
Lonewolf10
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Quote:
Originally Posted by clebin View Post
Here are mine:

1. Game-engine. I'm not wanting a 'game creator', just useful libraries with AMOS/Blitz features that could be used in c/c++.
A great idea. A set of useful libraries written in ASM that could be used in the appropriate languages (e.g. ASM, Blitz, AMOS, c/c++).

Personally, I'd love a 3D drawing/rendering one, as that is one thing I still haven't got my head around yet (nor do I have the time for it right now - hopefully in a year or so...)
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Old 22 July 2015, 23:26   #136
Mrs Beanbag
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it is a great idea, i've seen it suggested before, well, i might get round to something like this one day, Beanbag Creator will be built on top of it but i suppose i could release the library and API. or even the source.
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Old 23 July 2015, 00:38   #137
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Ahem... Deluxe Paint I with a few bugfixes and updates?

Has to be done very carefully to not violate the license (see http://www.amiga-news.de/de/news/AN-...-00044-DE.html).
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Old 23 July 2015, 01:12   #138
mfletcher
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Id like a partition magic type tool for prepping hard drives, that doesnt need to make me think!

Detect the drive, allow you to set partition sizes, format to PFS3 blah blah blah.
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Old 23 July 2015, 18:46   #139
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I thought I'd already replied but can't now find it.

So, another vote here for an OpenSSH port. A working X server would be awesome too.
I could then use my Amiga as my daily work machine.

I'd happily contribute to a bounty fund for this!
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Old 07 October 2015, 15:24   #140
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What does Piccon need to be able to do that it currently can't?
I just used it to save a 4bpl 104x240 picture as 2x 64-wide sprites. And it gave me a whole lot of "dc.l" without any notion of where each sprite starts and stops. Possibly my fault for not asking for control bits, but not what I expected.
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