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#41 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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@samo79
Quote:
Not a big deal but annoying long backups. Did you try the whole ReWarp/ReWarp3dppc ? Other than that not much I can do besides recoding again from ground up, trying to keep the minimum changes to be compatible among different computers, while at the same time not having access to them. Not my intention to arrange code to support screensavers: None of my warpos programs have to care about that running on MOS (and I have the screensaver enabled). I wonder why not an OS4 port has been done yet. |
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#42 | |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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Yes, it works on Sam440 with ReWarp, however some textures are broken
Quote:
In theory yes, but so far no one has done it yet. :-) Where can i find the latest source of the WarpOS version? |
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#43 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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Quote:
The WarpOS port uses my homebrew minigl and SDL1 solely for the sound part. MOS -> sm64ex stable WOS -> sm64ex nightly + changes from different ports + my own shit. |
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#44 | |
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Join Date: Nov 2021
Location: Pioltello/italy
Posts: 1
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Quote:
Hi Cowcat & samo79 I tried SuperMario64 WOS B2 on my A1200PPC Blizzard 603e @230Mhz and Bvision (Permedia2 GFX), you see the result in the Video, from OS4.1fe side it works apart from the texture problems mentioned by Samo79, while from OS3.9 side with Warp3D doesn't work, is there something missing to run it? [ Show youtube player ] Thank you. |
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#45 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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Quote:
No idea for Permedia: Adding some stack (like 2000000) on the OS 3.9 before start and having SnoopDos can tell more about what happens. Check sm64 configuration file for options (windowmode, sound, etc). Curious behaviour for OS4 Classic on real hw: Permedia driver seems to work better than OS4 WinUAE emulation with mediator-voodoo ( it works "ok" with Wazp3D but some issues there ). There's nothing special going from one gfx card to another from the perspective of the game and in fact expects too much from drivers to sort out issues. For example: Some textures get stretched (like trees or Mario facefront) on Voodoo gfx and also on Wazp3D while as I see on the video, trees are not affected with Permedia on OS4. Still trying to figure out how to get around those problems: A ground zero "non hacked" sources bring an Amiga classic binary that has sound but garbage textures moving around, so quite a few things needs to be done to have a proper display and that may affect different gfx drivers one way or another. Even a 68k port could eventually be released but it's another battle too (built already but not working). |
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#46 |
Registered User
Join Date: Sep 2011
Location: Paris/France
Posts: 256
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Perhaps you can find out what happen for "textures get stretched" with WaZp3D built in debugger
you can in Wazp3D-Prefs set Enable debugger+ [Step] Update it will make Warp3D stop at frame refresh then Debug Points this will give you the list of points drawn on the screen during a frame then you can search if there are some weird UV values that may cause problems on some drivers Alain Thellier - WaZp3D author PS: sorry I dont have an Amiga here to describe precisely how to debug |
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#47 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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@thellier
Not sure about UV values but it might be some clamp/wrap issues here and there: You can simulate the problems changing texture clamp param by wrap param on a PC version and they look as the Amiga version. As a side note I checked Wazp3D for AmigaOS4 and the problems increase with more repeated textures: Seems that by default filtering is not enabled or not even compiled in library. Example: On Amiga-OS 3.9 with Voodoo driver you have trees stretched left and right but with OS4 Wazp you have another one stretch on top of the trees. The same happens with OS3.9 if you change display filter settings on menu game to NEAREST. Can't check Wazp3D for warpos because it doesn't exists of course. Maybe I'll try with MorphOS. |
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#48 |
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Join Date: Sep 2011
Location: Paris/France
Posts: 256
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You are right : Wazp3D can only do "repeat texture" clam/wrap method
I never implemented W3D_CLAMP as it needed several tests per pixel (so slooow) but just W3D_REPEAT that is more straightforward |
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