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#21 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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Quote:
And even if I kind of sort out that it is only for warp3d realm. |
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#22 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 50
Posts: 1,547
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Quote:
There is a port of tinyGL for 68k ... was used in a port of Quake and it runs pretty fast. |
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#23 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 1,895
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#24 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 50
Posts: 1,547
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Not exactly sure which one, this ?
http://aminet.net/package/dev/lib/libTinyGL |
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#25 | |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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Sm64
Yep! :-)
Quote:
https://easyupload.io/0bwuwu https://easyupload.io/ep9myr Machine used: AmigaOne G3 800 Mhz Radeon 9200 SE AmigaOS 4.1 Final Edition (Update 2) MiniGL 2.24 |
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#26 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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@samo79
Now I see what you meant. At least is not so broken as old versions. - Does it change while in fullscreen (sm64config.txt) ? - Do you use Hedeon's ReWarp/ReWarp3D ? While testing it with WinUAE (warpos/mediator emul) I see a common problem with windowed mode, that reminded old Q3 versions: The high part of screen not drawn. Not encouraged to test sm64 with WinUAE as it is extremelly slow with sound (and window mode is also very broken there), but fullscreen is equal to the real hardware. Note for OS4: AFAIK It doesn't matter what MiniGL is installed as "minigl" for warpos is statically linked in programs: Warp3D is the one that matters. |
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#27 | |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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Quote:
- No, on this machine i'm using the "original" powerpc.library bundled with OS4 for the WarpOS emulation I have a Sam440 board with ReWarp installed, if you need further test i can try the game there :-) Ah ok .. if more info needed: my version of Warp3D is the latest on OS4 (53.27) |
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#28 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,001
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Could you please share the relevant libs which should works based on your development setup?
Or could you recommend versions? I'd like to try it out on my CSPPC/CVPPC with OS3.9. Tried only on my mA1 yet as referred previously. |
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#29 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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Quote:
Being a warpos/warp3dppc program, the closest you get there, the better I guess. |
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#30 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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@Cowcat
Some spare minor suggestions for the next beta :-) - Add a versioning, so when we right click on the binary file, we will know exactly what (beta) version we are using. - In windowed mode put some text on the titlebar (the name of the game) - Add a closing gadget (when in windowed mode) |
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#31 | |||
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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Quote:
Quote:
Quote:
I have some new version that happens to fix windowmode rendering. Don't know it it will be ok for others that ami-classic-ppc-mediator. |
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#32 | ||
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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Precisely for this and more :-)
Quote:
Quote:
Sometimes I'm so focused with the modern standards of AmigaOS 4 that I always forget that doing somethings with older systems are not so obvious That's great, i'll be glad to test :-) |
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#33 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,001
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#34 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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@Cowcat
Btw occasionally the screenblanker will be activated during game, a bit annoying but you can disactivate it with a bit of additional (only for OS4) code :-) You just need to open application.library (a library part of the OS, so no dependencies needed), register the application at start, then send notification to the screenblanker engine in order to shutup it when you need, and finally exit from your app de-registering/closing application.library. That easy and only a few lines of code: Open/register: // application.library (to register app, to enable/disable blankers, etc). if (!(ApplicationBase = OpenLibrary("application.library", 52))) { fprintf(stderr,"Failed to open application.library\n"); return FALSE; } IApplication = (struct ApplicationIFace *)GetInterface(ApplicationBase, "application", 2, NULL); // register an app for application library appID = RegisterApplication("Super Mario 64", REGAPP_URLIdentifier, "none", REGAPP_Description, "Super Mario 64", TAG_END); Then DeRegistering/Closing: if (ApplicationBase) { UnregisterApplication(appID, NULL); DropInterface((struct Interface*)IApplication); CloseLibrary(ApplicationBase); ApplicationBase = NULL; } So when basics done, you can then send from your app all the notifications to screenblanker engine : and to disabled screenblankers, and to enable them back. Last edited by samo79; 31 March 2023 at 14:12. |
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#35 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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#36 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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@Cowcat
Just tried sm64 on my Sam440 with the included powerpc.library (not ReWarp) optimized for 440 CPU Game start but after a while it crash, see crashlog here: https://www.upload.ee/files/15077168...56-03.txt.html |
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#37 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 733
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@samo79
Crash on Sam440 after a while (In the middle of playing or right at the beginning ) ? Some crash can happen furhter up the game occasionally as sources aren't 100% free of bugs, but not persistant. Screensaver is wrong. Stop screensaver. Anyways there's a new version. |
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#38 | |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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Quote:
Did not understand, do you mean you fixed it now by implementing that OS4 code, or just that the screensaver should have not been activated? Thanks, i will test it :-) |
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#39 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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Ok just tested beta 2
The changes are imperceptible, more or less there are the same rendering defects of beta 1... maybe a little less but not much - Mario is rendered black in some area of the game - Some other areas, especially in the options area are all rendered in white making the options text almost unreadable - Some other game's textures come and go, showing randomly a black or a white square/rectangle - Screenblanker when game running are not yet disactivated by default :-) |
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#40 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 124
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@Cowcat
Any news? |
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