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Old 09 June 2009, 15:52   #61
Vortex
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Quote:
Originally Posted by DemonHellraiser
Runs on a Mac using OS X http://www.rcdrummond.net/uae/ Don't know how good it is, you'll have to try and let us know.
Looks quite old. Latest release from beginning of 2007... Oh, what the heck, I'll just risk wrecking df1:


Say, what program do you use to convert images to IFF format? Had a quick look in PS3, but there seems to be no IFF option there.

Lars
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Old 09 June 2009, 16:23   #62
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PS2/PS3 You have to add it from 'X:\Goodies\Optional Plug-Ins\File Format' (X: being your CD drive) folder to 'C:\Program Files\Adobe\Adobe Photoshop CS2\Plug-Ins\File Formats' Just look for 'IFF Format.8BI'

It's not added by default, so you need to manually do it yourself

Last edited by DH; 09 June 2009 at 16:44.
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Old 09 June 2009, 17:46   #63
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@Demon:
May I use your Logos in my own amiga/nds intros ? Proper credits are given, of course.
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Old 09 June 2009, 18:24   #64
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Erm... Well these are really being done for pmc and he has the say so. I can't answer for him but I'm sure he'll be on soon.

If you want me to create some for you let me know. Obviously they'll have to be different from the ones above
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Old 09 June 2009, 18:40   #65
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Ok. No matter.
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Old 09 June 2009, 19:26   #66
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@ Apollo - I'd prefer it if you didn't use the ones that DH has already created for me - I'm trying to make the 'Retro' name into my own old skool demo group name really. That doesn't mean you couldn't ask DH very nicely if he wouldn't mind doing a logo for you... Just like I did in fact
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Old 09 June 2009, 19:57   #67
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Nice work guys pmc + DH, I look forward to the next demo
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Old 10 June 2009, 05:27   #68
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Quote:
Originally Posted by pmc View Post
@ Apollo - I'd prefer it if you didn't use the ones that DH has already created for me - I'm trying to make the 'Retro' name into my own old skool demo group name really.
or ask pmc if you can be in his 'group'
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Old 11 June 2009, 03:11   #69
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Thumbs up

Nice little demo pmc. Congratulations on reaching that goal

Runs well in E-UAE for the Mac, assembled with ASM-One 1.49.

PhxAss seems to barf on line 1684:

Code:
stars_size equ (stars_end-stars)/8
and line 2027:

Code:
moveq #(pr_Channel1-pr_Channel0)/2-2,d0
with error 57 "Can't divide an address".

Seems a bit nuts that PhxAss can't do this simple arithmetic. Is there an easy way around this, or should I avoid PhxAss?
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Old 11 June 2009, 07:35   #70
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Excuse me for going of topic, but I read you are using E-UAE for the Mac.
Mac running latest OS on Intel? Oh, and easy to install?

Already a quick look at the link provided earlier in this lovely thread, but info there seems to be quite old.
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Old 11 June 2009, 08:48   #71
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Quote:
Originally Posted by xaind View Post
Nice little demo pmc. Congratulations on reaching that goal
Cheers mate, appreciated.

Quote:
Originally Posted by xaind View Post
Seems a bit nuts that PhxAss can't do this simple arithmetic. Is there an easy way around this, or should I avoid PhxAss?
Hmmm, seems a bit dodgy that PhxAss gets stumped by that - perhaps it's a syntax thing - I've never used PhxAss (or AsmOne for that matter...) I'm more of a Devpac man myself.

Easiest way round it? Use an assembler that doesn't complain.
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Old 11 June 2009, 14:43   #72
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Im not sure but maybe it helps when you try bit-shifting :

instead:
Code:
moveq #(pr_Channel1-pr_Channel0)/2-2,d0
try:
Code:
moveq #((pr_Channel1-pr_Channel0)<<1)-2,d0
PhxAss should be able to do this as of version 3.xx

PS:
My doc-File for PhxAss 3.95 says that all arithmetic operations should be fine with absolute constants. Do you use some older version of phxass ?

Last edited by Apollo; 11 June 2009 at 14:51. Reason: Something important to add.
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Old 11 June 2009, 14:51   #73
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Quote:
Originally Posted by Apollo View Post
Im not sure but maybe it helps when you try bit-shifting :

instead:
Code:
moveq #(pr_Channel1-pr_Channel0)/2-2,d0
try:
Code:
moveq #((pr_Channel1-pr_Channel0)<<1)-2,d0
PhxAss should be able to do this as of version 3.xx

It should be
Code:
moveq #((pr_Channel1-pr_Channel0)>>1)-2,d0
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Old 11 June 2009, 23:21   #74
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Yep. One should stay with the first thought. I typed the right-shift operator in first place and then "corrected" it after I posted it. Thank you for correcting.
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Old 18 June 2009, 18:36   #75
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Quote:
Originally Posted by Vortex View Post
Excuse me for going of topic, but I read you are using E-UAE for the Mac.
Mac running latest OS on Intel? Oh, and easy to install?

Already a quick look at the link provided earlier in this lovely thread, but info there seems to be quite old.
E-UAE on the mac isn't worth the bother IMO. It rarely runs in a frame, which makes demo coding on it a bit useless. I ended up using Parallels with a Windows XP host and WinUAE. Even under all the emulation, WinUAE was much much faster than the Intel build of E-UAE, normally hitting 50fps for all my A500 code stuff. VM-Ware, XP & WinUAE was faster still.

I've compiled E-UAE from source to make sure it had all the OGL goodness and it was still just too poor to seriously use. And this was on an 8 core Mac Pro.

WinUAE really is the way to go. If I could get the syntax highlighting working in TextMate for 68000 assembly, I'd be in heaven.
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Old 18 June 2009, 21:10   #76
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thanks for the info korruptor.

I'll just happily hammer away on the real thing..
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Old 19 June 2009, 09:39   #77
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@Apollo:
Quote:
Im not sure but maybe it helps when you try bit-shifting
Worked great, thanks.

Quote:
PS: My doc-File for PhxAss 3.95 says that all arithmetic operations should be fine with absolute constants. Do you use some older version of phxass ?
I'm using version 4.40 of PhxAss. Is there some reason you're sticking with version 3.95? Should I down-grade?

Redwood pointed something interesting out to me: According to this page:

http://sun.hasenbraten.de/~frank/projects/

PhxAss has reached End of Life. It looks like vasm is the new hotness. I haven't been able to get vasm to assemble a working version of PMC's demo yet, unfortunately.

@korruptor:

Not sure why you're getting such awful performance out of E-UAE. I just did some quick tests using PMC's demo and a game (Superfrog) and I'm getting 50fps just fine on a slower Mac than yours... and that's in windowed mode with no frame-skipping too.

@Vortex:
If you're still interested, I've just uploaded a new build of E-UAE to the zone. It's built for Intel Macs only. I compiled in support for IPF images, but not SCSI (so no CDTV/CD32 support.) I don't think it's too difficult to use. You just need to create some configuration files and then you can double-click them in the Finder to use them. I've included an example config file.

There's a configuration editor available if you don't want to roll them yourself:

http://www.pimley.net/projects_hi-toro.html

Finally, make sure you read the keyboard doc. Remember on the Mac the command-key combinations use F11, not F12 (so the keyboard combination to do a warm reboot, for example, is F11+r).
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Old 19 June 2009, 10:56   #78
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xaind: That's interesting, I've tried it on all my macs and I've had the same lack of performance each time. Hence building from source to check.

I'm running Super Frog on a build of it now, 3.06ghz 15" MacBook Pro and it's peaking at 46fps as soon as there's more than a few sprites on screen. I'll have another look over the weekend and see if I've got a crusty version of any of the libs getting in the way but to be honest, now I've got the virtual machine I'd probably still stick with WinUAE - at least it's supported.

Thanks for the info
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Old 19 June 2009, 23:33   #79
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Quote:
Originally Posted by xaind View Post
[...]
I'm using version 4.40 of PhxAss. Is there some reason you're sticking with version 3.95? Should I down-grade?
No, I dont think so. I am still using PhxAss 3.x because it still runs under Kickstart 1.3 . I was too lazy to install a more actual Workbench. But I ran over the "ClassicWB" stuff these days, so .....
Quote:
Originally Posted by xaind View Post
Redwood pointed something interesting out to me: According to this page:

http://sun.hasenbraten.de/~frank/projects/

PhxAss has reached End of Life. It looks like vasm is the new hotness. I haven't been able to get vasm to assemble a working version of PMC's demo yet, unfortunately.
I know Frank's site (thank you) and I succesfully compiled vasm for Win32, but I just assembled very simple stuff with it like :
Code:
move.l #0.d0
rts
On the other side : PhxAss does the job for me, the other reason why I didnt took the vasm project further. Its reliable and simple to use, I stay with that. I guess the same goes for the guys which still use ASMOne, argasm, DevPac etc.

Btw, no more hardcore Kuma Seka Assembler Users out there ?
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Old 20 June 2009, 10:25   #80
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Originally Posted by Apollo
Btw, no more hardcore Kuma Seka Assembler Users out there ?
That's a good question Apollo - I've often wondered why no one on here ever mentions Seka. Also I've never been able to find a copy of it for download whenever I've been curious to find out what it was like, although I've never looked too hard.

I assume everyone who was using Seka back in the day moved onto ASM-One and Seka just died...?
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