31 January 2018, 05:07 | #21 |
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could you test the snes9x emulator, xboxown?
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31 January 2018, 08:11 | #22 |
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Yes i could Tomorrow I will have it officially tested it and ready for you and will give you the results 100%.
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31 January 2018, 12:48 | #23 |
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Thanks a lot emufan!
I will give it a test as soon as I get home. |
31 January 2018, 14:39 | #24 |
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31 January 2018, 15:44 | #25 |
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Emufan and Grelbfarlk, do neither of you use github?
Also, have either of you solved an undefined reference to "cexpf" before? I'm stuck on a port with only this unsolved reference. I don't know where the compiler is getting that from since it isn't referenced in any of my libraries, includes, source in neither the Toolchain nor the actual game source. :S |
31 January 2018, 15:57 | #26 |
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I'm still not using github for the projects
those functions not available in toolchains, you have to find it's source and build an object module from it. maybe this cexpf is the right one, from glibc. sometimes you have additional dependecies from those new functions, so you have to build them aswell. #1) some compiler refused the weak_alias statement - so you have to remove that sections, and adjust the lines above. so the object file provides the correct __function. Last edited by emufan; 31 January 2018 at 16:11. |
31 January 2018, 16:01 | #27 | |
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Boo! What if someone wants to help out on the port? Or update your port in the future? Should they retrace all your steps again / "reinvent the weel"? :P
Sharing is caring! That's why I started this effort: https://github.com/amigaports Quote:
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31 January 2018, 16:21 | #28 | |
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thats right. if I release something on aminet, I'll add the source code. so at least something
Quote:
try a different toolchain (gcc6 vs gcc3) if you run into trouble with one of them. grelbfarlk suggests adding those new functions to a new lib - libMyOwnFunctions.a - so it's easier in the future to have them all in one place. |
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31 January 2018, 16:23 | #29 | |
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having a library with these additional functions on github that you could use if you get stuck, and having a joint effort where new missing functions are added would be great. |
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31 January 2018, 17:05 | #30 |
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yes, I know, U mentioned it earlier, maybe once i will consider a github upload
#1) this cexpf thing is a monster, did try with gcc3 and gcc6 - horrible :/ if it's really not in any libm* (!?) of gcc6, ask bebbo. maybe he can add it in his next releases. Code:
$ grep -ir cexpf * Binary file bin/m68k-amigaos-c++.exe matches Binary file bin/m68k-amigaos-cpp.exe matches Binary file bin/m68k-amigaos-g++.exe matches Binary file bin/m68k-amigaos-gcc-6.3.1b.exe matches Binary file bin/m68k-amigaos-gcc.exe matches lib/gcc/m68k-amigaos/6.3.1b/include/c++/complex: __complex_exp(__complex__ float __z) { return __builtin_cexpf(__z); } Binary file libexec/gcc/m68k-amigaos/6.3.1b/cc1.exe matches Binary file libexec/gcc/m68k-amigaos/6.3.1b/cc1obj.exe matches Binary file libexec/gcc/m68k-amigaos/6.3.1b/cc1plus.exe matches Binary file libexec/gcc/m68k-amigaos/6.3.1b/lto1.exe matches m68k-amigaos/clib2/include/complex.h:extern float complex cexpf(float complex z); m68k-amigaos/info/gcc.info: 'ccosl', 'ccos', 'cexpf', 'cexpl', 'cexp', 'cimagf', 'cimagl', 'cimag', Binary file m68k-amigaos/info/gcc.info matches Last edited by emufan; 31 January 2018 at 17:14. |
31 January 2018, 17:07 | #31 |
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31 January 2018, 17:25 | #32 |
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m68k-amigaos/info/gcc.info:
Code:
The ISO C99 functions '_Exit', 'acoshf', 'acoshl', 'acosh', 'asinhf', .... 'ccosl', 'ccos', 'cexpf', 'cexpl', 'cexp', 'cimagf', 'cimagl', 'cimag', .... are handled as built-in functions except in strict ISO C90 mode ('-ansi' or' -std=c90'). |
31 January 2018, 18:52 | #33 | |
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Quote:
I found a reference in clib2 to cexpf, which was external, but I am not using clib2, I'm using libnix. So why there's a reference to cexpf at all, I have no clue. I've sent an issue to Bebbo on the toolchain github regarding this, and I hope he'll be of some help. |
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31 January 2018, 19:15 | #34 |
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makes sense. maybe we have some sort of lightweight version
of the libs missing certain functions. let's see what bebbo has to say |
31 January 2018, 20:21 | #35 |
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Couldnt wait till I get home.
Running in WinUAE JIT 020+fpu. AmigaOS 3.9 with ixemul 48.3 (020f). Using the snes 881 executable. Game: Raiden Trad (USA) The good: -It works. -Sound works -Graphics are glitchless The bad: -It is nearly unplayable due to its slowness. -Having different problems with using some switches. Details: It hangs with the -buffersize switch set to 2. Frameskip doesnt seem to do anything at all. The same happens with the -mute switch. Fullscreen switch yells to me: Unable to set video mode Invalid with or height. Thanks again, I hope you can sort out these issues. It seems to me this just requires some finetuning, but it already looks promising. |
31 January 2018, 21:30 | #36 |
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it doesnt make things faster, more the opposite, but try:
Code:
snes9x-sdl-881 -displayframerate -frameskip 0 RaidenTrad.sfc not much I can do about. I guess it would need some asm routines, |
31 January 2018, 23:10 | #37 | |
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Usually with the glibc stuff in my experience the alias function at the end causes the problem, I just rewrite that part which then it usually works (for simpler functions). |
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31 January 2018, 23:14 | #38 | |
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Git is a wonderful tool when you know how to use it. It also wouldn't hurt the WarpOS scene if there were sources available. There's also the possibility to push the changes upstream, so it'll be in the main repo. The beauty of opensource is shared sources. If bugfix is applied somewhere else, it applies for all OS'es/ports. This is my plan with MilkyTracker. My sources (put in the AmigaPorts organisation) now has fixes from capehill (who maintains the AmigaOS4 version), my 68k fixes and MorphOS fixes. I am pulling in your WarpOS edits as well. Meanwhile I can still grab the latest fixes and updates from the main repo! |
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31 January 2018, 23:51 | #39 | |
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Yes, it seems you are right, it certainly needs some asm wizardry. |
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01 February 2018, 16:38 | #40 |
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the original snes9x version uses some asm routines, but the portable snes9x-sdl not.
I doubt we will find someone taking the challenge. |
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