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   All Posts (AmiDog_AROS)


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Re: How much of an effort is porting from AOS3.x to AROS?

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Kalamatee wrote:
How long is a piece of string.

Twice the length from the middle, but I don't think that's related to the question.

Anyway, anything written in C using geekgadgets (i.e. GCC and not SAS/C or other compilers) will probably compile almost out of the box. There may be a few OS include changes required, and modern GCC versions may not like some of the constructs used in old applications.

One thing to look out for is the usage of register parameters, as those could be in just about any order and thus it may not be enough to remove the register declaration. (I.e. if you specify a param to be in reg r0, and another in r1, it doesn't matter in which order you have them when calling a function, but as soon as you remove the register declaration, the caller and callee must have the params in the same order... And yes, I've seen weirdo usage of register params in some old 68k sources.)

Posted on: 2012/2/21 7:15
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Re: ZeroHero cross compilers

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Aaargh, again. After it failed, I added --disable-libiberty and configured again. Now it built fine. I then configured once more, this time WITHOUT --disable-libiberty, and it configured and then built without any issues.

Posted on: 2012/2/12 1:31
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Re: ZeroHero cross compilers

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@salass00

...
make[2]: Leaving directory `/usr/local/build/gcc-4.5.2-aros/i386-aros/libssp'
Checking multilib configuration for libiberty...
mkdir -p -- i386-aros/libiberty
...
checking for library containing strerror... configure: error: Link tests are not allowed after GCC_NO_EXECUTABLES.

Aaarg. If only people would drop that almost-never-works configure crap and use something which actually does work...

I'm using latest stable debian BTW.

Posted on: 2012/2/12 0:31
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Re: ZeroHero cross compilers

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@salass00

Just trying to build the cross compiler(s). I get as far as building libstdc++-v3 which just give:

checking for shl_load... configure: error: Link tests are not allowed after GCC_NO_EXECUTABLES.

when configuring...

I don't need the C++ compiler right now, so I'll try with:

--enable-languages=c

and see how it goes...

Posted on: 2012/2/11 23:38
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Re: New AROS FPSE (PlayStation emulator)

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samo79 wrote:
So it seems only a design method you are choosed at the end, not a bug altrough i think it should be better to reorganize it a little bit

I agree. FPSE has been around for quite some time, and when initially released, there was lots of homebrew being developed for the PS1. Also, the compatibility with commercial games was quite low initially, so I used lots of homebrew demos and games to test FPSE.

That's why there's a file requester there to allow you to pick a PSX exe, or script file to execute. Later, the ability to play MDECs (PS1 movie files) was added.

Also, there are examples of the actual game code being a separate exe while the datafiles are stored in an ISO...

I'll probably add a "Homebrew" tab and move the requester and "Start file" buttons there, should make things less confusing.

Posted on: 2012/2/11 9:51
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Re: New AROS FPSE (PlayStation emulator)

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@thellier

It seems it's alpha select that isn't working, i.e. pixels with an alpha of zero does get rendered when they shouldn't.

I'm using:

W3D_SetAlphaMode(context, W3D_A_GREATER, &refvalue);

where refvalue is 0.5 (by default),

W3D_SetState(context, W3D_ALPHATEST, W3D_ENABLE);

and W3D_A1R5G5B5 textures.

Posted on: 2012/2/10 11:55
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Re: New AROS FPSE (PlayStation emulator)

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samo79 wrote:
And all of them working good and fast but they also require a twice selection to be correcty handled by the emulator :-/

Just to rule out any confusion, try this:

1. Grab the latest version.
2. Unarchive to RAM:
3. Start FPSE.
4. Without touching anything, no options, no nothing, just press "Start CD".
5. Do you actually get TWO asl requesters after pressing the "Start CD" button?

Posted on: 2012/2/10 0:46
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Re: New AROS FPSE (PlayStation emulator)

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AmiDog_AROS wrote:
It actually works. Sort of. There's endian bugs in there so all textures look like crap, but still Guess I have some endian-fixing to do...

Ok, endian bugs fixed. Most of them atleast. Grab it over at the WIP section.

Alpha transparency doesn't seem to be working. Limitation of Wazp3D or bug in my plugin? Also, there's still a bunch of issues due to bitmap locking not working in AROS (when is that going to be fixed???)...

Posted on: 2012/2/10 0:44
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Re: New AROS FPSE (PlayStation emulator)

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AmiDog_AROS wrote:

Thanks for the hint. Seems the Warp3D/Wazp3D are contributions and therefor not part of the SDK. I did however extract the includes/lib from an AROS ISO, and after a few fixes, I managed to build the Warp3D plugin for AROS last evening. Didn't have time to test it though, so no idea if it works. Maybe when I get home from work today...

It actually works. Sort of. There's endian bugs in there so all textures look like crap, but still Guess I have some endian-fixing to do...

Posted on: 2012/2/9 10:24
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Re: New AROS FPSE (PlayStation emulator)

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samo79 wrote:
@AmiDog_AROS

It seems that i need to select twice the game file before it will be correcty handled by the emulator (for starting the game) this happen for any bin/mdf file i try to start from ASL requester

That's weird. You aren't selecting the .cue/.mds file first by any chance? You always need to choose the binary (.bin/.iso/.mdf) file, and the plugin will start by scanning it, to check which sector size it uses. It will then look for any TOC-file (.cue/.mds) and separate SUBQ (.sub/...) files automatically... (It's done this way for historical reasons, need to fix it some day...)

Posted on: 2012/2/8 23:56
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