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Re: BSzili port requests
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@kas1e

I have already seen a kind of "rebinding texture that does not exist" bug in an other program (Huno's quake 3 ?) with the Wazp3D debugger : seems so be a MiniGL bug that try to set up texturing (W3D_BindTexture + W3D_SetTextureBlendTags) even if the textures have beeen freed

Alain Thellier

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Re: BSzili port requests
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@BSZili
Quote:

I can't fix the other one, it looks like Warp3D/MiniGL and SDL's on-the-fly fullscreen switching don't play nice together. I'll disable that, e.g. you'll have to restart the game to switch to fullscreen.


Yep, even with restart it will be ok. Seems you meet with some other bug in ogl+sdl combo which need somehow to nail down and report.. but for sure it happens not all the time: in bunch of other sdl+ogl ports i do, i can do switch between window and full-screen in realtime. Through i of course do not know details, as it was mostly ports to make it works and crashes free ) , only know that realtime switch in sdl/gl can works in most conditions.

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Re: BSzili port requests
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@kas1e
There is no mystery here. The fullscreen/window switches involve tearing down the old window and GL context, so the texture get flushed as well. This doesn't happen in games where the whole graphics subsystem is restarted, and the textures are reloaded "manually".

This is just like television, only you can see much further.
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Re: BSzili port requests
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Just to give you all a heartbeat: http://s1064.photobucket.com/user/BSz ... gaOS4/trans-grab.jpg.html
It's not working yet, libtransmission still needs a lot of work.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

Hehe. nice little teaser, i bet somebody will be very happy if it gets finished yes :)

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Re: BSzili port requests
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@noXLar

Yep Alfkil will be happy for sure

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Re: BSzili port requests
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A slightly more interesting screenshot:
http://s1064.photobucket.com/user/BSz ... /AmigaOS4/trans2.jpg.html
I doesn't download anything yet, because a function clogs the event handler in libtransmission. (On the screenshot I have no connection to the router, before someone points it out :) )

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSZili

Verry interesting :)

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Re: BSzili port requests
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Nice!

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Re: BSzili port requests
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@BSzili

looking forward to testing it out

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! My Master Miggies-Amiga1000 & AmigaONE X1000 !
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Re: BSzili port requests
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Oh boy, where should I begin... It looks like I picked the wrong game for my first port. RTTR bots have a nasty bug which sometimes corrupts the heap. Problems like these are pretty time consuming to track down, and right now I'm busy with university assignments and exams.
Still, I didn't want to look like some wanker, who accepts a machine donation for nothing. I was in a desperate rush to find something I can port quickly, and will most likely be stable. In the end I chose Odamex, which is a multiplayer-oriented Doom port. It comes with a fully functional server browser (except for the file chooser). I know, it's an FPS, but had to improvise

http://bszili.morphos.me/ports/odamex-os4.lha

PS: I just noticed I forgot to convert the icons into the OS4 format... I'll reupload it later.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

Oh but we mostly love FPS games, expecially when they are so cool as Odamex
Maybe DarkPlace or Aliens vs Predator as next ?

Thanks mate !

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Re: BSzili port requests
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Some minor problems aniway

1 - Odamex need libsmpeg.so, if you are refactoring the final archive please include it

2 - If no real wad are found Odamex will be opened but the screen remain black, i solve the issue copying a basic DOOM.wad, but maybe it's shouldn't react as is, but just skip it instead

3 - I got a DSI crash on the ag-odalaunch, see below:

Quote:
Crash log for task "ag-odalaunch"
Generated by GrimReaper 53.16
Crash occured in module ag-odalaunch at address 0x6F8CE31C
Type of crash: DSI (Data Storage Interrupt) exception

Register dump:
GPR (General Purpose Registers):
0: 00000054 534E5A60 00000000 00000001 554AE364 75566965 00007700 75566965
8: 00007700 00000010 00000000 000001DD 000007A8 56F59F5C 00000000 55938000
16: 6F8A4BB0 00000000 00000000 00340014 02270000 02270000 56F52008 56F52460
24: 56F50000 54CEE9AC 54E575B8 54E4A508 0000CE98 00000000 00000051 54CEE8D8


FPR (Floating Point Registers, NaN = Not a Number):
0: nan 5000 0.32899 0.63999
4: 0.33001 0.3 0.6 0.15
8: 0.05999 0.3 0.33001 0.63999
12: 0.32899 5999 3.39519e-313 -5.05923e-321
16: 0 1.39067e-309 0 0
20: 0 0 0 1.61895e-319
24: 4.94066e-324 0 1.32625e-314 -4.07294e-35
28: 0 1.35808e-312 8.8275e-311 -0.234375

FPSCR (Floating Point Status and Control Register): 0x82004000


SPRs (Special Purpose Registers):
Machine State (msr) : 0x0002F030
Condition (cr) : 0x54C67390
Instruction Pointer (ip) : 0x6F8CE31C
Xtended Exception (xer) : 0x01821028
Count (ctr) : 0x00000000
Link (lr) : 0x00000000
DSI Status (dsisr) : 0x0183F248
Data Address (dar) : 0x00000000



680x0 emulated registers:
DATA: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
ADDR: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
FPU0: 0 0 0 0
FPU4: 0 0 0 0



Symbol info:
Instruction pointer 0x6F8CE31C belongs to module "ag-odalaunch" (PowerPC)
Symbol: AG_MenuExpand + 0x98 in section 8 offset 0x00047338

Stack trace:
AG_MenuExpand()+0x98 (section 8 @ 0x47338)
AG_MenuExpand()+0x25c (section 8 @ 0x474FC)
AG_ProcessTimeouts()+0xb4 (section 8 @ 0xC064C)
AG_SDL_GenericEventLoop()+0x194 (section 8 @ 0x31D38)
main()+0x6e8 (section 8 @ 0x1E2B4)
native kernel module newlib.library.kmod+0x000020ac
native kernel module newlib.library.kmod+0x00002d5c
native kernel module newlib.library.kmod+0x00002ef0
_start()+0x170 (section 8 @ 0x16C)
native kernel module dos.library.kmod+0x00024f18
native kernel module kernel+0x0003b4b0
native kernel module kernel+0x0003b530

PPC disassembly:
6f8ce314: 815f0148 lwz r10,328(r31)
6f8ce318: 801f00f4 lwz r0,244(r31)
*6f8ce31c: 816a014c lwz r11,332(r10)
6f8ce320: 813f00f8 lwz r9,248(r31)
6f8ce324: 7f9e0214 add r28,r30,r0

System information:

CPU
Model: AMCC PPC440EP V1.3
CPU speed: 799 MHz
FSB speed: 133 MHz
Extensions:

Machine
Machine name: Sam440EP
Memory: 1048576 KB
Extensions: bus.pci

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Re: BSzili port requests
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@samo79, BSzili

Here it works fine on the X1000
Tryed with several WAD.

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Re: BSzili port requests
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@BSZili

Work fine with the Xe 933 too ... tested with Doom2 . Doom1 and free doom...
Only problem i have couple of time a DSI after closing the Application....



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Re: BSzili port requests
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I didn't get any DSIs, so you have to give me the exact steps on how to reproduce them. I'll delete libsmpeg.so from my SDK, the linker always links to it instead of the static library.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

Quote:
@kas1e
There is no mystery here. The fullscreen/window switches involve tearing down the old window and GL context, so the texture get flushed as well. This doesn't happen in games where the whole graphics subsystem is restarted, and the textures are reloaded "manually".


That's most likely an SDL bug, because GLUT based applications can switch between windowed mode and full-screen on the fly.

Hans

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Re: BSzili port requests
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@Hans
RTTR doesn't use GLUT at all, only SDL. The problem is with MiniGL + the fullscreen switching indeed, but I have no means of fixing that from the game side, I can only disable it.

This is just like television, only you can see much further.
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Re: BSzili port requests
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A small update to Odamex:
The icons have been converted to OS4 native format. I also removed the libsmpeg.so dependency due to popular demand.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

Quote:
@Hans
RTTR doesn't use GLUT at all, only SDL.

I know. I was pointing out that it's probably SDL's fault because GLUT can do fullscreen switching without any issue.

Quote:
The problem is with MiniGL + the fullscreen switching indeed


Like I said, the problem is most likely with SDL. MiniGL can do fullscreen switching, as is demonstrated by its GLUT implementation. The switching is tricky for SDL, because SDL insists on managing the screen/window itself, whereas GLUT lets MiniGL handle that.

It wouldn't surprise me if SDL is destroying and recreating the OpenGL context, which would kill all of the textures.

EDIT: I just had a look at os4video_SetVideoMode() in SDL_os4video.c, and it really is destroying and recreating the context.

Anyway, this is something that should be fixed in SDL.

Hans


Edited by Hans on 2013/12/29 22:13:30
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