I have just discovered the OpenTomb existence and checked this thread about it. And I just found that answer from BSzili >Both are replacements for the original Tomb Raider engine, and from what I've seen OpenTomb is the more advanced from the two
@thellier Have you tried it recently? The last time I checked OpenTomb was still incomplete. There's no point in porting it, unless at least one of the TR games is playable with it.
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Yabause . worg good on linux PPC , work good on osx leopard build on gcc 4.22 use old opengl or software renderign there is a qt 4 gui . can be ported on amigaos
I remember starting a Yabause port, but I don't know what happened to it. Right now I don't have enough monitors, keyboards and desk space to hook up my Pegasos 2. Is there a way to cross-compile Qt4 stuff?
This is just like television, only you can see much further.
@BSZili Tried to play in Jedi Academy on my x5k, and notice some issue in which you may be interested (not related to minigl 2.23, same for 2.20). But firsty question : is there a reasson why i can't have in the list of the screenmodes 1920x1080 one ? It give me every mode but not that one (which i have of course and which i use workbench by default). 1280x1024 there, and next 1600x1200, but no 1440x900, no 1920x1080 and no 1280x720.
Also what i notice , that "texture details : very high" didn't works => freezes of OS on the loading screens. low, middle, high - all works fine, but "very high" one always freezes. And that not depend on resolution, be it 640x480 or 1600x1200 the same result.
@kas1e AFAIR the game has a fixed set of resolutions hardcoded, for everything else you need to use r_customwidth and r_customheight with "r_mode -1". If you set the texture details to very high the game will use tons of system memory during load time. When it runs out of memory the system will lock up.
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I found the above instructions on an old web page. They work well, just don't use the command "com_maxfps 0" as it causes significant menu graphical glitches.
@kas1e The crashes happen on my X5000 as well. I guess the reason might be the same as huno's RTCW Reborn. What do you say?
@bszili Do you plan to compile those games to use latest versions of GL2ES or GL4ES for AmigaOS 4, or even the Warp3D Nova? I don't know how much work needed, but I guess they will gain some speed and better graphics, based on the updated implementations.
Anything that "ends" with Warp3D Nova is a no-go for me, as I don't have a PCI-e OS4 machine. That being said MiniGL Reloaded will make my ports run on Warp3D Nova, once it's finished.
This is just like television, only you can see much further.
@walkero,Bszili I tried to run Jedi in window mode, with very high textures settings (so to see memory monitor), and can say that it didn't fill the system memory when lockup happens.
It only come to just 700mb of system memory being in use, and then lockup. So its something else.
There is what i get on serial when lockup happens:
[HAL_DfltTrapHandler] *** Warning: Fatal exception in task 0x62C831F0 (openjk_sp, etask = 0xEFDE2F10) at ip 0x01D71348
Dump of context at 0xEFD2BBA0
Trap type: DSI exception
Exception Syndrome Register (ESR): 0x00000000
Machine State (raw): 0x0002F030
Machine State (verbose): [Critical Ints on] [ExtInt on] [User] [FPU on] [IAT on] [DAT on]
DSISR: 00000000 DAR: 1EA31704
No matching page found
Temporary stack trace:
#0: in module RadeonHD.chip+0x00083F88 (0x01D71348)
#1: in module RadeonHD.chip+0x0009CD34 (0x01D8A0F4)
#2: 0x7F73F608
#3: 0x7F73F7B0
#4: 0x7F813048
#5: 0x7F82E984
#6: 0x7F830E08
#7: 0x7FA64C3C
#8: 0x7FA65900
#9: 0x7FA7BBC8
#10: 0x7FA7E2C8
#11: 0x7FA59394
#12: 0x7FA7288C
#13: 0x7FA342D0
#14: 0x7FA385FC
#15: 0x7F6F2420
#16: 0x7F707C7C
#17: 0x7F5FE90C
#18: 0x7F600368
#19: 0x7F682324
#20: 0x7F68A790
#21: 0x7F68B9A8
#22: 0x7FA05B28
#23: 0x7F9E8048
#24: 0x7FA0AEC0
#25: in module newlib.library.kmod+0x00002520 (0x01A82780)
#26: in module newlib.library.kmod+0x000031E4 (0x01A83444)
#27: in module newlib.library.kmod+0x00003558 (0x01A837B8)
#28: 0x7F9A3E38
#29: in module dos.library.kmod+0x00026724 (0x0197D824)
#30: in module kernel+0x0006B268 (0x0186B268)
#31: in module kernel+0x0006B2B0 (0x0186B2B0)
#32: 0x00000000
Disassembly of crash site:
[vaa_InstFaultHandler] pCur->VMA.Flags = 0x00000040
[HAL_DfltTrapHandler] *** Warning: Fatal exception in task 0x6FFAA360 (idle.task, etask = 0xEFFF40C0) at ip 0x453E36FC
I didn't test latest RCTW which works over gl4es and which have lockup too with high-texture , but will do, as it can be just the same , and if so, then it very possible can be something in drivers , as if it issues with 2 different games .. (through about the same engine, right ?)
Quote:
Do you plan to compile those games to use latest versions of GL2ES or GL4ES for AmigaOS 4, or even the Warp3D Nova? I don't know how much work needed, but I guess they will gain some speed and better graphics, based on the updated implementations.
If BSzili doens't mind, i can try to build from his repo GL4ES versions of ArxLibertatis & Jedi , if the code in the repo up2date with all amigaos4 ifdefs and co.
Anything that "ends" with Warp3D Nova is a no-go for me, as I don't have a PCI-e OS4 machine. That being said MiniGL Reloaded will make my ports run on Warp3D Nova, once it's finished.
Really looking forward to MiniGL Reloaded finally being out there, and I'm curious as to how things will perform. After that, we'll just need a fully working Warp3D -> Warp3D Nova wrapper, and backward compatibility will be done.
I hope you'll be able to get a newer machine at some point, so you can port more modern games.
I hope you'll be able to get a newer machine at some point, so you can port more modern games.
Considering BSzili's undisputed track record, I think AmigaKit/A-EON would be happy to loan a developer board, especially if he decided to support Warp3D Nova in some form.
hmm.. i might have a solution for that.. it's just i'm still waiting for my amiga rush to boost me again.. haven't had time for any of my amiga's last 2 years..feel ashamed. to much real life events have stopped me..
but, i should do something about my second amigaone.. i have one sam460ex max expanded + amigaone x1000.. any ideas?
Sam460ex 2GB 120Gb SSD&1Tb HD7750 Envy24HT A-Eon Drv 2.10+Warp3D New Uboot Apollo v4 Standalone
@trixie Most of the things I port have software or OpenGL 1.x renderers. The latter will get a nice boost from MiniGL Reloaded, so I think such boards would be better donated to more qualified people.
This is just like television, only you can see much further.
So, as i expect, the issue with Jedi crash was exactly the same because of RTCW Reborn : on very high details it just fils about 500-600 MB of GPU data , and because public version of RadeonHD have 256mb GPU crash on x5000, we have that issue. Sometime even pure "high" texture details cause filling of more than 256mb of GPU and also crashes. With beta version of RadeonHD where Hans fix that 256mb crash everything works.
There is video of Jedi running in 1920x1080, everything at maximum, very high textures and details and all stuff:
I did some cleanup on my site, and I found an unpublished OS4 binary for Arx Libertatis which was shelved due to performance issues. There's no harm in making it public now, but keep in mind that it's provided as is, without warranty or support. http://bszili.morphos.me/ports/arx-os4.lha In case someone is looking for the sources, my fork is available here: https://github.com/BSzili/ArxLibertatis/tree/amiga
This is just like television, only you can see much further.