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Re: Getting Napalm to run on AmigaOS 4.1.2?
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@kas1e

I believe AmigaOS4.1 uses ARGB mouse pointer, it should not be too hard to make conversion routine, if you can link in some C code.

As an example you can look at frameToPointer() function in AmosKitten project.

https://github.com/khval/AmosKittens/b ... ndsObjectControl.cpp#L425

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Re: Getting Napalm to run on AmigaOS 4.1.2?
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@LiveForit
No no, what i mean is their pointers already work. Just not from the start. Users need to go to workbench via amiga+m, click on any area there, and then switch back to the game's screen, and then their mouse cursor visibly and looks fine.

I.e. it is a matter of not being re-activated from start.

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Re: Getting Napalm to run on AmigaOS 4.1.2?
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@kas1e

Well maybe because the window is not active.

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Re: Getting Napalm to run on AmigaOS 4.1.2?
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@LiveForIt
Strange why it is not active in all those games. But even if i click by button (while i am on that window screen), it is not activated. I need exactly switch back to WB, make it active, switch back to the game's window, and only then cursor shows ups.

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Re: Getting Napalm to run on AmigaOS 4.1.2?
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@kas1e

Maybe possible to spy on the games from serial port AUX: if open a shell terminal, to access the computer remote, you monitor the OS or game, without mouse interaction.

Can maybe write few commands, to activate window from shell, or change mouse pointer, etc, just see what happens.

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Re: Getting Napalm to run on AmigaOS 4.1.2?
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@LiveForIt
On os3 all active from the beginning. It's just some new "feature" on our side. Which probably can be masked by making the games window be active again together with pointer maybe, dunno.

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