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Re: BSzili port requests
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@BSzili

I may be on the completely wrong track asking you this, but hey, since this thread is called "port requests" it's worth a shot

What about an updated version of ccache?
https://github.com/ccache/ccache

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Re: BSzili port requests
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I can't argue about the thread's title, but alas I have retired from NG many years ago. I just found this old binary from 2018 on my site and decided to publish it. Maybe it still works and it will be useful to someone.

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, ok.

You still are on classic?
Or did you drop out of amiga et al?

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Re: BSzili port requests
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@BSzili

That looks like a great game! I see it is available on GOG for a low price at the moment. Thanks for sharing!

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Re: BSzili port requests
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@BSzili
Thank you for releasing your port and your work source. I tested that today and I got the following.

By running it I get the following:

[IStartup:193           Starting Arx Libertatis 1.2-dev 349269e
[IArxGame:345           Using config file "Games2:RPG/ArxFatalis/cfg.ini"
[ISDL1Window:87         Using SDL 1.2.13
[ESDL1Window:205        Could not initialize windowInvalid width or height
[CRITICALArxGame:480    Graphics initialization failed
[CRITICALCore:247       Initialization failed
[IArxGame:1106          Clean shutdown


I found that if I change in the default cfg.ini the fullscreen to false, then a window is created and the game starts. But then the following crash happens as soon as the first cinematic is about to start


[IStartup:193           Starting Arx Libertatis 1.2-dev 349269e
[IArxGame:345           Using config file "Games2:RPG/ArxFatalis/cfg.ini"
[ISDL1Window:87         Using SDL 1.2.13
[ISDL1Window:243        Windowr:0 g:0 b:0 a:0 depth:0 aa:8x doublebuffer:0
[IOpenGLRenderer:127    Using OpenGL 1.3
[IOpenGLRenderer:131     â”œâ”€ VendorThe MiniGL Team (minigl.library 2.24)
[
IOpenGLRenderer:135     â”œâ”€ DeviceMiniGL/Warp3D Warp3D Nova Bridge
[IOpenGLRenderer:185     â””─ VRAM: (unknown)
[
WGLDebug:163           OpenGL debug output not supported in this build
[WOpenGLRenderer:274    Missing OpenGL extension ARB_texture_non_power_of_two.
[
IArxGame:1227          Changed window size to 640x480
[IPakReader:571         Loaded PAK "Games2:RPG/ArxFatalis/data.pak"
[IPakReader:571         Loaded PAK "Games2:RPG/ArxFatalis/loc.pak"
[IPakReader:571         Loaded PAK "Games2:RPG/ArxFatalis/data2.pak"
[IPakReader:571         Loaded PAK "Games2:RPG/ArxFatalis/sfx.pak"
[IPakReader:571         Loaded PAK "Games2:RPG/ArxFatalis/speech.pak"
[IPakReader:636         Added dir "Games2:RPG/ArxFatalis/graph"
[IPakReader:636         Added dir "Games2:RPG/ArxFatalis/misc"
[ISaveGame:69           Using save game dir "Games2:RPG/ArxFatalis/save"
[IOpenALBackend:310     Using OpenAL 1.1 ALSOFT 1.7.411 without EFX
[IOpenALBackend:345     VendorOpenAL Community
[IOpenALBackend:349     RendererOpenAL Soft
[IOpenALBackend:374     DeviceAHI Software
[IOpenALBackend:377     HRTFUnavailable
[ILocalisation:105      Autodetected languageenglish
[IScriptEvent:449       Scripting system initialized with 174 commands and 199 suppressions
[IFontCache:85          Using FreeType 2.4.3
[IText:359              Loaded font "misc/arx.ttf" with sizes 4022142818181814
[IArxGame:925           Initialized Arx Fatalis (full game)
[
ILoadLevel:167         Loading level "graph/levels/level10/level10.dlf"
[ILoadLevel:786         Done loading level
[ICinematicLoad:150     Loading cinematic "graph/interface/illustrations/introduction.cin"


I am not sure if this has to do with the sound. Is there something specific to set in cfg.ini for the following?
backend="auto"
device="auto"

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Re: BSzili port requests
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@BSzili

is it lack og pci-e gpu or interest stopping you porting games for os4?

Sam460ex 2GB 120Gb SSD&1Tb HD7750 Envy24HT A-Eon Drv 2.10+Warp3D New Uboot
Apollo v4 Standalone
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Re: BSzili port requests
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@Raziel
I'm still doing 68k ports, but with a significantly lower output.

@walkero
To be honest I have no idea. This was developed on OS4.1u6 with the original Warp3D/MiniGL combo. It's probably no longer be compatible with newer configurations.

@noXLar
I lost interest in NG in general, not just OS4. There are multiple reasons for this, some related to the OS, some personal.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili
Thank you so much for your reply. Having released the source code and your changes help a lot if someone would like to give it a try and continue working on it.

Thank you so much for that.

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Re: BSzili port requests
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Thanks for testing it. Keep in mind that this source code was public from the start, so I wouldn't bet on someone suddenly becoming interested in it, but you never know.

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

I've compiled your pthread version here (https://github.com/BSzili/aros-stuff/tree/master/pthreads)
But there are some problems on OS4 (with some small changes).
Do you have already a working OS4 version?

i'm really tired...
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Re: BSzili port requests
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Nope, I never needed it on OS4, but you might want to look at Jaokim's fork:
https://github.com/jaokim/aros-stuff

This is just like television, only you can see much further.
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Re: BSzili port requests
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Oh.. I'm getting old.. :)

Thank you

i'm really tired...
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Re: BSzili port requests
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@All
I grab BSZili's code of ARX and build it over GL4ES. At first, it runs, menu works, i can chooice all i need in the menu, but then when level generation starts it crashes the same as crash for Walkero on the ConematicLoad:150 when about to load "akbaa_dream_c.cin"

And there are the crashlog:

Machine model(AmigaOne X5000/20)
Dump of context at 0xEFDB4000
Trap type
Alignment exception
Current kernel stack pointer
0x02209760
DSISR
01000000  DAR577D6F67
Page
0xEFA12540 (Virtual0x577D6000Physical0x1B109000Flags0x 102)
Machine State (raw): 0x0002F030
Machine State 
(verbose): [Critical Ints on] [ExtInt on] [User] [IAT on] [DAT on]
Instruction pointer0x7EA36C44
Crashed process
arx_gl4es (0x66D43AA0)
Exception Syndrome Register0x01000000
 0
01A6643C 615A4280 00000002 615A4288 7EA36C38 FFFFFFFF 000000B4 0000001C
 8
577D6FFB 61430000 02200000 01A6640C 00000794 615B81BC 6149B098 00000001
16
66BA19BC 61D9AD70 66D424F0 00000000 615A4DA8 7EA88E2C 0000000A 6149B088
24
00000000 577D6F4B 00000000 00000000 02410000 61D52000 66D43AA0 614211E0
CR
22442842   XER60000063  CTR00000000  LR7EA36C38

Disassembly of crash site
:
 
7EA36C34485EEB41   bl                0x7F025774
 7EA36C38
3D206143   lis               r9,24899
 7EA36C3C
83210204   lwz               r25,516(r1)
 
7EA36C40C189B300   lfs               f12,-19712(r9)
>
7EA36C44C019001C   lfs               f0,28(r25)
 
7EA36C48A079000C   lhz               r3,12(r25)
 
7EA36C4CA099000E   lhz               r4,14(r25)
 
7EA36C50FF806000   fcmpu             cr7,f0,f12
 7EA36C54
83990018   lwz               r28,24(r25)
 
7EA36C585463043E   rlwinm            r3,r3,0,16,31
Temporary stack trace
:
#0: 0x7EA36C44
#1: 0x7EA37AF8
#2: 0x7EA318C4
#3: 0x7EA65E00
#4: 0x7EA66574
#5: 0x7EA7B700
#6: 0x7EA89C48
#7: in module newlib.library.kmod+0x00002614 (0x01A5FA74)
#8: in module newlib.library.kmod+0x00003340 (0x01A607A0)
#9: in module newlib.library.kmod+0x00003864 (0x01A60CC4)
#10: 0x7EA1BB40
#11: in module dos.library.kmod+0x00029E18 (0x01958578)
#12: in module kernel+0x0005EDE4 (0x0185EDE4)
#13: in module kernel+0x0005EE5C (0x0185EE5C)
#14: 0x00000000


Kernel command lineserial debuglevel 1

Registers pointing to code
:
r0 native kernel module newlib.library.kmod+0x00008fdc
r4 
: [src/cinematic/CinematicLoad.cpp:380arx_gl4es:_Z14parseCinematicP9CinematicPKcj()+0x28d4 (section 1 0x1CC34)
r9 module arx_gl4es at 0x61430000 (section 1 0x4FDC)
r10native kernel module kernel+0x00a00000
r11
native kernel module newlib.library.kmod+0x00008fac
r13
arx_gl4es:AllTLVertex()+0x7100 (section 24 0x72EC)
r15module LIBS:ogles2.library at 0x00000001 (section 0 0xFFFFFFDC)
r21: [src/core/Startup.cpp:100arx_gl4es:main()+0x0 (section 1 0x6EE28)
r28native kernel module bootimage+0x00b17f20
ip 
: [src/cinematic/CinematicLoad.cpp:90arx_gl4es:_Z14parseCinematicP9CinematicPKcj()+0x28e0 (section 1 0x1CC40)
lr : [src/cinematic/CinematicLoad.cpp:380arx_gl4es:_Z14parseCinematicP9CinematicPKcj()+0x28d4 (section 1 0x1CC34)
ctrunknown (0x00000000)

Stack trace:
(
0x615A4280) [src/cinematic/CinematicLoad.cpp:90arx_gl4es:_Z14parseCinematicP9CinematicPKcj()+0x28e0 (section 1 0x1CC40)
(
0x615A4560) [src/cinematic/CinematicLoad.cpp:380arx_gl4es:_Z14parseCinematicP9CinematicPKcj()+0x28d4 (section 1 0x1CC34)
(
0x615A46E0) [src/cinematic/CinematicController.cpp:109arx_gl4es:_Z22cinematicLaunchWaitingv()+0x1e4 (section 1 0x178C0)
(
0x615A4880) [src/core/ArxGame.cpp:1386arx_gl4es:_ZN7ArxGame7doFrameEv()+0x4e8 (section 1 0x4BDFC)
(
0x615A4A00arx_gl4es:_ZN7ArxGame3runEv()+0x8c (section 1 0x4C570)
(
0x615A4A10) [src/core/Core.cpp:250arx_gl4es:_Z7runGamev()+0xb0 (section 1 0x616FC)
(
0x615A4B70) [src/core/Startup.cpp:198arx_gl4es:main()+0xe1c (section 1 0x6FC44)
(
0x615A4D10native kernel module newlib.library.kmod+0x00002614
(0x615A4D60native kernel module newlib.library.kmod+0x00003340
(0x615A4F10native kernel module newlib.library.kmod+0x00003864
(0x615A4F40arx_gl4es:_start()+0x1e0 (section 1 0x1B3C)
(
0x615A4F90native kernel module dos.library.kmod+0x00029e18
(0x615A4FC0native kernel module kernel+0x0005ede4
(0x615A4FD0native kernel module kernel+0x0005ee5c

Disassembly of crash site
:
 
7EA36C34485EEB41   bl                0x7F025774
 7EA36C38
3D206143   lis               r9,24899
 7EA36C3C
83210204   lwz               r25,516(r1)
 
7EA36C40C189B300   lfs               f12,-19712(r9)
>
7EA36C44C019001C   lfs               f0,28(r25)
 
7EA36C48A079000C   lhz               r3,12(r25)
 
7EA36C4CA099000E   lhz               r4,14(r25)
 
7EA36C50FF806000   fcmpu             cr7,f0,f12
 7EA36C54
83990018   lwz               r28,24(r25)
 
7EA36C585463043E   rlwinm            r3,r3,0,16,31
Stack pointer 
(0x615A4280is inside bounds
Redzone is OK 
(4)



As can be seen crash is "alignment exception" meaning that it probably x5000 specific where we don't have implemented software fallbacks of that crap, so it need to be taken into account into the code itself.

Issue as can be seen from stack trace coming from this part of code:

static res::path fixTexturePath(const std::string path) {
    
    
std::string copy boost::to_lower_copy(path);
    
    
size_t abs_dir copy.find("arx\\");
    
    if(
abs_dir != std::string::npos) {
        return 
res::path::load(copy.substr(abs_dir 4));
    } else {
        return 
res::path::load(copy);
    }
}


Strange through .. Maybe stack trace not correct enough.

I may try to test it on my pegasos2 (old radeon9250 + old minigl) and on sam460 (so not x5000 alignment issues , but radeonrx560, so can see if gl4es version will have the same issue as on x5000 there or not).


Edited by kas1e on 2022/7/22 9:28:17
Edited by kas1e on 2022/7/22 9:29:11
Edited by kas1e on 2022/7/22 9:30:12
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