This would require first gl4es needs to be reworked to use this class though (either that or soft float). If someone deals with that (a soft float compile probably easiest?) i could deal with the h2 part of it.
I am unsure though if one wins anything as gl4es will call ogles2 which then calls warp3dnova all passing floats a lot. Still if someone provides me with an adapted gl4es i am willing to try it.
Sin: No change since last time sadly. Still in works: Heretic 2 68k: I expect this to be out still first half of 2024, this was the main project the last few weeks Quake 2: Out for 68k and OS4 Two secret projects: They will be in the focus now actually, or one of them will. Both for OS4 and 68k. Currently mainly work on OS4 version is done.
There is one more project for 68k where I wonder on the feasibility, but would be something for "start of coding end of the year".
(So you see I am jumping to and fro between 68k and OS 4... I usually start with OS4 - ways better debug possibilities - and port back to 68k later in project). Want to support both platforms longterm (as to 68k mainly PiStorm and Vampire is interesting, but looking for other 68k options on the two secret projects)
Grim Reaper is good debugging tool, the stack trace feature is really useful a rs232 serial cable is also useful, if game or program crash while doing intuition lock, or bitmap lock, or some other lockup. Spotless is nice debuging tool as well. DumpDebugBuffer command.
Edited by LiveForIt on 2024/5/8 18:45:07
(NutsAboutAmiga)
Basilisk II for AmigaOS4 AmigaInputAnywhere Excalibur and other tools and apps.
@TheMagicSN You can get similar debugging features on AmigaOS 3.x/m68k by installing and using about 10-20 debugging tools (Sushi, SegTacker, MuGuardianAngel, MemTrace, EatMem, etc.), but even with all available AmigaOS 3.x/m68k debugging tools installed you still get less information than on plain AmigaOS 4.x ("just" (Grim)Reaper) without using any additional debugging tools like GDB, Spotless, etc.
EUAE has built in debuger, so if want to freeze a 68K program or something you can use EUAE for that. EUAE’s built in debugger is not unlike action replay.
(NutsAboutAmiga)
Basilisk II for AmigaOS4 AmigaInputAnywhere Excalibur and other tools and apps.
I am just sort of new of coming back to 68k coding.
Note my 68k port („sort of final beta with maybe a view changes still upcoming, mostly concerning Installer and intro video replay“) of Heretic2 and another 68k title (not Sin, sorry) will be presented at ARC24 on 25th. I expect h2 68k to be buyable „Before summer“. The other game is also quite far in development already.
Note this non-named 68k title is not related to my two „secret projects“ (which are 68k and os4 both, each of them).
Doing hopefully final release candidate this week. Note as Betatesters need time for testing there will probably be a distance of a few weeks between the two releases.
Sin: not much news
Two „secret projects“: one of them will get the next focus. Once i get it working maybe the secret may end.
G17 68k -> Final version delivered to Publisher H2 68k -> Maybe Final version delivered to Betatesters but we definitely will still need 4+ weeks in Testing G17 WarpOS -> compiles, but compiler makes trouble, on hold till I might get a new compiler (this might actually happen, I should know more in early July - WarpOS Version definitely won't be on the 68k version, but if it works out will be made available to buyers of the 68k version) Current focus: On a new commercial game project, intended for release for OS4, PiStorm and Vampire (possibly also WarpOS, but that one will definitely need a more recent compiler), 060 and with some luck 040 might also be possible, but too early to say Sin: After that new project
H2 68k -> On the finishing line, but still not 100% done G17 WarpOS -> Waiting for new compiler, should come soon G17 68k -> Released Secret Project #1 -> My Main Amiga Project currently, but sadly I cannot tell yet what it is. Massive progress, OS4 version is fully running (in the sense of an Alpha Version), and 68k version also shaping up nicely. Though this is all quite recently. Ah, and of course it is a commercial game. Sin -> Additionally to the OS4 Beta there is now a 68k Alpha (PiStorm-only) Secret Project #2 -> Not much going on right now
H2 -> Released for OS4 and 68k, Update 2 released for OS4, Update 1 for 68k in the making (I got a broken development PC right now, but will get the fixed PC on Monday, soon after the H2 68k Update 1 should be released)
G17 68k -> Released G17 WarpOS -> Still waiting for new compiler, should arrive soon though
Secret Project #1 -> current main project, extremely stable Beta (nearly no issues left), runs on AmigaOS 4, and also on 68k for PiStorm, Pi5 with AmiKit, Vampire (V4 *and* V2, and yes at minimum 800x600 with 30+ fps, some testers say 1024x768 also playable - VERY different to my H2 Vampire experience but then it is different to H2 no 3D Game), 060 and possibly also 030/040 (still in evaluation if I can make it fast enough for those, at least higher clocked 040 should be no problem, and yes, it also runs on AGA for Classic machines, AGA version is 320x256, slower graphics boards systems can use 320x256 as well). WarpOS version probably will also be added later. Sin -> Stable Beta for OS4, early Alpha for 68k Secret Project #2 -> currently on hold, looking back at it after other projects
H2 Update 2 OS4:
- Makes Ogg Vorbis Music possible - Bugfix "too many skins" (was already in unreleased Update 1)
H2 Update 1 68k (TBD):
- English version by mistake played German Speech Samples. Fixed with this update (if someone needs this already NOW just email me) - Some more modern mouses caused the character to turn around wildly. This is the part where I need to do "one last compile". I already have a version which fixes it but still contains some debug output which I will remove as soon as I got my development PC back.