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