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Emerald mine for OS4
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It is almost major fail that there is no OS4 version of this game. :D

Includes windows, dos, and amiga executables, and source code for compiling on Unix-like systems. There is also a port to the SDL and Allegro game libraries. All levels are available in the Emerald Mine Archive.

http://www.emeraldmines.net/?emeraldx11

It has made in easy to port

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Re: Emerald mine for OS4
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Quickly tested,
works fine even with sound.

What a fast port, Kas1e !!!

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Re: Emerald mine for OS4
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@kas1e

Thanks Kasie

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Re: Emerald mine for OS4
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@kas1e

Thanks for the port

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Re: Emerald mine for OS4
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@kas1e

My Hero.

Well, one more Hero, really.


AmigaOne X5000 OS4.1 FEU1 And Lubuntu 10.04
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Re: Emerald mine for OS4
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@kas1e

Mate if you still have some time can you port Phlipple ?
I see you already port it to AROS, so it might be easier

http://sourceforge.net/projects/phlipple/

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Re: Emerald mine for OS4
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@kas1e

It's looking for sys:Storage/Home/cave directory, could you change it to Progdir:cave ?

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Re: Emerald mine for OS4
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@TSK
Strange that for all others (and for me) it uses PROGDIR:, but in your case seems search in $HOME/cave/, and $HOME for you is sys:storage by some reasons.

I also do check with snoopy, and for me it didn't show anything about HOME at all in logs, only about PROGDIR:. I tried to run it and from shell, and from icon - in all the cases PROGDIR: only in use. Strange..

I anyway change all that "home" code, to progdir as well, there is fixed version: emerald_mine_v2 , check it plz, if all is ok will reupload it on depot.

@Samo79
Phlipple by some reasons crashes when i tried to port it on os4 before: do not remember details, but if i remember right it want glew or something, and while i port it as well from one of Andy's code (from blender?), it still didn't works for me as expected so i just pure drop it before.

edit: ok give it a go again, and for first it crashes because of mikmod builded with pthreads, so i make a version of mikmod without pthreads and that crash gone, and then, once it show main window, it crashes with such stack trace:

[Notice  ] [InitContextMask] Initialising mask
Created Profiling 
for module Warp3D.library
[vid_CreateWarp3DContext] context->w3dContext = 0x644A5760
[Notice  ] [_W3DHW_W3DHW_AllocZBuffer] Allocated Z buffer (640x480x2)
[
vid_AllocDepthStencil] Allocating an S-Buffer
[vid_AllocDepthStencil] No SBuffer: Operation not supported
[mgl_CreateContext] Initializing context
[MGLInitContext] Suppressing frame statistics
Initializing lighting
[mgl_CreateContext] Setting up default parameters
[mgl_CreateContext] Lockmode = MGL_LOCK_SMART
[mgl_CreateContext] Done
[cgl_LockMode] Lockmode set to MGL_LOCK_SMART
Dump of context at 0xEFD757C0
Trap type
: ISI exception
Machine State 
(raw): 0x1200F030
Machine State 
(verbose): [ExtInt on] [User] [FPU on] [IAT on] [DAT on]
Instruction pointer: 0x00000000
Crashed process
: phlipple (0x65BD8800)
ISI verbose error description: Instruction fetch in non-execute segment
 0
: 00000000 645A8C80 DEADBEEF 00000002 646534A8 00000001 0000002F 00000000
 8
: 65CE8188 64650000 00000041 64650000 55953E93 6465B118 00000000 660846C0
16
: 7F6B180C 00000000 6830A420 64646320 02290000 02290000 00000000 00000001
24
: 6FF90000 00000001 59955E99 00000000 02290000 02290000 64646300 645A8C80
CR
: 55953E93   XER: E000BE6F  CTR: 00000000  LR: 7F6B8478

FP0 
: FFF8000082004000 4078B00000000000 4068400000000000 0000000000000000
FP4 
: 0000000000000000 40844E6660000000 403ACCCCC0000000 0000000000000000
FP8 
: 0000000000000000 4060000000000000 40844E6660000000 403ACCCCC0000000
FP12
: 4090540000000000 406BA00000000000 0000000000000000 0000000000000000
FP16
: 0000000000000000 0000000000000000 0000000000000000 0000000000000000
FP20
: 0000000000000000 0000000000000000 0000000000000000 0000000000000000
FP24
: 0000000000000000 0000000000000000 0000000000000000 0000000000000000
FP28
: 0000000000000000 0000000000000000 0000000000000000 0000000000000000
FPSCR
: 82004000

V0 
: 00000000000000000000000000010000 FFCDCDCDFFCDCDCDFFCDCDCDFFCDCDCD
V2 
: 00FF00FF00FF00FF00FF00FF00FF00FF 00FF00FF00FF00FF00FF00FF00FF00FF
V4 
: FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 01FF01FF01FF01FF01FF01FF01FF01FF
V6 
: 00FF00FF00FF00FF00FF00FF00FF00FF FFCDCDCDFFCDCDCDFFCDCDCDFFCDCDCD
V8 
: FFCDCDCDFFCDCDCDFFCDCDCDFFCDCDCD FFCDCDCDFFCDCDCDFFCDCDCDFFCDCDCD
V10
: 01010101010101010101010101010101 08090A0B0C0D0E0F1011121314151617
V12
: FFCDCDCDFFCDCDCDFFCDCDCDFFCDCDCD FFCDCDCDFFCDCDCDFFCDCDCDFFCDCDCD
V14
: 001002120414061608180A1A0C1C0E1E 01000100010001000100010001000100
V16
: FF000000FF000000FF000000FF000000 01010101010101010101010101010101
V18
: 00000000000000000000000000000000 00000000000000000000000000000000
V20
: 00000000000000000000000000000000 00000000000000000000000000000000
V22
: 00000000000000000000000000000000 00000000000000000000000000000000
V24
: 00000000000000000000000000000000 00000000000000000000000000000000
V26
: 00000000000000000000000000000000 00000000000000000000000000000000
V28
: 00000000000000000000000000000000 00000000000000000000000000000000
V30
: 00000000000000000000000000000000 00000000000000000000000000000000
VSCR
: 00010000 VRSAVE: 00000000

Kernel command line
: serial munge

Registers pointing to code
:
r4 : qvbos()+0x0 (section 21 @ 0xAC)
r5 : module LIBS:Warp3D/HWdrivers/W3D_R200.library at 0x00000001 (section 0 @ 0xFFFFFFDC)
r9 : xmap()+0x3a20 (section 13 @ 0x7774)
r11: xmap()+0x3a20 (section 13 @ 0x7774)
r13: standard_drumset()+0x15cc (section 22 @ 0x69B4)
r16: main()+0x0 (section 1 @ 0xB7E8)
r23: module LIBS:Warp3D/HWdrivers/W3D_R200.library at 0x00000001 (section 0 @ 0xFFFFFFDC)
r25: module LIBS:Warp3D/HWdrivers/W3D_R200.library at 0x00000001 (section 0 @ 0xFFFFFFDC)
ip : unknown (0x00000000)
lr : [quadrenderer.c:55] quad_renderer_init()+0x48 (section 1 @ 0x12454)
ctr: unknown (0x00000000)

Stack trace:
(
0x645A8C80) 0x00000000 [cannot decode symbol]
(
0x645A8C90) [quadrenderer.c:55] quad_renderer_init()+0x48 (section 1 @ 0x12454)
(
0x645A8CB0) [osinterface_sdl.c:163] OS_mainLoop()+0x60 (section 1 @ 0xF9C0)
(
0x645A8CD0) [scenes.c:90] SceneManager_run()+0x18 (section 1 @ 0x12B50)
(
0x645A8CE0) [main.c:26] main()+0x38 (section 1 @ 0xB820)
(
0x645A8D00) native kernel module newlib.library.kmod+0x000020a4
(0x645A8D70) native kernel module newlib.library.kmod+0x00002d0c
(0x645A8F10) native kernel module newlib.library.kmod+0x00002ee8
(0x645A8F50) _start()+0x170 (section 1 @ 0x16C)
(
0x645A8F90) native kernel module dos.library.kmod+0x00024e58
(0x645A8FC0) native kernel module kernel+0x0006acd0
(0x645A8FD0) native kernel module kernel+0x0006ad50

Disassembly of crash site
:
 
FFFFFFF0: FFFFFFFF   fnmadd.           f31,f31,f31,f31
 FFFFFFF4
: FFFFFFFF   fnmadd.           f31,f31,f31,f31
 FFFFFFF8
: FFFFFFFF   fnmadd.           f31,f31,f31,f31
 FFFFFFFC
: FFFFFFFF   fnmadd.           f31,f31,f31,f31
>00000000: 018073F8   .word             0x00000000
 00000004
: 021D69A6   .word             0x021D69A6
 
00000008: 018073F8   .word             0x00000008
 0000000C
: 018073F8   .word             0x0000000C
 00000010
: 018073F8   .word             0x00000010
 00000014
: 018073F8   .word             0x00000014
Stack pointer 
(0x645A8C80) is inside bounds
Redzone is OK 
(4)

68k register dump
DATA
: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
ADDR
: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000


That quadrenderer.c:55 code is: glGenBuffers(2, qvbos); , which is first function after glewInit() , i.e. code looks like:

int OS_mainLoop()
{
    
GLenum err = glewInit();
    if (
err == GLEW_OK)
    {
        
SceneManager_reshape(screen->w, screen->h);
        while(!
hasQuit)
            
gameLoop();
    }

    return 
EXIT_SUCCESS;
}

void SceneManager_reshape(int w, int h)
{
    if(
destroyed)
        return;

    
lastw = w;
    
lasth = h;

    
// opengl should be initialized here - perfect place to
    // init quad_renderer
    
quad_renderer_init();
    
scnMgr.scenes[scnMgr.current].reshape(w, h);
}


void quad_renderer_init()
{
    if (
quad_renderer_initialized)
        return;

// ----- ! there is crash !
    
glGenBuffers(2, qvbos);  
// --------

    
glBindBuffer(GL_ARRAY_BUFFER, qvbos[0]);
    
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts,
                 
GL_STATIC_DRAW);

    
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, qvbos[1]);
    
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ind),
                 
ind, GL_STATIC_DRAW);

    
quad_renderer_initialized = 1;

}


And as instruction pointer is 0x0000000, i assume its glew port which didn't works for me. I think before that it may be something like "creating of ogl context after calling of glewInit()", but dunno, by comments in code it should be initialized already (as well as on aros ogl it works too).


Edited by kas1e on 2013/12/5 6:18:41
Edited by kas1e on 2013/12/5 6:20:22
Edited by kas1e on 2013/12/5 6:21:49
Edited by kas1e on 2013/12/5 6:43:47
Edited by kas1e on 2013/12/5 6:46:19
Edited by kas1e on 2013/12/5 6:47:31
Edited by kas1e on 2013/12/5 7:36:08
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Re: Emerald mine for OS4
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@all
some more info about phlippe: I tried to change glGenBuffers on glGenBuffersARB (just to be sure its not something unsupported), and still crash with null-pointer. As far as i found now, glew do only that for glGenBuffersARB:

Quote:

__glewGenBuffersARB = glXGetProcAddress("glGenBuffersARB");
#define glGenBuffersARB __glewGenBuffersARB


So if we have there null, then maybe just glXGetProcAddress suck something

Can anyone port glew normally, so to have libglew.a to which i can link with ? There is aros version by Yannick with sources, but i fail to port it.


Edited by kas1e on 2013/12/5 9:53:07
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Re: Emerald mine for OS4
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@kas1e

Thanks ! It's not asking for home dir anymore. Now it's fine. I have set home env var to point to Storage/Home.

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Re: Emerald mine for OS4
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@kas1e

Did you actually open a GL context anywhere? And where do you open mingl.library ?




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Re: Emerald mine for OS4
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@TSK
Quote:

Thanks ! It's not asking for home dir anymore. Now it's fine.


Re-uploaded new version on depot.

@Andy
Quote:

Did you actually open a GL context anywhere? And where do you open mingl.library ?


Let's continue in another thread plz (will be easy to have all in related topic later for anyone): here

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Re: Emerald mine for OS4
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@utri007

just happend to see this, would't this run on os4.1?

http://www.ebay.com/itm/Almatheras-Em ... Games&hash=item25866ab4cd

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Re: Emerald mine for OS4
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@noXLar

No it woun't work, trust me I have exactly same CD

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Re: Emerald mine for OS4
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@utri007

I trust you off course, just looking for someting to buy and i saw this cd32 game.. of course kas1e's port is still much better choice..gaming native:)

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