Turn the gfx render to SW. I think some cards lack these features. I have a Radeon 9250, and it`s unplayable with sw rendering (Sam440@800).Maybe another version that is more compatible with older cards?
1) I'm no coder, so i couldn't for the life of me change anything about it 2) I don't have a 3D capable card, so again, in no way, could i do anything about it 3) I'm looking for someone to take over caring and developing (AmigaOS4 specific) ResidualVM (The codebase is nice and shiny and should build out of the box - it's the 3D stuff that scares me - once available i wouldn't know what to do to support it)
Right now, if i run into problems, i bug the residualvm devs to fix it...for now this works
(The codebase is nice and shiny and should build out of the box - it's the 3D stuff that scares me - once available i wouldn't know what to do to support it)
I'm afraid not. I thought that I'd have a quick go at building it, but the configure script failed after claiming that no C++ compiler could be found. My AmigaOS machines all have the SDK installed, so there most certainly is a C++ compiler installed.
I also briefly tried Myst III myself, and it looks like the textures are failing to load. At least, Warp3D never receives any texture data.
Okay, some good news and some not so good news: First, the reason that it didn't work is due to an unsupported texture format: internalFormat = GL_RGBA; sourceFormat = GL_UNSIGNED_INT_8_8_8_8_REV; That'll be fixed in the next version of MiniGL.
Unfortunately, playback of the video sequences is rather stuttery (tested on an A1-X1000), including the audio. So, that's something that needs to be worked on.
A quick scan of the code suggests that it uses the bink video format. Does the bink decoder make use of altivec at all? Maybe there's room for improvement there.
Either way, it would help if the code could at least keep the audio smooth even if the video is playing back at a lower frame-rate (i.e., frameskipping would help).
AFAIK, that patch has been in there for a while now. No, not in the trunk, but in the current branch.
I'm not going to add small patches to the trunk. At some point, karlos' branch will be merged back to the trunk. In the meantime, you're welcome to checkout the branch.
@Raziel Quote:
What compiler line did you use to test?
I have the SDK installed with no further changes (i think) and a simple ./configure under the bash shell (or was it abc shell?) does what it should do
edit: wrong, i obviously have the following two files in ENVARC
CPPFLAGS with this -I/sdk/local/common/include/freetype2 -I/sdk/local/common/include/SDL
and
path with this /GCC/bin:/SDK/C:/SDK/local/c:/SDK/local/newlib/bin:/cmake/bin/
I simply did a ./configure in the bash shell. Other configure scripts can detect the C++ compiler just fine without needing ENV vars, so the configure script really should be fixed.
Sorry of course i meant the branches not the main trunk .. i can't verify myself but according to the changelog (http://www.hyperion-entertainment.biz ... ranches/updates-kc/README) the patch i mentioned doesn't seems to be included ... that's why i ask if you can commit it or atleast if you can verify if it was included or not
If you don't believe me, then why don't you do a quick search through the MiniGL code for "GL_UNSIGNED_INT_8_8_8_8_REV" and "unpack_argb_b". You should be able to confirm quickly enough whether Spirantho's patch is included.
Hans
P.S., Readme files rarely list every single patch, fix or other change that has been made
I trusted you, only i wanted to be sure if the patch was implemented or just forget, didn't know where to check .. but i found a reference of that "GL_UNSIGNED_INT" in pack.c so i presume it is implemented now
Aniway do you know when the new MiniGL will be officially released ?
@Raziel Getting back to the topic of Myst III, I'm now pretty certain that the stuttery audio is residualVM's own fault. I ran a test where I disabled glTexSubImage2D(), thereby completely eliminating the overhead of uploading the video frames to VRAM for display. The stuttering remained.
ResidualVM uses SDL for audio, right? Well, that could be part of the problem. Here are three reasons why I think this: 1) ResidualVM's own FAQ mentions possible stuttering on Windows, with an SDL workaround (link).
2) When I tried the WIP Homeworld port (also SDL based), disabling the AHI driver caused Homeworld's framerate to jump from 2 to 20 fps on my system. That's a pretty extreme change.
The real problem I have with MAME is a lack of time to dedicate to it..... the sound stutters badly on SDLMAME quite often and I really want to fix that before doing a proper release again.
Now, the above doesn't guarantee that SDL's audio is the cause, but it does indicate that SDL audio may be problematic.
Of course, I still think that it would be worth looking at optimising the bink video decoder, including using altivec. The CPU usage remains unchanged even with glTexSubImage2D() disabled when video clips are playing (it's clamped at ~90% in both cases). I think that the video decoder could do better than that; the resolution isn't that high.
Hans
P.S., I randomly get the game failing on startup with an assertion failure at line 679 of engines/myst3/state.cpp. This suggests that there's an uninitialised variable bug somewhere (other OSes zero newly allocated memory, which makes it easy for such bugs to remain hidden).
For me the "assertion failure at line 679 of engines/myst3/state.cpp" error is a CD insertion/detection bug i'm have the same error if i'm forget to insert the CD-1
For me the "assertion failure at line 679 of engines/myst3/state.cpp" error is a CD insertion/detection bug i'm have the same error if i'm forget to insert the CD-1
I never have the CD/DVD inserted (NOTE: I have the DVD version).
Nice that so many people are interested in residualvm
the fact remains that i can't code and can't do anything about it unfortunately...not even fixing configure
The assertion is a known bug and can be blamed to the menu of myst iii being used as zip-destination (which shouldn't happen) ... i'm just parroting the residualvm devs here, don't be fooled
A fix is in place already iirc (if you download the latest daily build it should be gone), but that doesn't fix all the other drawbacks and bugs, mind you
I know you haven't got the time and i wouldn't ask you to, i'm happy that you took the time to look at the code at all
I'd be happy to find one that will start caring and maintaining residualvm though...as said, once 3D kicks in it will fall behind very quickly, because i'm not capable of maintaining it myself
>A fix is in place already iirc (if you download the latest >daily build it should be gone), but that doesn't fix all >the other drawbacks and bugs, mind you
I tried 24th of March daily build, and I couldn't run Myst III
I will try 26th of March daily build, I hope that update fixes it.
On the other hand, I am trying to run Monkey Island 4 with ResidualVM. After credits screen in the beginning of the game, it stalls with a blank white screen..