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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
1200 towered with Blizzard PPC - BVision and Mediator
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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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X1000 + AmigaOS 4.1 FE
"Anyone can build a fast CPU. The trick is to build a fast system." - Seymour Cray
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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  ] [InitContextMaskInitialising mask
Created Profiling 
for module Warp3D.library
[vid_CreateWarp3DContextcontext->w3dContext 0x644A5760
[Notice  ] [_W3DHW_W3DHW_AllocZBufferAllocated Z buffer (640x480x2)
[
vid_AllocDepthStencilAllocating an S-Buffer
[vid_AllocDepthStencilNo SBufferOperation not supported
[mgl_CreateContextInitializing context
[MGLInitContextSuppressing frame statistics
Initializing lighting
[mgl_CreateContextSetting up default parameters
[mgl_CreateContextLockmode MGL_LOCK_SMART
[mgl_CreateContextDone
[cgl_LockModeLockmode 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 pointer0x00000000
Crashed process
phlipple (0x65BD8800)
ISI verbose error descriptionInstruction 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   XERE000BE6F  CTR00000000  LR7F6B8478

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 VRSAVE00000000

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)
r11xmap()+0x3a20 (section 13 0x7774)
r13standard_drumset()+0x15cc (section 22 0x69B4)
r16main()+0x0 (section 1 0xB7E8)
r23module LIBS:Warp3D/HWdrivers/W3D_R200.library at 0x00000001 (section 0 0xFFFFFFDC)
r25module LIBS:Warp3D/HWdrivers/W3D_R200.library at 0x00000001 (section 0 0xFFFFFFDC)
ip unknown (0x00000000)
lr : [quadrenderer.c:55quad_renderer_init()+0x48 (section 1 0x12454)
ctrunknown (0x00000000)

Stack trace:
(
0x645A8C800x00000000 [cannot decode symbol]
(
0x645A8C90) [quadrenderer.c:55quad_renderer_init()+0x48 (section 1 0x12454)
(
0x645A8CB0) [osinterface_sdl.c:163OS_mainLoop()+0x60 (section 1 0xF9C0)
(
0x645A8CD0) [scenes.c:90SceneManager_run()+0x18 (section 1 0x12B50)
(
0x645A8CE0) [main.c:26main()+0x38 (section 1 0xB820)
(
0x645A8D00native kernel module newlib.library.kmod+0x000020a4
(0x645A8D70native kernel module newlib.library.kmod+0x00002d0c
(0x645A8F10native kernel module newlib.library.kmod+0x00002ee8
(0x645A8F50_start()+0x170 (section 1 0x16C)
(
0x645A8F90native kernel module dos.library.kmod+0x00024e58
(0x645A8FC0native kernel module kernel+0x0006acd0
(0x645A8FD0native kernel module kernel+0x0006ad50

Disassembly of crash site
:
 
FFFFFFF0FFFFFFFF   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 
(0x645A8C80is 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->wscreen->h);
        while(!
hasQuit)
            
gameLoop();
    }

    return 
EXIT_SUCCESS;
}

void SceneManager_reshape(int wint 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(wh);
}


void quad_renderer_init()
{
    if (
quad_renderer_initialized)
        return;

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

    
glBindBuffer(GL_ARRAY_BUFFERqvbos[0]);
    
glBufferData(GL_ARRAY_BUFFERsizeof(verts), verts,
                 
GL_STATIC_DRAW);

    
glBindBuffer(GL_ELEMENT_ARRAY_BUFFERqvbos[1]);
    
glBufferData(GL_ELEMENT_ARRAY_BUFFERsizeof(ind),
                 
indGL_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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"Anyone can build a fast CPU. The trick is to build a fast system." - Seymour Cray
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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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