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License: GNU Lesser General Public License v2.1
Automatically exported from code.google.com/p/os4sdl
License: GNU Lesser General Public License v2.1
Grafx2: http://os4depot.net/share/graphics/edit/grafx2.lha
Once we run program, we see visually distored mouse cursor. If we move mouse cursor away from Grafx2 window, then we can see that once real amiga mouse cursor appear on WB screen, cursor in the Grafx2 window looks fine again. Once we make grafx2 window active again, and so we have mouse cursor inside of grafx2 window, it is distored again.
Another helpfull fact, is that if we trying to take screenshot of that distored mouse cursor (i for myself have attached sgrab on the "prntscrn" key, so do not need to move cursor away from programm), then screenshot show that there is good mouse cursor, and not distored ! While visually, it is. What make me think that such kind of problems happens when PIP, or compositing, or some hardware sprite collision involved..
I also attach 2 screenshots where i marked by red area cursor part. One screenhot of how it should be (i.e. how it on win32 for example), and another is aos4 distored version (screenshoted by other device, because as i say, sgrab make screenshoot like there is no distortion at all).
When building the libraries, you get a LOT of these kinds of errors:
ld -r -o build/.libs/libSDL.la-31.o build/.libs/SDL_blit.o
build/.libs/libSDL.la-30.o
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section '.text'
not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section
'.rodata' not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section
'.rodata.str1.4' not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section
'.rodata.cst4' not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section '.data'
not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section '.got2'
not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section
'.data.rel.ro.local' not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section '.fixup'
not in segment
gcc:bin/ld: build/.libs/libSDL.la-31.o: warning: allocated section
'.data.rel.ro' not in segment
I have no idea how to fix this.
Original issue reported on code.google.com by [email protected]
on 3 Jul 2009 at 8:22
I've compiled libSDL_image-1.2.so but when I try to use showimage which is
compiled with it it gives this error:
11.> showimage protrekkr.png
Couldn't load protrekkr.png: Failed loading libpng.so.15: SDL_LoadObject() not
implemented
This is using the latest SDL verion from this site. Looks like the libdl
support is not enabled ATM. Can this be fixed for the next release maybe?
From googling it seems that the configure option for enabling this feature is
"--enable-dlopen".
Original issue reported on code.google.com by [email protected]
on 26 Apr 2012 at 7:57
to test it download:
http://www.os4depot.net/index.php?function=showfile&file=audio/play/klysplayer.l
ha
play a song, find songs in the examples dir in this archive:
http://www.os4depot.net/index.php?function=showfile&file=audio/tracker/klystrack
.lha
now, when it is playing press ctrl+c
it says break, and the music stops but you won't get the prompt back.
i have noticed this in many commandline music players.
this is the best and smallest example.
Original issue reported on code.google.com by [email protected]
on 27 Dec 2010 at 11:15
i've made some small changes to SDL that allow to load dinamycally mingl
functions based on powersdl version
1) must checked what are the real functions that mingl supports and add an
#ifndef on them.
2) the makefile must be changed to add a new file (i've included it in
SDL_os4video.c)
i've used two test files. one is testgl changed to allow the loading of
dynamic functions and testdyngl. This second file doesn't show nothing on
the screen but doesn't crash. i've also test it statically and the result
isi the same. so the problem is on minigl. of course on window it wrorks
correctly.
i've also correct two bugs in SDL_GL_STENCIL_SIZE and SDL_GL_DEPTH_SIZE
that was returning wrong values.
Attached the changed files against r5
Original issue reported on code.google.com by [email protected]
on 5 Mar 2010 at 2:38
Attachments:
here is another port that has some glitches.
i promised to report this, but i cant test the exe atm, but i think there
was a problem with the mouse pointer in this one. it leaves garbage in it's
trail.
http://uprough.kicks-ass.net:8080/temp/concentration.lha
Original issue reported on code.google.com by [email protected]
on 3 Jun 2010 at 2:11
There was latest 1.2.14 and 1.2.15 releases of SDL1, which bring some good general changes and bugfixes which will be good to have for us as well:
From 1.2.14 release notes:
General Notes
Fixed flicker when resizing the SDL window
Fixed crash in SDL_SetGammaRamp()
Fixed freeze in SDL_memset() with 0 length when assembly code is disabled.
Added SDL_DISABLE_LOCK_KEYS environment variable to enable normal up/down events for Caps-Lock and Num-Lock keys.
Fixed audio quality problem when converting between 22050 Hz and 44100 Hz.
Fixed a threading crash when a few threads are rapidly created and complete.
Increased accuracy of alpha blending routines.
Fixed crash loading BMP files saved with the scanlines inverted.
Fixed mouse coordinate clamping if SDL_SetVideoMode() isn't called in response to SDL_VIDEORESIZE event.
Added doxygen documentation for the SDL API headers.
From 1.2.15 release notes:
General Notes
Fixed assembly register clobbering in CPU info routines
Fixed memory stomp when using stretch blit on large images
Fixed pixel corruption with overlapping blits
SDL_JOYSTICK_DEVICE can be a colon separated list of joystick devices
Disabled MMX blitters since they don't compile on modern compilers
What steps will reproduce the problem?
1. Unpack the attached .zip
2. Start the SDL game by typing "blokling" in a shell
3. The Game starts in a window, now press ALT+ENTER to make the window switch
to fullscreen
4. The screen will stay black, but the game runs on in the background (one can
check that by pressing cursor up and down, a click can be heard when the cursor
browse the menu options). One can even close the game by doing a cursor up and
RETURN
What is the expected output? What do you see instead?
I'd expect (or more like it, i'd wish) to be able to open and use ANY screen in
ANY depth that comes from SDL on a 32 bpp Workbench screen.
What version of the product are you using? On what operating system?
This is with the latest SDL 1.2.13 sources available through AmiUpdate.
Please provide any additional information below.
One can very simply change the output bpp for fullscreen in the source.
It's hardcoded to 8 bpp in src/main.h, line 33.
Just set screen_bpp to 16, 24 or 32.
My findings are:
24 bpp will not open any new screen, it will simply redraw the window.
16 and 32 bpp will show a screen, but with many glitches which renders it
unplayable (that may be a problem of the game's source code though)
AmigaOS4.1.6 (all updates through AmiUpdate)
If you need any more information, just ask.
Thank you very much
Original issue reported on code.google.com by [email protected]
on 4 Jun 2013 at 8:58
Attachments:
Hey!
I used to port Fheroes2 to AmigaOS4.
But the latest versions will not work, i am guessing it is because of missing
overlay support.
It is easy to compile the game, and it can be found here:
http://sourceforge.net/projects/fheroes2/
It would make a perfect test case for overlay i guess. Please add support for
overlay to os4sdl!
I have another project that needs it as well.
Original issue reported on code.google.com by [email protected]
on 15 Jul 2010 at 6:17
Reported by Hubert Maier:
i found a bug/issue in the new sdl versions
sdl-config in local/newlib(clib2)/bin holds a wrong prefix (maybe from the
cross-compiler environment of Anrea?)
the prefix is /usr/local/amiga which breaks every port that uses that in
configure or anywhere else
version 1.2.11 had a if/then loop which asked for the host os to be AmigaOS and
change the prefix to /SDK/local/newlib(clib2)
It looked like this
#!/bin/sh
host_os=`uname`
if test "${host_os}" = AmigaOS; then
prefix=/SDK/local/newlib
else
prefix=/usr/local/amiga/ppc-amigaos/SDK/local/newlib
fi
Maybe this could be addressed for the next release?
Thank you very much for the ongoing development
Original issue reported on code.google.com by [email protected]
on 30 Mar 2010 at 8:05
Run these bins:
http://uprough.kicks-ass.net:8080/temp/sdlwidgets.lha
i promised to report this issue here, i can't test the bin now, and it was
a long time ago i ran into this bug.
but run the bin and you will get the idea.
these bins have various problems as well. some of them might be due our sdl
implementation, some might not be.
gfx bugs. probably due os4sdl.
http://uprough.kicks-ass.net:8080/temp/iamsonic/patissier.lha
Original issue reported on code.google.com by [email protected]
on 3 Jun 2010 at 1:54
What steps will reproduce the problem?
1. Run the SDL version of E-UAE
What is the expected output? What do you see instead?
I expect E-UAE to launch, instead I get the error "Required dynamic symbol
'IIntuition' missing"
What version of the product are you using? On what operating system?
AmigaOS 4.1 update6 (SDL-1.2.13-SVNr49-shared.lha 1.4)
Original issue reported on code.google.com by [email protected]
on 1 Feb 2013 at 3:41
Any SDL program/game which features Alt-Enter for switching between fullscreen
and windowed mode (example ScummVM)
What steps will reproduce the problem?
1. When in Fullscreen Mode, press Alt-Enter to get in Windowed mode
2. Now in Windowed mode type anything in any field
3. Press Enter (note, that you have long let go of the Alt button)
4. The program/game will NOT take the Enter as command to finish the typing,
instead it will bring bring the program/game back into Fullscreen mode as if
the Alt key is still set to be pressed (not released by the internals of SDL?)
What version of the product are you using? On what operating system?
AmigaOS4.1 update 2
SDL 1.2.13r37
Please provide any additional information below.
I know this behaviour from long ago and am not sure if it actually is a bug in
SDL or maybe in OS4...
Original issue reported on code.google.com by [email protected]
on 18 Sep 2010 at 7:17
Need add a flag to SDL, which will be automatically attach iconify gadget to
the SDL window, and by pressing on it will call SDL_WM_Iconify function.
It can be imho as one more flag, on SDL_INIT stage, like ICONIFY, and when flag
is sets, then window will have automatically iconify gadget, and pressing on it
will do what should to do.
Discuss it please.
Original issue reported on code.google.com by [email protected]
on 18 Jul 2010 at 8:37
When I update my svn repository, I face this error:
$ svn up
svn: Working copy 'build' is missing or not locked
So, each time I have to delete this directory and build all. As it is generated
by the build process, I think it has nothing to do in the repository.
And that's the same with config.log and config.status
I propose to remove them.
Original issue reported on code.google.com by [email protected]
on 27 Jun 2013 at 8:49
The build system is based on configure and make, using libtool. There some
weakness there:
- configure is used but to build libraries, the common use is to run "make"
directly because configure generated filed are stored in the repository.
- libtool is not known to be robust and it hides many compilation aspects
Issue 1 reported an error (allocated section '.text' not in segment) and in
this kind of example, it is hard to understand what is called and how.
The makefile will be able to:
- compile the static and the shared libraries
- compile and link tests with both libraries
It would be nice to launch the run of tests but these tests are not aimed to be
run like that unfortunately.
Original issue reported on code.google.com by [email protected]
on 11 Jul 2013 at 2:03
What steps will reproduce the problem?
1. Start ScummVM
2. Alt-Enter to switch to windowed mode
3. Open SGrab
4. Start a Game (it's IMPORTANT that inside the SDL window some animation is
going on)
5. Make a Grab from the ScummVM window
After the grab has been taken the ScummVM window will be messed up regarding
it's border a
nd all gadgets within, only the actual ScummVM/game/animation part will stay
normal.
The whole window can still be dragged (if one catches the now messed
up/invisible border), clo
sed and switched back to fullscreen, but dragging it around will leave
artefacts all over the scree
n, which can be erased by dragging another window (i.e. SGrabs window) over
them.
What version of the product are you using? On what operating system?
SDL1.2.13SVNr11
AmigaOS4.1 update 1
Please provide any additional information below.
Using the example of ScummVM here (SDL app) but i heard on the forums that
"every" (nearly
?) SDL app/game seems to suffer from it aswell
It "looks" like only the parts that are animated get updated, leading to
dragging only parts of the
window (except all non-animated parts including the borders)
Best checked with ScummVM and the freely available "Beneath a Steel Sky" (you
can grab it a
t http://www.scummvm.org in downloads)
Attached a screenshot (taken with SGrab, heh :-)) from the messed up SDL window
Original issue reported on code.google.com by [email protected]
on 5 Apr 2010 at 8:03
Attachments:
this exe has gfx corruptions. another one i promised to report here.
this is an interpreter for adventure games, run the interpreter with the
included game name as an argument. i.e. "anise.exe nanpa2".
http://uprough.kicks-ass.net:8080/temp/anise.lha
Original issue reported on code.google.com by [email protected]
on 3 Jun 2010 at 2:13
Please include pkgconfig/sdl.pc in the next release. It is absolutely necessary
for some programs.
Original issue reported on code.google.com by [email protected]
on 19 May 2011 at 9:51
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