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Uae4All Additions


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#16 DaveC

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Posted 03 July 2010 - 03:27 AM

ISo we have 256 lines to stretch in order to fit it into 480 lines? Well what if every third line was filled a blank (black line or neutral grey, whichever is nicer on the eyeballs) like scanlines added to some emulators on the PC? I understand it's not exactly brilliant, but it would help fill 430 lines (rough calculation). If that screen resolution is as tight as I think it is this might look quite acceptable (though a little distortion in the aspect ratio is inevitable, I doubt it would be a killer - this is an idea for a quick teporary solution).

I suppose it may look smoother to the eye if you could do the following pattern... Double 2 lines, don't double the next line just draw it once... repeat till screen is filled, which I think might add up to 430 lines approx. If you are clever you could take this idea further, but my brain is going to start hurting if I continue.


You need an even integer scale to do the scanline thing you speak of otherwise there will be black lines in some places but not other spots. That would be hideous.

What you describe for number 2 is what his "ugly" mode is doing. That is why it is "ugly", the pixel sizes are not the same and that also causes scroll ripple. Some pixels are doubled while others not. It is also known as fractional scaling as it isn't an integer but a fraction like 1.2:1 or something like that.

Edited by DaveC, 03 July 2010 - 03:31 AM.


#17 Pickle

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Posted 03 July 2010 - 03:37 AM

john4p, can you commit the changes back to the svn at sourceforge? If you have an account or create up ill give you write access.

#18 john4p

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Posted 03 July 2010 - 07:20 AM

Is there a way you can read the resolution of the screen/game then stretch the screen appropriately so we dont have to pre select it, would save a lot of fiddling.
Obviously leave an option for un-stretched mode too for those that don't like anything other than 1:1 or 2:1 pixel ratio.

PSPUAE does that - it has a great autozoom-feature. I'll wait until its sources are available again (they have server-problems so downloads give 0kb).
Of course I'd also let the default 320x240 (doubled pixels) mode active. It still looks and plays best.


@TitanUranus: Not a bad idea. But Dave is right - it would look hideous (although it's just a handheld screen).


john4p, can you commit the changes back to the svn at sourceforge? If you have an account or create up ill give you write access.

Thanks, created the account "john4p".
But I just compiled 4 different versions of UAE4All (for 320x200, 320x216, 320x240 and 320x256) - the modified runme.sh lets you select one of them. ;)
So there isn't 1 source currently.
But I could just add the softstretch-stuff as comments in the code.

Edited by john4p, 03 July 2010 - 07:26 AM.


#19 SteveM

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Posted 03 July 2010 - 09:32 AM

But I just compiled 4 different versions of UAE4All (for 320x200, 320x216, 320x240 and 320x256) - the modified runme.sh lets you select one of them. ;)
So there isn't 1 source currently.
But I could just add the softstretch-stuff as comments in the code.

Maybe add some command line options to set the resolution? Even just setting the values as #defines and #ifdef-ing around your changes would be better than nothing for now.

I may well have a crack at a frame buffer option...

Edited by SteveM, 03 July 2010 - 09:34 AM.


#20 john4p

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Posted 03 July 2010 - 11:14 AM

Of course this is currently just a quick 'n dirty ('n ugly) solution. I'll check them into svn with #ifdefs for now (if Pickle is okay with that). Maybe it's not worth investing too much effort into this softstretch because the code won't be reusable once hardware-scaling is added to SDL (or if you directly implement framebuffer-access). Once we have hardware-scaling the ugly SDL_SoftStretch should just be thrown into trash because there really will be no use for it anymore.

Edited by john4p, 03 July 2010 - 11:15 AM.


#21 john4p

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Posted 03 July 2010 - 11:31 AM

Addition III: SAVE-Fix

Well, actually I didn't have to implement anything this time. Just tried the last release - and saving works if you leave autosave "off".
Autosave On is supposed to write .ads-files into the saves-folder. This doesn't work.
But we don't need it. Just leave it off and saves are directly written into the ADFs.
This also didn't work before, but now it does. Maybe it's just because everything is outside the PND and executed as root when using the "runme.sh"-script from the terminal.

The only difference in the new archive is now autosave is set to off permanently in the default config so you don't have to change anything manually.

Download from here: outdated - get version in last post (with fixed mouse controls)


Unpack it with "unzip -e uae4all.zip" somewhere on your SD-card.
Add your kickstart 1.3-file either named "kick13.rom" into the "kickstarts"-subdir or put it in the same dir where uae4all is and name it "kick.rom".
Put some ADFs into the "roms"-subdir.
Finally call ./runme.sh from a terminal. You'll get to select the refresh rate and then the resolution mode.
Never set "Autosave" to "on". Just let it always stay "off".


General advice for the game Wings (holds true for every Amiga-emulator). If you select quit/save in this game you'll have to wait a couple of seconds before you can leave UAE4All - otherwise your Wings disk 2 will be corrupted.
You can see when UAE4All writes to floppy by watching at the Pandora's left-most LED (the one for your SD-card).
When you push "quit/save" and then "yes" in Wings wait until the LED has blinked 4 times and then stays off.
Now your progress is permanently saved and you can push Select to enter the UAE4All GUI again.

Edited by john4p, 04 July 2010 - 05:11 AM.


#22 notaz

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Posted 03 July 2010 - 03:35 PM

Maybe it's just because everything is outside the PND and executed as root when using the "runme.sh"-script from the terminal.

As root? What for?

#23 john4p

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Posted 03 July 2010 - 03:51 PM

Because I need to execute the op_lcdrate.sh-script as root anyway (sudo). Since saving didn't work I then just also tried to let uae4all being executed as root (to see if it makes a difference), too. So the reason is "trial & error"...

When I don't execute op_lcdrate.sh (50) as root it doesn't work: "/usr/pandora/scripts/op_lcdrate.sh: line 23: can't create /sys/devices/platform/omapdss/display0/timings: Permission denied"

Edited by john4p, 03 July 2010 - 03:52 PM.


#24 notaz

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Posted 03 July 2010 - 03:58 PM

System allows to do 'sudo .../op_lcdrate.sh' without a password, so do exactly that.

uae4all itself has no business running as root, remove that.
Saves either have wrong permissions, are saved where they should not be or try writing to a file that's also in pnd, you should fix that instead.

#25 john4p

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Posted 03 July 2010 - 05:03 PM

As it's working fine outside the PND I'm not interested to invest time to find out how everything works if it's packed into a PND. Someone else can try to fix this. Everything is freely available (and the content and directory-structure in the ZIPs is identical to how Pickle's PND was formed).

I'll remove the "sudo" from calling the uae4all-executable though. Thanks.

Edited by john4p, 03 July 2010 - 05:20 PM.


#26 john4p

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Posted 03 July 2010 - 05:18 PM

Of course you were right. Everything working fine (incl. saving) without root-access.

So no need to call runme.sh from a terminal and input your password anymore.

Grab the corrected version here:

outdated - see later post for this incl. fixed mouse controls

Edited by john4p, 04 July 2010 - 05:12 AM.


#27 puppydee

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Posted 03 July 2010 - 06:35 PM

I'm glad to see improvements to the Amiga emulators, it was the reason i bought a pandora in the first place so good call all involved :)

#28 john4p

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Posted 03 July 2010 - 08:41 PM

BUGFIX: Mouse-movement

Although mouse movement worked in Pickle's release of UAE4All it was broken in the sources he provided.
It's now fixed and also works for the softstretched modes.

Get the new version here: http://www.filefront...297/uae4all.zip

#29 jonlad1

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Posted 04 July 2010 - 01:57 AM

Awesome work john!

So we have normal saves working now, sweet!

Will save states be available soon? Some games don't have a save option....

Cheers!

Edited by jonlad1, 04 July 2010 - 01:58 AM.


#30 john4p

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Posted 04 July 2010 - 05:00 AM

Will save states be available soon? Some games don't have a save option...

Can't make any promises. Don't have much time now. But I'll try to merge all the changes needed for savestate-support from the Nokia 900-port into our version some time in the next weeks. Dunno if that'll do though because the GP2X/Wiz/Pandora-ports of UAE4All are a bit different than the Dingoo/N900-ports.

Edited by john4p, 04 July 2010 - 05:13 AM.