Where I am
Playing around with OpenStreetMap. Of course one can use a browser (I guess it is working) but I want play around with images and network
Of course on a Next Generation Amiga it makes more fun:
But also on 68k Amiga it work 😉
Playing around with OpenStreetMap. Of course one can use a browser (I guess it is working) but I want play around with images and network
Of course on a Next Generation Amiga it makes more fun:
But also on 68k Amiga it work 😉
The AmigaOS4 LCL worked somehow but it did not draw anything on the LCL drawing procedure. Added some debug output and it seems everything works as expected. Finally I got it to work. So now the ColorIt game also work, maybe someone want to try.
ColorIt for AmigaOS4 (2 Mb)
FPCMines for AmigaOS4 (2 Mb)
Reached the state of AmigaOS4 compiling and running the FP-IDE 😉 This was the aim of this implementation run, so its proven the library units are there and working the rest will be just work. For LCL at least MUI have to be implemented, but when I see how slow the FP-IDE is already in WinUAE I really do not want to try LCL.
I will clean up everything and commit to freepascal repository and make a release archive.
Compiled the Games and Tools I compiled for MorphOS and AROS already. so now the set is complete 😉
Download on the FPC Amiga Page
hmm I did so many changes to m68k amiga but I didn’t try m68k aros again. When I tried it last time it behaved rather strange (see LCL on AROS). But now it seems to work. Maybe its because of my changes with layout or charlies m68k compiler changes. who cares, it work. Even EdiSyn looks ok to me.
Additional try on my real Amiga1200 which does not have a gfx-card. So only AGA with 64 colors on the workbench. Also the calls to set a color on a rastport using 24bit values is not available so one have to use pens. I did already some changes in the code to use Pens on a real Amiga, and disabled the cybergraphics calls if no cybergraphics.library is available. EdiSyn sadly crash, maybe I missed one cgfx call, but the FPCMines seems to work, ok needs longt time to start and slow drawing but it works. It’s even playable in a reasonable Speed.
Charlie repaired the m68k fpc compiler, my hope was that also the drawing problems at 68k will disappear, and I was right, seems it was the same problem, now the drawing works much better on a classic Amiga. Even EdiSyn work now somehow.
When starting EdiSyn on MorphOS many debug outputs appear in the LogTool which tell something about an odd BltTemplate call. Luckily Jaca from IRC and ond morph.Zone was able to help me and identify this problem as a text output to a bitmap over the edges without a clipping layer. And thats right, I use a buffer bitmap and rastport which does not have a layer. He kindly explained me how to install a trivial layer to it and it work. Much faster now (4 messages per second or so, on every redraw). So I made a little Video about the basic EdiSyn function.
It looks very slow, and sometimes the mouse seems not to react properly but this is only because its recorded via VNC, I didn’t find a screen recording tool for MorphOS.
Besides this I solved the sizing problem for MorphOS. The Window object in MUI returns the outersize of the window, Zune the inner size. The ClientRectangle is taken from this Value in LCL, the problem is that when the ClientRectangle is requested the Window is not open and later it’s cached somewhere so never asked again.
So on GetClientRectangle I check if the window is open and reduce the MUI returned size by the Border of the Window structure. Additionally when the window is open (set visible to True) I invalidate the client rectangle cache, there is a special call for it.
This results in a reasonable size calculation, at least the result looks comparable to AROS/Zune:
I tried EdiSyn on MorphOS before looked kind of ok but the text was not visible. Today I got an idea for the reason, the minimum/maximum size constraints hit me again :-O. My Drawing areas are Groups and as long there is nothing inside the maximum size is rather small. So the solution is rather easy connect to all my own Classes a Layout Hook. EdiSyn works now better, still looks a little bit strange, and also does not really work, still needs some work, but hey I’m happy already.
I did some tiny fixes in EdiSyn and some big changes in the LCL also have an influence to the editor. So it makes sense to release EdiSyn again.
Fixed Errors:
Download as always on the EdiSyn Page