i believe amiga doesn't work with a simple gfx buffer/resolution. (someone confirmed it and said Mr. Wilen had a long rant about it some
time ago)so to be short, i don't think there is anything simple for determining the screen size...
ot: (sorry for hijacking your topic a bit, but speaking of this.)is it possible to change the uae window in a proper (read non-hacking) way ? like adding hd and floppy leds ?
daniel åkerud wrote:
On 7/7/07, *daniel åkerud* <daniel.akerud@xxxxxxxxx <mailto:daniel.akerud@xxxxxxxxx>> wrote:On 7/2/07, *daniel åkerud* < daniel.akerud@xxxxxxxxx <mailto:daniel.akerud@xxxxxxxxx>> wrote: I'm on a mission to make e-uae work good from my sofa on a Sony Bravia LCD TV, with nothing but a pair of gamepads in my hand and occasionally a keyboard. The goal is to have as few reaches for the keyboard as possible. I use MythTV as front-end to my HTPC and the mythgame plugin works perfectly with e-uae. Here are my current identified problems (some solved, some not): Problem 1 - Resetting and especially shutting down e-uae using the gamepad (SOLVED) Reaching for keyboard (R12+Q) is tedious. I solved this one by hacking into the sdl/joystick code. A combination of keys is needed so that it is not reached by accident. I actually tried very hard to do this properly, but I gave up after a few hours. The qnd solution was to hijack jd-sdl/joystick.c/read_joy() and keep all the states by myself. I would love some advise here. Is there already support for this deep somewhere in the code? I'd love to make a _proper_ patch with some guidance. Problem 2 - Proper fullscreen (SOLVED) This one is already solved with a quick and dirty hack to sdl/opengl code. It actually makes the texture larger in order to stretch the amiga-screen as large as possible. It is a very ugly hack. I'm very interesting in what Drummond is doing in this area. ( Hi! :) ) Problem 3 - Insert Disk 2... (UNSOLVED, tonights problem!) Some games doesn't use secondary drives. Reaching for F12+F1-4 is acceptable, but using the mouse is not. MythGame automatically senses that the game has N disks and inserts all into the proper drives. My idea is to have a combination of keys to cycle the drives. Drive n becomes n+1, etc (Only cycle drives with diskettes inserted). I will use the code from Problem 1 here, but I need to find out how to cycle floppys in code. Tonights challenge! Any hints appreciated. Problem 4 - Changing input (UNSOLVED) Some games wants you to use JUST those keys that you conveniently have mapped to emulate a joystick on keyboard. And some games want to you press right mouse button when you have a joystick there... My idea here is to somehow be able to cycle input-system for port0/1 with the gamepads. Problem 5 - On-Sreen-Display, OSD (UNSOLVED) Most of these problems could benefit from OSDs. That is, cycling diskettes in drives or input-systems could really benefit from some feedback to the user (hey that's me!). A temporary solution perhaps could be to launch KDE's (or another WMs) OSD functionality. I think KDE has a command-line program to show OSDs, although this is very far back in memory. I will try to delve into this ASAP. Perhaps Drummond is thinking about this already, with the reworked graphics API? I'm thinking OpenGL and transparent stuff :-D Anyone has any more interesting stuff to add, please do! e-uae with mythgame is wonderful already and can only become better :-) BR/D I am now more or less finished with my mission, except number 4 which I no longer consider a goal since I just spoiled myself with two new gamepads. Here is a screenshot where the game Chuck Rock asks me for disk 2 in drive 0. I press <magic combination> on the gamepad to cycle the disks and you get feedback on the On-Screen-Display. Moments later I press fire to continue and the game continues to load. Perfekt! http://www.flickr.com/photos/9794374@N07/748041265/ Richard, I need some help. In gfxsdl.c, how do you find out the actual current amiga screen width/height and also the width of the borders (seems not to start drawing at (0,0))? I currently have it #defined, and it works in many games but not all (seems to change...). I'm not well versed with amiga hardware but it seems it doesn't only have one resolution :-) BR/D I want to clarify the question above. I have a picture here: http://www.flickr.com/photos/9794374@N07/749852158/This is fullscreen on a 1280x800 screen with my hack disabled. How do I find out where the amiga screen starts, from top left, and the width and height? From there, I can stretch properly in OpenGL. Like I said before, currently I have #defines for this but it only seems to work for most of the games, not all.Thanks, Daniel