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/  Forum Index
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      /  CyberGraphX dev kit for StormC (Ermentrud adventure game)
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Timo 
CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 22-Oct-2016 14:49:23
#1 ]
Regular Member
Joined: 28-Feb-2005
Posts: 119
From: Germany, Berlin

Hi!

Maybe some of you remember that I tried to develop an adventure game like 10-15 years ago, called Ermentrud. Well, it was never finished and I only made a small demo public.

Ermentrud website

I'm not planning to complete it, but at least I would like to publish a version with all made content included and which doesn't crash all the time... So the problem is the last point.
I don't have my original development system available anymore and I'm trying to make it compile on an emulator.

Finally the question: I can't get my code compiled because it uses CyberGraphX and the official dev kit doesn't work for StormC 3. Who can help me and tell me where I can get the correct "include" files?

Thanks!

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Heinz 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 23-Oct-2016 9:01:06
#2 ]
Regular Member
Joined: 10-Oct-2005
Posts: 212
From: Unknown

@Timo

I never tried, but maybe the Cybergrafx sdk works with the gcc in this crosscompiler suite?

http://amidevcpp.amiga-world.de/

BTW, AmiDevCpp even seems to work under Wine, in case you are an Linux User.

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Timo 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 23-Oct-2016 17:28:40
#3 ]
Regular Member
Joined: 28-Feb-2005
Posts: 119
From: Germany, Berlin

@Heinz

I have a Mac. And installing and using gcc on AmigaOS 3 is kind of a pain, no? Originally I used StormC for development, so it would be nice to keep working with it.

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salass00 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 23-Oct-2016 17:59:27
#4 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@Timo

If you have an SFD file or FD and clib files you can use fd2pragma to generate the compiler specific includes.

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Hypex 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 24-Oct-2016 14:15:41
#5 ]
Elite Member
Joined: 6-May-2007
Posts: 11180
From: Greensborough, Australia

@Timo

How entrenched is your code in CyberGraphX? Would it be possible to recode it to be generic and use graphics.library instead? Or is it RTG only hardcore?

I take it I am out of luck playing your game on my A4000 with Picasso96 RTG system?

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Kronos 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 24-Oct-2016 14:33:44
#6 ]
Elite Member
Joined: 8-Mar-2003
Posts: 2553
From: Unknown

@Hypex

Picasso96 includes a CGX-wrapper, making the CGX-SDK the default option for coding anything RTG on any kind of Amiga.

_________________
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Lazlo_Hollyfeld 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 25-Oct-2016 11:50:47
#7 ]
New Member
Joined: 30-Jul-2014
Posts: 8
From: Unknown

@Timo

Ah Ermentrud..
I guess a decade ago you asked Ron van herk to port it to AmigaDE.
So he asked me, and i ported it to AmigaDE .. but AmigaDe wasn't
that practical .. so i ported it to Windows,Mac,CyberGraphX,Picasso96,Linux.
But i think Ron only reported back that you werent happy with the speed
and nothing happend.
I guess in the mean time i ported the source tree to Android.
Like this http://apsdev.com/android/inga.jpg

Yes .. ermentrud runs on Android now .. i think it even runs full screen.
Have to test it .. as i had like 5 tweaked versions running on android.
But it was some years ago since last time i looked at it.

You know Ron now runs a business of TV on Android HDMI sticks, i think
some years ago i send Ron a version to test on his Android sticks.

Some photos of Ermentrud running on Mac, Windows etc
http://apsdev.duckdns.org/inga/ingaphotos/Untitled%201.html

Some very old pictures of it running on AmigaDE and pegasos.
http://www.apsdev.com/inga/home.html

Last edited by Lazlo_Hollyfeld on 25-Oct-2016 at 12:17 PM.
Last edited by Lazlo_Hollyfeld on 25-Oct-2016 at 11:57 AM.

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Timo 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 26-Oct-2016 15:42:43
#8 ]
Regular Member
Joined: 28-Feb-2005
Posts: 119
From: Germany, Berlin

@Lazlo_Hollyfeld

I remember :) Actually Ron wanted to have the ports to other systems, because he had an idea for a game and wanted it for more platforms, I think.
Your engine seemed to render the screens pixel by pixel (in a buffer I guess) without using system functions. I remember it was slower an a Mac than on my A4000 :/
How is the framerate on Android?


@Hypex

The engine uses CyberGraphX only for a few calls, the rest is the standard graphics library. I will check for what I needed it, maybe it can be replaced...


The fd2pragma tool I already tried, but couldn't get it work. I'll have to try more.

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Heinz 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 26-Oct-2016 16:48:37
#9 ]
Regular Member
Joined: 10-Oct-2005
Posts: 212
From: Unknown

@Timo



Quote:
@Heinz I have a Mac. And installing and using gcc on AmigaOS 3 is kind of a pain, no?


No, CubicIDE installs complete gcc and NDK for you.
At least, it worked that way, when I tried it the last time.

http://www.softwareandcircuits.com/division/amiga/products/cubic/index.html

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NutsAboutAmiga 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 26-Oct-2016 17:03:27
#10 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12795
From: Norway

@Kronos

Quote:
Picasso96 includes a CGX-wrapper, making the CGX-SDK the default option for coding anything RTG on any kind of Amiga.


Well no, not really, as development of AmigaOS4.1 Final update moved a lot of stuff from Picasso96 to graphic library, there were some name classes.

That can be solved by using interface "IP96 ->" in front of the function instead of using the –D__USE_INLINE__ macro's, that hides it, but that will make the code, not so compliable on AmigaOS 3.x.

As picasso96 and cyber graphics are now legacy API's has become the bloatware that sits on top of graphics library, it makes the most sense for AmigaOS4.1 programs to use graphics library.

As a developer you might wont to organizing the source code, so that part of code, like graphics can be replace simple pre-compiler switch will be best thing to do, there is alternative API's like SDL and Allegro one can use, if cross platform development is what you won't the most.


Last edited by NutsAboutAmiga on 26-Oct-2016 at 05:05 PM.
Last edited by NutsAboutAmiga on 26-Oct-2016 at 05:03 PM.

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salass00 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 26-Oct-2016 17:18:37
#11 ]
Elite Member
Joined: 31-Oct-2003
Posts: 2707
From: Finland

@NutsAboutAmiga

Quote:

Well no, not really, as development of AmigaOS4.1 Final update moved a lot of stuff from Picasso96 to graphic library, there were some name classes.


The thread is about an 68k AmigaOS 3.x program so this is not relevant (the StormC compiler doesn't support AmigaOS 4.x last time I checked).

Quote:

That can be solved by using interface "IP96 ->" in front of the function instead of using the –D__USE_INLINE__ macro's, that hides it, but that will make the code, not so compliable on AmigaOS 3.x.


All Picasso96API functions have p96 prefixed to their names so there are no name clashes with new graphics.library V54 functions.

Some of the cgx functions do clash though like WritePixelArray() for instance.

Quote:

As picasso96 and cyber graphics are now legacy API's has become the bloatware that sits on top of graphics library, it makes the most sense for AmigaOS4.1 programs to use graphics library.


The slight overhead from using a wrapper library is most likely negligible IMO.

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NutsAboutAmiga 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 26-Oct-2016 17:28:12
#12 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12795
From: Norway

@salass00

Quote:
The thread is about an 68k AmigaOS 3.x program so this is not relevant


Well it was reply to the "any kind of Amiga", I quoted so…

Quote:
The slight overhead from using a wrapper library is most likely negligible IMO.


depends on how the code is written,

Last edited by NutsAboutAmiga on 26-Oct-2016 at 05:48 PM.
Last edited by NutsAboutAmiga on 26-Oct-2016 at 05:28 PM.

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Lazlo_Hollyfeld 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 28-Oct-2016 13:21:36
#13 ]
New Member
Joined: 30-Jul-2014
Posts: 8
From: Unknown

@Timo

[quote]
Timo wrote:
@Lazlo_Hollyfeld

I remember :) Actually Ron wanted to have the ports to other systems, because he had an idea for a game and wanted it for more platforms, I think.
Your engine seemed to render the screens pixel by pixel (in a buffer I guess) without using system functions. I remember it was slower an a Mac than on my A4000 :/
How is the framerate on Android?

Here is a little video of Ermentrud on android so you can check out the speed:
https://www.youtube.com/watch?v=CVptWbL7svs

Don't forget that in the mean time computers got a LOT faster, like only the RAM speed of a tablet is probably more then 10 times faster as an old mac.
And PCs/macs are probably even faster.

The demo is "as is" as i dont know the actual status as it has been years since i worked on it, and when i ported the source tree it wasnt a priority to get ermentrud working.
And i am not sure if it was Ron's choice to port the code to other platforms.

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NutsAboutAmiga 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 28-Oct-2016 15:49:57
#14 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12795
From: Norway

@Timo

I helped install and setup "vbcc" on my friends Amiga4000 once, it was not that hard. As you I did have some problems with gcc on Amiga4000, don't know way.

StormC does it not uses slightly different syntax, if I remember correct.

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Sprocki 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 29-Oct-2016 10:32:05
#15 ]
Regular Member
Joined: 18-Jul-2004
Posts: 212
From: Berlin - Germany

@Timo

Amiga Meeting 2016 @ Bad Bramstedt greets Timo! Lass' Dich mal wieder blicken

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Anonymous 
Re: CyberGraphX dev kit for StormC (Ermentrud adventure game)
Posted on 29-Oct-2016 12:04:47
# ]

0
0

@Timo

Too bad the game didn't make it in a playable state...i adored the demo back in the days

 
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