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Software News   Software News : PortablE r6 beta released
   posted by ChrisH on 27-Apr-2016 11:42:22 (3642 reads)

PortablE is a recreation of the AmigaE programming language, along with all the improvements I wanted. PortablE works on AmigaOS4, AROS, MorphOS, and even Windows to an extent! (It should also work on AmigaOS3, but compiling needs a powerful machine like WinUAE.)

This is a small update, which improves (OS4) ReAction support, makes any generated MUI/ReAction code human-readable, and fixes a few bugs.
.

Previous versions of PortablE were aimed at existing AmigaE users, but PortablE now aims to be attractive for new users too. Although it's still "beta", it should work well, and further incompatible changes seem unlikely.

See the main manual for everything that has changed since r5. There have been the following big changes since the last beta:
* Built-in procedures can now support unlimited parameters (although only some have been updated to use this ability).
* Improved MUI & ReAction modules to use procedures with unlimited parameters (instead of immedate tag lists). So the C/C++ code generated for GUIs is now human-readable!
* Added the NoListOptim switch, so that the code generated for Immediate Lists can be more human-readable.
* AmigaOS4: Added the 'intuition/menuclass' module, aka "AISS menus", and the example program "Examples/Amiga/OS4_ReAction/MenuClass.e".
* When a bug exception was thrown during compilation, it could give the wrong message. Now fixed.
* Fixed a few module bugs.

You can download it from here:
Aminet
OS4Depot

PortablE comes with documentation, but you can find on-line documentation, examples & the latest version of PortablE from it's homepage:
cshandley.co.uk/portable
    

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amigakit 
Re: PortablE r6 beta released
Posted on 27-Apr-2016 12:10:04
#1 ]
Amiga Kit
Joined: 28-Jun-2004
Posts: 2519
From: www.amigakit.com

That's great news - congratulations on this release!


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zzd10h 
Re: PortablE r6 beta released
Posted on 27-Apr-2016 19:31:20
#2 ]
Amiga Developer Team
Joined: 21-May-2012
Posts: 1077
From: France

Hi,
by curiosity, do you have names/links of actual OS4 programs that use PortablE ?
I would like to see it in real use condition.

Thank you


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Alloye 
Re: PortablE r6 beta released
Posted on 27-Apr-2016 20:16:41
#3 ]
Member
Joined: 3-Oct-2015
Posts: 41
From: Colorado, USA

Nice! I'll have to give this a try. I had a license for Amiga E back in the day and really enjoyed it.

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ChrisH 
Re: PortablE r6 beta released
Posted on 27-Apr-2016 21:31:26
#4 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@zzd10h Quote:
by curiosity, do you have names/links of actual OS4 programs that use PortablE ?
I would like to see it in real use condition.

Programs that I've written (see here), including:
* eGame (nice GUI, especially the dynamically-updated list)
* PictureAlbum (scrollable album of pictures, all implemented as 'sprites')
* RunInUAE (heavy patching of OS4)
* AmiSystemRestore (nice GUI (from before I'd added dynamic lists) & patching OS4)

Mr Darek wrote many games (see here), including:
* Ami-Ingenious (rather pretty graphics, nice sound, also good mouse control)
* Davidope puzzle (dizzyingly large/smooth animations, rather impressive - try puzzle 7 first)
* FlowerWay (nice animations)
* 7-boings (nice graphics & animation)

Some of the examples I wrote (see here) are almost full programs in their own right:
* Example 1: ShootEmUp.e (a simple shoot em up, but nice graphics, animation, sound & music)
* Example 5: SOTB.e (nice animation, music, and umm nostalgia!)
* Example 11: StarsDemo.e (an A500 style boot block loader, won't fit on one though!)
* Example 19: Stacker.e (nice GUI demo, also a fully functional system utility)
* Example 12: Clock.e (I didn't write this, only ported it from AmigaE, but it's still a nice toy)

If you want some idea of how these were done, I mention which "std" modules were used to write them (just search for their name... although more recent games/programs are not mentioned) :
http://cshandley.co.uk/portable/StandardFunctionality.html#19_0
(Non-std modules are not mentioned, such as AmigaOS modules.)

Last edited by ChrisH on 27-Apr-2016 at 09:50 PM.
Last edited by ChrisH on 27-Apr-2016 at 09:49 PM.
Last edited by ChrisH on 27-Apr-2016 at 09:45 PM.
Last edited by ChrisH on 27-Apr-2016 at 09:36 PM.
Last edited by ChrisH on 27-Apr-2016 at 09:35 PM.


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zzd10h 
Re: PortablE r6 beta released
Posted on 27-Apr-2016 21:43:54
#5 ]
Amiga Developer Team
Joined: 21-May-2012
Posts: 1077
From: France

Thank you for the informations.


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kamelito 
Re: PortablE r6 beta released
Posted on 28-Apr-2016 7:16:00
#6 ]
Cult Member
Joined: 26-Jul-2004
Posts: 815
From: Unknown

@ChrisH
Nice, any plan to add an installer?
Same for OpenGL ES 2, is there plans to support it when released?
Kamelito

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ChrisH 
Re: PortablE r6 beta released
Posted on 28-Apr-2016 8:50:00
#7 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@kamelit0
PortablE already comes with an installer, so I am puzzled by your question.

As for OpenGL ES 2, or any 3D support, that seems unlikely at the moment... Although, it's technically possible for anyone to add support for any (C-based) stuff to PortablE.


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kamelito 
Re: PortablE r6 beta released
Posted on 28-Apr-2016 12:22:35
#8 ]
Cult Member
Joined: 26-Jul-2004
Posts: 815
From: Unknown

@ChrisH
Just extracted the archive and just seen a PortablE folder with different version depending on the OS but I'll look at it again. I can see them under windows but don't know why I missed them on Amiga.

As for OpenGL ES 2 not even for 2D acceleration?

Kamelito

Last edited by kamelit0 on 28-Apr-2016 at 12:30 PM.
Last edited by kamelit0 on 28-Apr-2016 at 12:23 PM.

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Chris_Y 
Re: PortablE r6 beta released
Posted on 28-Apr-2016 15:51:58
#9 ]
Elite Member
Joined: 21-Jun-2003
Posts: 3203
From: Beds, UK

@zzd10h

Some of my older stuff is written in E and ported across using PortablE. The most notable being PDHFIC.


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kamelito 
Re: PortablE r6 beta released
Posted on 28-Apr-2016 21:06:23
#10 ]
Cult Member
Joined: 26-Jul-2004
Posts: 815
From: Unknown

@ChrisH

The file I downloaded was corrupt hence the problem.
Kamelito

Last edited by kamelit0 on 28-Apr-2016 at 09:08 PM.

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ChrisH 
Re: PortablE r6 beta released
Posted on 28-Apr-2016 21:44:32
#11 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@kamelit0 Quote:
As for OpenGL ES 2 not even for 2D acceleration?

I don't really see much need? I'm already using hardware acceleration, which at least on OS4 & MOS (can't remember about AROS) means the drivers use some 3D features to accelerate some 2D operations.

More specifically, I'm using Compositing on OS4. While on MOS I'm using BltBitMapAlpha(), which uses "3d hardware acceleration" on gfx cards that support it.

Directly using OpenGL to fake 2D seems to have a lot of down sides, without much benefit: I'd need to completely rewrite my 2D abstraction (a lot of work). It would only work on Amigas with (half-decent!) 3D cards, so I'd need to maintain the old 2D implementation & provide some way to automatically switch between them at run-time (or force the developer to choose at compile time). Doing 2D using 3D seemed to cause AmiDARK all sorts of difficulties. I'm not familiar with OpenGL/etc (another difficulty!), but I have a feeling it might increase video memory usage (the current PortablE implementation is fairly frugal with video memory).

The few benefits seems to be: You could do scaling & rotating with no extra overhead. PortablE would not need to "fake" sprites, which would merely mean you can more easily combine arbitrary drawing operations with sprites. These don't seem like strong reasons.

Last edited by ChrisH on 28-Apr-2016 at 09:51 PM.
Last edited by ChrisH on 28-Apr-2016 at 09:46 PM.


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kamelito 
Re: PortablE r6 beta released
Posted on 29-Apr-2016 7:20:46
#12 ]
Cult Member
Joined: 26-Jul-2004
Posts: 815
From: Unknown

@ChrisH
Maybe one day it'll be supported at the OS level being OpenGL or directly through Nova. This will give the programmer such functions for free or they'll do that once they finish Gallium.
Kamelito

Last edited by kamelit0 on 29-Apr-2016 at 07:22 AM.

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Chris_Y 
Re: PortablE r6 beta released
Posted on 29-Apr-2016 12:27:54
#13 ]
Elite Member
Joined: 21-Jun-2003
Posts: 3203
From: Beds, UK

Quote:
The few benefits seems to be: You could do scaling & rotating with no extra overhead.


CompositeTags() does hardware accelerated scaling anyway (and probably rotation too if you understand the matrix stuff)


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broadblues 
Re: PortablE r6 beta released
Posted on 29-Apr-2016 13:45:24
#14 ]
Amiga Developer Team
Joined: 20-Jul-2004
Posts: 4446
From: Portsmouth England

@Chris_Y

Using triangle mode CompositeTags() can do rotation easily and no need for any matrix math. For example the SketchBlock rotation tool preview is created using CompositeTags()

@ChrisH

I'm wondering why people think you should be ading this to the language, does PortablE not expose / give access to the graphics.librrary funxtions directly?

Last edited by broadblues on 29-Apr-2016 at 01:47 PM.


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ChrisH 
Re: PortablE r6 beta released
Posted on 29-Apr-2016 14:30:21
#15 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@ChrisY Quote:
CompositeTags() does hardware accelerated scaling anyway (and probably rotation too if you understand the matrix stuff)

I do in fact use CompositeTags() for scaling bitmaps... But the point I was trying to make is that using OpenGL directly gives you scaling *for free* (just about).

edit: I suppose that I could get CompositeTags() to scale & rotate AT THE SAME TIME as rendering the bitmap to the screen. Then scale & rotate would be "free" as well... Maybe something I can do as a future enhancement! Then even less need for OpenGL On OS4 anyway (MOS & AROS don't have such features, without using OpenGL).

Last edited by ChrisH on 29-Apr-2016 at 02:54 PM.
Last edited by ChrisH on 29-Apr-2016 at 02:53 PM.
Last edited by ChrisH on 29-Apr-2016 at 02:52 PM.


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ChrisH 
Re: PortablE r6 beta released
Posted on 29-Apr-2016 14:39:44
#16 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@broadblues Quote:
I'm wondering why people think you should be ading this to the language, does PortablE not expose / give access to the graphics.librrary funxtions directly?

Yes, PortablE does give direct access to graphics.library functions.

But what I was talking about earlier, when I vaguely said "PortablE", was the user-friendly graphics modules (which most beginners are likely to use). These completely hide the OS, and provide a simplified "AMOS like" way of doing graphics & animation. (It's not directly clone of AMOS, just inspired by it, and to a lesser extend Dark BASIC & other BASICs.)

It is these user-friendly modules that, for example, enable me to write a Shadow Of The Beast style graphics demo in just 151 lines of commented code. Hardware accelerated & VSynced . (My user-friendly graphics module even automatically handles the fact that one of the bitmaps is larger than the graphics card can handle, by automatically splitting it up, not that you'd notice this.)

Last edited by ChrisH on 29-Apr-2016 at 02:59 PM.
Last edited by ChrisH on 29-Apr-2016 at 02:50 PM.
Last edited by ChrisH on 29-Apr-2016 at 02:42 PM.
Last edited by ChrisH on 29-Apr-2016 at 02:40 PM.


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Chris_Y 
Re: PortablE r6 beta released
Posted on 29-Apr-2016 17:59:25
#17 ]
Elite Member
Joined: 21-Jun-2003
Posts: 3203
From: Beds, UK

@broadblues

I didn't know CompositeTags had a "triangle mode". Interesting.


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kamelito 
Re: PortablE r6 beta released
Posted on 1-May-2016 20:01:52
#18 ]
Cult Member
Joined: 26-Jul-2004
Posts: 815
From: Unknown

@ChrisH,
Is it to use the windows version of PortablE to generate executable for all target?
If not that would be nice since you could use the power of the PC and it's tools, same as GCC crosscompiler for C/C++

Kamelito

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ChrisH 
Re: PortablE r6 beta released
Posted on 1-May-2016 21:14:48
#19 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@kamelit0 Quote:
Is it to use the windows version of PortablE to generate executable for all target?

Not exactly. Windows version of PortablE can generate the C++ files for all targets, but you still need a cross-compiler to generate executables for all targets.

I successfully use AmiDevCpp to compile executables for AROS, MorphOS, AmigaOS3 & Windows (and AmigaOS4 in the past), but obviously it can be a bit tedious...

...So I wrote my own special Build scripts for AmiDevCpp, which can compile a program for multiple targets in one go. And then I wrote a program which generates an AmiDevCpp Build script for compiling multiple PortablE programs in one go. But making such stuff suitable for public release would be a fair bit of work (it possible at all), and I've not seen any interest in such.


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