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Created for developers of all Amiga camps

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 on: June 16, 2017, 07:30:50 PM 
Started by ALB42 - Last post by ALB42
You can compile your FreePascal programs directly in a Browser for all of our beloved Amiga systems

see at my Blog (with Videos)

 on: May 28, 2017, 11:32:18 AM 
Started by r-tea - Last post by r-tea
Hi Guys.
For few month I create a tiny tool using AmigaE and MUI.
In short it's intended fo easily choose a colour one likes and copy its number representation to system clipboard.
All gadgets (excl. colorfield and lamps) work as input.
Additionaly one can change things in GUI via icon tooltypes.
It's AmigaOS 68k binary.
I kindly ask you to do some tests on your machines and OS'es.

Best Regards

 on: May 08, 2017, 08:50:03 PM 
Started by SamuraiCrow - Last post by SamuraiCrow
This topic has been moved to E33 (AmigaE).

 on: May 07, 2017, 02:47:23 AM 
Started by r-tea - Last post by r-tea
Hi guys,

This is my first post in this forum.
I create a little tool for generatin RGB codes / values of colours and
I have a problem with an OBJECT I need to create to temporarily store
all formats of current colour value.

Here it is:
Code: [Select]
PROC dhb(val) 
  OBJECT allvals
   dec_val:PTR TO CHAR
   hex_val:PTR TO CHAR
  DEF value:allvals
 ENDPROC value
EC yells for DEF value:allvals that the statement is out of local/global scope.
And I have no idea why?


 on: April 29, 2017, 12:31:37 PM 
Started by aurabin - Last post by aurabin
Watch out:

 on: April 22, 2017, 10:22:35 PM 
Started by ALB42 - Last post by ALB42
MUI Mapparium is a new implementation of Mapparium in native MUI GUI and speed optimized until now there is only a work in progress version with only basic functionality. It even works on a real Amiga in a usable speed (with Vampire/RTG)

more information an YT Video:

Download first version for Amiga, AROS, MorphOS:

 on: April 02, 2017, 09:58:34 PM 
Started by magorium - Last post by magorium

Small example for those always wanted to see/ask how one could create a new (Free Pascal) class.

In this case it's all about a smallish wrapper for an intuition window (far from finished e.g. just there to show how one could approach things, and as such could be used as a generic way of accomplishing such task).

The example is accompanied with some explanations here and there and which can be read here and the sources can (also) be found here.

Keep coding !

PS: Please keep in mind that the original c source-code was kindly provided by Thomas Rapp.

 on: March 22, 2017, 01:50:18 AM 
Started by magorium - Last post by magorium

How can i map symbols located in the symbol hunk to my (runtime) program ?

Or perhaps the better question would be (?): how do i figure out at runtime at what memory address my executable (hunk) was loaded so that i can map the relative symbol offsets to absolute offsets.

It might be i'm doing things wrong here but (available online) information seems very scarce or non existent.

Initially i was looking at pr_SegList but that seems to be a dead end or maybe i'm missing something.

Perhaps someone is able to recommend a link and/or good book title on the subject on hunks and how they relate to actual practice ?

The only usable links i was able to find/use so far is inside the OS4 wiki and this page.

The latter link does mention a function named get_hunk_address() but i fail to locate an actual implementation and also fail to come up with something of my own that works.


 on: March 15, 2017, 04:47:10 PM 
Started by asrael22 - Last post by asrael22
Hi there.

Just a quick question as I'm looking into Free Pascal.
Is there support for serial device on MorphOS?


 on: March 08, 2017, 08:14:40 AM 
Started by SamuraiCrow - Last post by SamuraiCrow

From readme:
TinyGL is intended to be a very small implementation of a subset of
OpenGL for embedded systems or games. It is a software only
implementation. Only the main OpenGL calls are implemented. All the
calls I considered not important are simply *not implemented*.

The main strength of TinyGL is that it is fast and simple because it
has not to be exactly compatible with OpenGL. In particular, the
texture mapping and the geometrical transformations are very fast.

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