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The ultimate Amiga games & demo scene setup for MiSTer & Pocket FPGAs, emulators, and real hardware. Open source, community driven. This is an Amiga HDF image builder using WHDL or custom installs, based on the Arcade Game Selector launcher.

Home Page: https://amiga.vision

License: MIT License

Python 97.09% Makefile 1.43% Shell 1.48%
amiga emulation fpga preservation

amigavision's Introduction

AGSImager

Amiga HDF image builder using WHDL or custom installs, using the Arcade Game Selector launcher as a front-end.

Dependencies

The final step in the build process requires FS-UAE to copy all files to a PFS3-formatted HDF image. This is not an ideal setup, but as far as we know, no library exists that supports manipulation of PFS3 volumes without a bunch of dependencies (like C#). As a consequence the entire file tree to be copied first needs to be created on the host filesystem.

Prerequisites

  • A bootable HDF to use as base (FFS formatted, all files are copied to DH0: of the output image) at $AGSCONTENT/base/base.hdf
  • WHDLoad archives (LhA compressed) in $AGSCONTENT/titles/game and $AGSCONTENT/titles/demo (all subdirectories are scanned)
  • An FS-UAE 3.x binary at the path defined in $FSUAEBIN.

Set Up Python Environment

  • make env

Operations

First have a look at the path variables in .env and edit as needed.

Common usage is covered by makefile "shortcuts":

  • make index — Index WHDLoad archives in the $AGSCONTENT path
  • make image — Create the Amiga HDF image and filesystem specified in configs/MegaAGS.yaml
  • make screenshots — Create scaled IFF images from arbitrary PNG files placed in screenshots
  • make sqlite — Create SQLite database from data/db/titles.csv (for easier viewing and editing)
  • make csv — Output the contents of SQLite database to data/db/titles.csv (for committing to version control)

For full usage enter pipenv shell and use the following commands directly:

  • ./ags_index.py --help — Content indexing tool
  • ./ags_imager.py --help — Image building tool
  • ./ags_screenshot.py --help — IFF image conversion tool

amigavision's People

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amigavision's Issues

The Great Giana Sisters not set to PAL?

The Great Giana Sisters is not set to PAL? - Compare the music Chris Hülsbeck published on cd - ntsc definitely plays the music to fast .. - Great work anyhow - please keep improving!

Music in Formula One Grand Prix runs too fast - PAL/NTSC?

Hi,

Just booted up an old classic, Formula One Grand Prix by Geoff Crammond.

However, I noticed straight away that the intro music plays back too fast - the game is set to run in NTSC but if you force PAL, it runs at the right speed.

Not sure if this is deliberate or not, but I thought you'd want it pointing out in case it should be corrected.

If you do change it to PAL, perhaps the cropping setting for the game could be checked and verified also. It looks good in NTSC as naturally it fits at 5x with no cropping. However the HUD does run right to the bottom of the screen, so if it was changed to PAL you wouldn't want that info to be chopped off. However it is a bit of a border fest in default PAL mode.

Maybe this is why it was set to NTSC in the first place! :)

Anyways, thought i'd raise it for you.

Thanks a lot.

problems with running make env

I am trying to build environment to try this out and getting error on mac big sur . Any help is appreciated

[pipenv.exceptions.InstallError]:     copying amitools/fs/block/bootcode/boot1x.bin -> build/lib.macosx-11-x86_64-3.9/amitools/fs/block/bootcode
[pipenv.exceptions.InstallError]:     copying amitools/fs/block/bootcode/boot2x3x.bin -> build/lib.macosx-11-x86_64-3.9/amitools/fs/block/bootcode
[pipenv.exceptions.InstallError]:     warning: build_py: byte-compiling is disabled, skipping.
[pipenv.exceptions.InstallError]:     
[pipenv.exceptions.InstallError]:     running build_ext
[pipenv.exceptions.InstallError]:     running gen
[pipenv.exceptions.InstallError]:     creating 'gen' dir
[pipenv.exceptions.InstallError]:     building 'build/m68kmake' tool
[pipenv.exceptions.InstallError]:     tool source: musashi/m68kmake.c
[pipenv.exceptions.InstallError]:     tool object: build/musashi/m68kmake.o
[pipenv.exceptions.InstallError]:     cc -c musashi/m68kmake.c -o build/musashi/m68kmake.o
[pipenv.exceptions.InstallError]:     clang: error: invalid version number in 'MACOSX_DEPLOYMENT_TARGET=11'
[pipenv.exceptions.InstallError]:     error: command '/usr/bin/cc' failed with exit code 1
[pipenv.exceptions.InstallError]:     ----------------------------------------
[pipenv.exceptions.InstallError]: ERROR: Command errored out with exit status 1: /Users/i301224/.local/share/virtualenvs/AGSImager-dYKuqY3_/bin/python -u -c 'import sys, setuptools, tokenize; sys.argv[0] = '"'"'/private/var/folders/dl/15s9c2zx3x5dlm8y0wy3fnyr0000gn/T/pip-install-x5rmcqdc/amitools_b4d63b55d6b545f1a3abcf9dc77bf5ad/setup.py'"'"'; __file__='"'"'/private/var/folders/dl/15s9c2zx3x5dlm8y0wy3fnyr0000gn/T/pip-install-x5rmcqdc/amitools_b4d63b55d6b545f1a3abcf9dc77bf5ad/setup.py'"'"';f=getattr(tokenize, '"'"'open'"'"', open)(__file__);code=f.read().replace('"'"'\r\n'"'"', '"'"'\n'"'"');f.close();exec(compile(code, __file__, '"'"'exec'"'"'))' install --record /private/var/folders/dl/15s9c2zx3x5dlm8y0wy3fnyr0000gn/T/pip-record-loa72hq8/install-record.txt --single-version-externally-managed --compile --install-headers /Users/i301224/.local/share/virtualenvs/AGSImager-dYKuqY3_/include/site/python3.9/amitools Check the logs for full command output.
ERROR: Couldn't install package: amitools
 Package installation failed...
  ☤  ▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉▉ 0/1 — 00:00:04

A few older games launch with audio filtering on, even with Auto LED set

Hi!

As discussed, a few games like Hostages, Shufflepuck Cafe and Persian Gulf Inferno (just a small number I found so far) - when these are launched the audio is filtered, even with Auto LED set.

You have to explicitly turn the audio filter to off in MiSTer to make the audio clearer.

Usually, in Auto LED mode, most games will launch without the filter, and then the filter kicks in when needed (driving through a tunnel in Lotus 2 for example).

Limi mentioned some older games do not turn the filter off by default, causing this issue.

Just logging this here as Optiroc was possibly going to investigate - perhaps there is a WHDload default which can be set on games like these to turn the audio filter off by default.

It is a very minor issue - if not worthy of investigation just close it off!

Cheers

Audio issues with Robocop 3 shootout sections

Hi guys, just adding this as an issue here as per a previous conversation with @Optiroc.

Easiest way to replicate:

If you load it up and select arcade mode, and then select one of the shootout sections (I think F2 on the selection screen is one). When the game starts, hold down the mouse button to shoot and you'll see how messed up the sound is. It plays a load of random game samples followed by some horrid white noise/glitched sample sounds, which does eventually stop (thankfully). It should just play the sample of Robocop's pistol.

I think this is another one of those 68020 CPU speed / timing things.

It doesn't happen in WinUAE using the preset expanded A1200 configuration, so it isn't a WHDload issue.

If I boot from floppies in A500+/ECS mode, it is fine of course.

I've stumbled across a few games now which have messed up or glitchy sound in 68020 mode on MiSTer - as i've mentioned previously games like Hostages and Shufflepuck Cafe are slightly glitchy, same in WinUAE, but ticking cycle-exact fixes it.

Not sure if you can really do anything about the issue with this game given the fact MegaAGS has to boot in 68020/AGA mode. @Optiroc suggested it could be a regression with MiSTer regarding sound in 68020 mode.

I thought i'd flag it here though in case you wanted to add a note to the DB.

There are no bugs filed on the WHDload Mantis bugtracker for this issue, but as I say I think it may be MiSTer specific, as it doesn't happen when you mount MegaAGS in WinUAE.

I'm not sure if this would still happen when using the WHDload version of the game on a A600HD 68000 type config - I don't have the environment to test this. But as MegaAGS needs 68020/AGA to run, this is a moot point anyway.

Perhaps this issue would be best placed in the Minimig issues for MiSTer - let me know what you think.

Cheers!

Chronological listing of disk mags

Can we have a subcategory in disk mags for “Chronological”?

There’s a lot of demo scene drama that references older releases, would be cool to be able to read them in chronological order 😜

Of course, it would require us to add more precise dates to those entries, but I’m happy to do the legwork on that.

Game Issue - Apidya - Crash on stage 2

I've gotten to the same point with the original and hacked versions of Apidya, and both of them crash at a certain point of stage 2 when an area with water ends.

This is the error from the crash:

Exception "Illegal Instruction" ($10) at $2F85 occured.

Add Paradox’ Arabian Nights cracktro

This is an all-time classic intro, IMO — attached.

Seems to play nice with the OS, I saw no artifacts by running it directly (although it will need to be switched to PAL for correct music speed)

Persian Gulf Inferno still runs in NTSC by default

Hi!

As discussed, just filing an issue here for Persian Gulf Inferno.

Despite the recent commits to change it to PAL:
e767507
d6dfb06

It still seems to launch in NTSC mode - the music and game runs too fast. You can see the counter (which is supposed to go up in seconds) moves too quickly.

If I change the frontend to force PAL across the board, the game loads correctly in PAL and is the right speed.

Would you mind taking a look? And at the same time also if you could check the cropping settings, as I think it could be zoomed in a bit while still retaining integer scaling.

Thanks!

Full Contact will not continue between 2nd bonus round and 3rd opponent

Hi,

Another one to flag on your DB. This one is actually listed an issue on the Mantis bugtracker for WHDload with A1200 configuration.
http://mantis.whdload.de/view.php?id=4741

It has been assigned since July 2020 but no amendments since.

Basically, after you complete the 2nd bonus round, as it tries to load the 3rd opponent the screen goes black, the music continues, but it never gets past this point.

It means you can never get past the 2nd stage of the game.

I'm not sure if this would still happen when using the WHDload version of the game on a A600HD 68000 type config - I don't have the environment to test this. But as MegaAGS needs 68020/AGA to run, this is a moot point anyway.

Cheers!

Superfrog occasional freeze in one spot

Hi,

I have raised this via the bug report form on the WHDLoad install page for Superfrog, as it is an issue with the WHDLoad package (i think). I can replicate on MiSTer, WinUAE, etc.

Load stage 2.1 - code 392822
Hold down jump and aim for the first candle above where you spawn. Sometimes it will freeze quickly, other times it will take minutes to replicate so it's a bit random. You can come at it in different directions, or jump straight up, i've had it freeze in that spot in a variety of situations.

It is low impact as it doesn't happen often, but it did catch me out twice before I decided to try and replicate it and report.

Requires a full reboot once it freezes. Temporarily uploaded a very amateur video via WinUAE here:
https://www.youtube.com/watch?v=6INkB0H63hY

It does the same on MiSTer.

I understand that the disk version is used in MegaAGS. There are two separate entries for Superfrog - the main game and the intro. I think this must be because the disk version had the intro on a separate disc, but this wasn't required to be loaded if you just wanted to play the game. Hence why they are listed separately.

I am not sure if the same issue above occurs in the CD32 version or not via WHDLoad. I have not tested this. But the CD32 version is apparently supported by the WHDLoad installer. Maybe it is worth considering using the CD32 version of Superfrog as it has a skippable intro and there would only be a need for one entry in the games list (not Superfrog and Superfrog - Intro). Not sure if you have any thoughts on that. There are no enhancements on the CD32 release though. It might not be worth messing about with tbh.

Again, just logging this here in case you wanted to add it to the issues DB. It is such an unusual bug to find though, and won't happen regularly, so it might not be worth trying to come up with a few words of text to describe the issue.

I did log it via the WHDLoad site though - maybe someone will look into it.

Cheers

joe & mac caveman ninja image shifted upwards like "All New World of Lemmings" was before latest update

Hi,

I noticed that in "Joe & Mac caveman ninja" the image is shifted upwards (which cuts off the top of the screen) like "All New World of Lemmings" did before the latest update. (which I reported in the forums and you were able to fix it) seems to be maybe fine before the gameplay starts?

Thank you and I love the work you guys have done. I am testing quite a few games since the latest update, I assume this is the best place to post issues for you guys?

Suggestion

Could you ad to the whdload.prefs file the PRELOAD option.

Should then force any games that dont have it in .info files to preload.

From what i understand of whdload this should reduce os swapping and may make somethings run smoother

Separate out Music Discs

It feels weird to have music discs listed alongside demos. I propose that we split them out into a separate category, since they are a very different experience than you get from demos.

Game Issue - Banshee - Intro Graphics Corruption

Graphics during the intro of banshee does some funny stuff, like jumping a couple rows vertically or horizontally at times, and occasionally flashing messed up frames that are discolored and skewed. This glitched frame seems to appear at the start of a screen fade-in/out effect, shortly before text appears.

Past the intro there no obvious issues.

Some games have too aggressive cropping settings

Hi!

As discussed, I tried some random games and the following have crop settings which are way too aggressive (too much is cut off the top and bottom of the screen):

Cannon Fodder
Cannon Fodder 2
Cannon Fodder 2 Alien Levels
Cannon Fodder New Campaign
Cannon Fodder Plus
Cannon Soccer

Skidmarks
Super Skidmarks
Super Skidmarks Farmyard
Super Skidmarks Plus

I'm sure there will be others as there are hundreds of games - as I find more I can report them if you like. My display is running regular 1080p.

A few others like Mortal Kombat 1/2, Flashback also crop a little information from the top/bottom, but not too much. I understand some cropping is to be expected, if so these ones are probably fine - unless you want to be super conservative in which case these might need to be dialled back too. I think they are probably ok, but ones like Cannon Fodder and Skidmarks are missing way too on screen information now.

Any info you need, just ask. Happy to help.

Thanks!

UFO: Enemy Unknown (OCS) glitches

Little bug report.

UFO: Enemy Unknown works - it launches and the gameplay seems fine, but the music plays far too slow and the HUD in Battlescape seems to be tinted green.

I also tried the OCS version launched from Workbench, using the /shared folder to transfer the WHDLoad files directly. It ran the music fine from here - no green tint on the HUD during Battlescape either. It did do some weird flashing in certain transitions, though.

Using MegaAGS-20201116 with its included default config

Directly from the MegaAGS launcher:
https://www.youtube.com/watch?v=5cDBZvskNF4

From Workbench on the same MegaAGS image, using my own WHDLoad files:
https://www.youtube.com/watch?v=MReQBxmDyy8

UFO: Enemy Unknown request

The OCS version of this game is quite excellent, but is cut down quite a bit from the DOS original - see https://en.wikipedia.org/wiki/X-COM:_Enemy_Unknown_(1994_video_game)#Ports_and_re-releases

There are subsequent releases for the Amiga, however - the AGA and CD32 versions. The latest MegaAGS image currently uses only the OCS version.

As far as I understand, here are the differences:
OCS: Reduced colors from the DOS version. "Thinking" progress bar before/during enemy turns. Animations are turned off by default. Battlescape has (creepy, excellent) background music. Everything is pretty slow.
AGA: Full colors from the DOS version. Some visual improvements to the HUD. "Thinking" bar has been removed. Animations are turned on by default now. All-new music, most of which is good, but the Geoscape music is arguably worse. The Battlescape does NOT have background music for some reason. Game seems to run a bit better overall.
CD32: As far as I can tell, this is roughly the AGA version with an additional introductory cutscene (which is pretty great). Saving may be handled differently - IIRC there was no prompt to enter a filename and it instead handled that automatically.

I suggest adding one or both of the later versions of the game. The higher color support alone makes them a lot easier on the eyes, and the CD32 introduction scene is impressive and has great music. I think this particular game is important enough to have all 3 versions present in MegaAGS, but I am probably (definitely) biased! I also may be missing differences or other reasons why the OCS version might be preferable as this game's representative.

Thank you!

Remove Thrust — Empire cracktro

It has issues with music speed. We should reclassify “Thrust — Sunset Glow” in the demo category as an intro instead, as it is the same intro, but works.

Spare hd space

Could we have say 300mb of spare space on the sys and games hdd's, just been very handy to add stuff to as required

Zine 11-14 missing

Zine 11 through 14 are missing, maybe they are trackloaders? Must investigate 😊

Silly Putty is the same game as Putty

Let's leave "Putty", so it groups with Putty Squad (the sequel) — unless there's a difference I am unaware of. I think Silly Putty was an earlier version, but e.g. Lemon Amiga only has a listing for Putty.

Tusker has graphical corruption

Immediately when starting the game, there's corruption from the title screen. Filing so we have something tracking it, maybe there are upstream fixes?

Auto-load game on launch

We should look at finding a way to auto-load a game if there is a file in the Shared folder that references it.

This would be useful to support MiSTer Super Attract Mode and RMC’s barcode scanner.

space quest III mt-32 support broken - missing mt32.drv

when ticking the box to enable mt32 support for mt32-pi on MiSTer, an error message pops up saying this file is missing.

for reference, a similar game that works with mt32 support (by checking the same box when launching) is king's quest 1.

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