grafx2 is back to life!
category: gfx [glöplog]
New modes are kewl, but I personally hope the old bugs will also corrected.
And some features improved...
And some features improved...
Hi there,
Today I finally had a little time to spend on GrafX2 and finalized the 2.5 release. For now it is packaged only for Haiku (my main OS). Packages for other OS will follow soon as the porters get a chance to build it.
Thanks to the work of miniupnp, we now have continuous integration up and running and nightly builds available both for Windows and Linux, so you can check what's happening with the sources and hopefully report bugs before we make releases.
Thanks to everyone for your support and making such beautiful things with GrafX2 :)
Today I finally had a little time to spend on GrafX2 and finalized the 2.5 release. For now it is packaged only for Haiku (my main OS). Packages for other OS will follow soon as the porters get a chance to build it.
Thanks to the work of miniupnp, we now have continuous integration up and running and nightly builds available both for Windows and Linux, so you can check what's happening with the sources and hopefully report bugs before we make releases.
Thanks to everyone for your support and making such beautiful things with GrafX2 :)
Are you using an unusual .exe packer ? my work firewall thinks the current windows stable has a trojan:
Gateway Anti-Virus Alert
This request is blocked by the Firewall Gateway Anti-Virus Service. Name: Grinidou.B_11 (Trojan) blocked.
which I'm sure it doesn't.
Gateway Anti-Virus Alert
This request is blocked by the Firewall Gateway Anti-Virus Service. Name: Grinidou.B_11 (Trojan) blocked.
which I'm sure it doesn't.
Hi PulkoMandy,
I wonder if there are plans to use SDL2 in future versions of Grafx2?
SDL1 have such bad performance on macOS with retina-screen that people are running the Windows version of Grafx2 through Wine as a workaround.
Thanks a lot of supporting the program, it's a great piece of software, very much appreciated!
I wonder if there are plans to use SDL2 in future versions of Grafx2?
SDL1 have such bad performance on macOS with retina-screen that people are running the Windows version of Grafx2 through Wine as a workaround.
Thanks a lot of supporting the program, it's a great piece of software, very much appreciated!
No packer involved, so I don't know what happens with the Windows build. I don't think we are doing anything special.
Work was started towards SDL2, but at the moment it is less portable (including to Haiku, which is the main OS I use and where SDL2 is slower than SDL1, but also to a lot of other platforms: Atari, Amiga, ...), so I'm not working actively on it. And yrizoud who was working on it seems to have moved on to other things.
It should be possible to change the way the screen is updated in GrafX2 (we use different strategies on different platforms to optimize performance). If someone has an OSX machine and can compile the code, maybe that would be enough to fix the performance problems. See sdlscreen.c and the UPDATE_METHOD define. Let me know if one of the two alternative methods work better than FULL_PAGE on OSX.
The port to SDL2 is not trivial because it means changing a lot of things, in particular I think 256 color modes with palette are not really available anymore (especially as we do colorcycling tricks, etc)? Also lots of changes in the input system, keyboard management, etc, which makes it hard to have the source build with both SDL and SDL2 (that would allow maximum portability). And GrafX2 is using SDL way beyond reasonable limits. I would consider switching to something completely different than SDL, if only I had time for such a project :)
Work was started towards SDL2, but at the moment it is less portable (including to Haiku, which is the main OS I use and where SDL2 is slower than SDL1, but also to a lot of other platforms: Atari, Amiga, ...), so I'm not working actively on it. And yrizoud who was working on it seems to have moved on to other things.
It should be possible to change the way the screen is updated in GrafX2 (we use different strategies on different platforms to optimize performance). If someone has an OSX machine and can compile the code, maybe that would be enough to fix the performance problems. See sdlscreen.c and the UPDATE_METHOD define. Let me know if one of the two alternative methods work better than FULL_PAGE on OSX.
The port to SDL2 is not trivial because it means changing a lot of things, in particular I think 256 color modes with palette are not really available anymore (especially as we do colorcycling tricks, etc)? Also lots of changes in the input system, keyboard management, etc, which makes it hard to have the source build with both SDL and SDL2 (that would allow maximum portability). And GrafX2 is using SDL way beyond reasonable limits. I would consider switching to something completely different than SDL, if only I had time for such a project :)
I gave this a try but I can't even manage to compile SDL 1.2 on macOS.
Getting an error:
Getting an error:
Code:
In file included from ./src/video/x11/SDL_x11dyn.c:96:
./src/video/x11/SDL_x11sym.h:168:17: error: conflicting types for '_XData32'
SDL_X11_SYM(int,_XData32,(Display *dpy,register long *data,unsigned len),(dpy,data,len),return)
^
/usr/X11R6/include/X11/Xlibint.h:673:12: note: previous declaration is here
Thanks to miniupnp we now have an official installer and portable version of GrafX2 for Windows. Both available on the downloads page.
Let me know if you have GrafX2 2.5 ported and packaged for other platforms, I'll happily add them to the download page.
Let me know if you have GrafX2 2.5 ported and packaged for other platforms, I'll happily add them to the download page.
Wow, that was unexpected but I'm really happy to see Grafx2 is getting an update! Good job Pulkomandy!
Hi there,
Thanks to miniupnp's amazing work, we now have support for sdl2, as well as native win32 and x11 backends. It should now be easier to add new backends, if someone wants to attempt a more native osx port or whatever.
This is still work in progress, for exemple ttf fonts are not supported yet. I would like to get feedback and bugreports on these new versions.
Have fun!
Thanks to miniupnp's amazing work, we now have support for sdl2, as well as native win32 and x11 backends. It should now be easier to add new backends, if someone wants to attempt a more native osx port or whatever.
This is still work in progress, for exemple ttf fonts are not supported yet. I would like to get feedback and bugreports on these new versions.
Have fun!
Please, add C64 modes + limitations.
Cheers :)
Cheers :)
Great stuff Pulkomandy :) I will ask a friend for help to build it for macOS with SDL2. Hopefully he will succeed.
Quote:
Great stuff Pulkomandy :) I will ask a friend for help to build it for macOS with SDL2. Hopefully he will succeed.
He did :P
https://blog.troed.se/2018/07/02/grafx2-sdl2-version-for-macos-64-bit/
Quote:
Please, add C64 modes + limitations.
Cheers :)
C64 Hicolor and C64 Multicolor is done.
Get "nightly build" on http://grafx2.chez.com/index.php?static3/downloads
macOS build is also available
Quote:
C64 Hicolor and C64 Multicolor is done.
How can I invoke the modes/limitations? I have read the help and the readme but couldn't find any info...
FX -> 8bit
You can hover a button with the mouse and press F1 at any time to get extra help.
You can hover a button with the mouse and press F1 at any time to get extra help.
Quote:
FX -> 8bit
You can hover a button with the mouse and press F1 at any time to get extra help.
Jesus Christ this is amazing!
Is there any chance to get a direct .apk download of the android version? SailfishOS doesn't come with google services, and I'd otherwise want to give it a try.
You will have to contact Pelya for information about the Android port. It would be great to get an up to date version using SDL2 up.
It should be possible to build natively for Sailfish as well, right?
It should be possible to build natively for Sailfish as well, right?
I like this prog!
@Emod prog? you mean progressive rock'n'roll? :D
Hi,
I tried to file a bug report on trac but somehow I couldn't log in... Anyway, when saving a .pi1 file the last bytes of the graphics are zeroed out. Just thought I'd let you guys know!
I tried to file a bug report on trac but somehow I couldn't log in... Anyway, when saving a .pi1 file the last bytes of the graphics are zeroed out. Just thought I'd let you guys know!
Logging in with a Google account should work, but ok, I'll see what I can do?
Is that with the latest nightly? because the code for PI1 was partially rewritten yesterday.
Is that with the latest nightly? because the code for PI1 was partially rewritten yesterday.
The 8bit limit FX mode works well! I drew some c64 MC with it yesterday by setting the pic to 160x200 and using 4x2 wide pixels and it certainly seemed to work well, and having all the tools of grafx2 available is amazing. I had absolutely no issues then importing that png into Multipaint and exporting a c64 prg that worked fine.
Quote:
Logging in with a Google account should work, but ok, I'll see what I can do?
Is that with the latest nightly? because the code for PI1 was partially rewritten yesterday.
Oh, I was trying to log in using github and that didn't work - logging in using google did indeed work. I'll open up a ticket there