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1
General chat about Amiga topics / Re: DCE A5000 zip file
« Last post by BozzerBigD on April 14, 2026, 04:21:35 PM »
@CD32Freak

Amazing! I love the use of an OHP! Useful technology and no pretence!
2
General chat about Amiga topics / Re: DCE A5000 zip file
« Last post by Jeff on April 14, 2026, 02:30:55 PM »
@CD32 That's impressive! Great find, is someone going to try and bring this back?
3
Amiga Programming and Development / Re: MUI 3.8 - DisplayHook for Listviews.
« Last post by Docster on April 14, 2026, 09:54:51 AM »
Thanks. I've looked into this, and it seems like that project is kinda incompleted ? Missing structs that I can't find. Anyway; I've done some changes to my code. Not sure if the bug is gone yet. Last I checked it was gone. But, that remains unsure until there has been some more testing done. Thanks for your help so far.

Best regards,
Docster
4
Amiga Hardware Issues and discussion / Re: New DRAM controller for A2091/A590!
« Last post by SpeedGeek on April 14, 2026, 12:04:19 AM »
** NEWS UPDATE **

There have been some recent updates for this old project. They are explained in greater detail on the EAB thread. ;D
5
General chat about Amiga topics / Re: DCE A5000 zip file
« Last post by CD32Freak on April 13, 2026, 07:41:50 PM »
I found a video showing the A5000 board in a Power Computing tower at the Computer '97 show in Cologne, Germany: https://amigavideo.net/computer-97-consumermesse-koln-germany/
 — it starts at 3:18.
6
Amiga Software News / Re: 3D Object Converter for AmigaOS 3.x / 4.x
« Last post by KZ_3D on April 13, 2026, 11:58:43 AM »
I released the v1.70 as full client and web update.

Just use the Help/ Check for updates function to get it.

New modules since v1.50:
Chrome Engine 1 (Pet Racer) *.3DA Load
Creature Conflict: The Clan Wars *.LWO Load
Ford Racing *.COD Load
Ford Racing *.RAL Load
id Tech 5 Engine (Wolfenstein: The Old Blood; Wolfenstein: The New Order) *.BMD6MODEL/DECL Load
id Tech 5 Engine (Wolfenstein: The Old Blood; Wolfenstein: The New Order) *.BMODEL Load
Lumo *.MESH Load
RDS - The Official Drift Videogame *.FUM Load
Warfare Engine (Terminator: Dark Fate – Defiance) *.MODEL/MATERIAL Load
Winter X-Games: Snocross *.M3D Load

Improved modules since v1.50:
Crash Bandicoot Nitro Kart 2 (Except scenes) *.VRAM Load
Luna Online *.MOD Load

Other changes since v1.50:
Chrome Engine (Terrorist Takedown: War in Colombia) .HEIGHT Renamed to Chrome Engine 2 (Terrorist Takedown: War in Colombia) .HEIGHT
Strife .MODEL/MATERIAL Renamed to K2 Engine (Strife) .MODEL/MATERIAL
7
Amiga Programming and Development / Re: MUI 3.8 - DisplayHook for Listviews.
« Last post by futaura on April 13, 2026, 11:35:45 AM »
Maybe https://github.com/charabaruk/WookieChat/blob/master/muiclass_windowdccincoming.c

As long as FileAreaEntry contains string pointers only, you'll need to copy each string individually.
8
Amiga Programming and Development / Re: MUI 3.8 - DisplayHook for Listviews.
« Last post by Docster on April 12, 2026, 08:53:54 PM »
Do you have an example how do set these up ? I'm using columns, thats why I'm sending an object to the DisplayHook.

Thanks for reply! :)

Best regards,
Docster
9
Amiga Programming and Development / Re: MUI 3.8 - DisplayHook for Listviews.
« Last post by futaura on April 12, 2026, 03:56:32 PM »
You're using MUIV_List_ConstructHook_String and MUIV_List_DestructHook_String, but you are not inserting a single string, you're passing a structure.

So, you need to add proper construct hook which will read your "struct FileAreaEntry", allocate a new "struct FileAreaEntry" and space to hold the string, then copy the strings. Ensure you free everything in the destruct hook.
10
Amiga Programming and Development / MUI 3.8 - DisplayHook for Listviews.
« Last post by Docster on April 12, 2026, 06:41:44 AM »
Hey all,

I have a small problem with my program. My program uses listview columns, and it works well. Well, until I get further down the list one listitem seems to be garbage. Then the list works again. Then another one is garbage.

Here is my DisplayHook function:

void FileListDisplay(struct Hook *hook, char **array, struct FileAreaEntry *e)
{
   if (e)
   {
      *array++ = e->Filename;
      *array++ = e->Deleted;
   }
   else
   {
      *array++ = GetString(MSG_FILENAME_HEADER);
      *array++ = (PrefsConfig->FE_ShowKB==0 ? GetString(MSG_FILESIZE_HEADER) : GetString(MSG_FILESIZEKB_HEADER)); //newFileSize;
   }
}

The FileAreaEntry struct like this:

struct FileAreaEntry
{
   STRPTR Deleted;
   STRPTR Filename;
};

The filelist object:

    ObjectApp->filelist = ListObject,
        MUIA_Frame, MUIV_Frame_InputList,
        MUIA_List_Format, "P=\33l BAR,P=\33r",
        MUIA_List_Title,TRUE,
        MUIA_List_Active, MUIV_List_Active_Top,
        MUIA_List_ConstructHook, MUIV_List_ConstructHook_String,
        MUIA_List_DestructHook, MUIV_List_DestructHook_String,
        MUIA_List_DisplayHook, &FileListDisplayHook,
    End;

Also; the filelist is an mem allocation:

#define MAXFILES 4000

struct MyFileList
{
   NameT FileSize;
   NameT FileName;
};

#define SIZEOFFILEINFO sizeof(struct MyFileList)

static struct FileAreaEntry fa;

struct MyFileList *myFileList;
   myFileList = malloc((32*MAXFILES)+SIZEOFFILEINFO*MAXFILES);

The InsertFile function:
void InsertFile(char *fdel,char *fname)
{
   fa.Filename = fname;
   fa.Deleted  = fdel;

   DoMethod(App->filelist,
          MUIM_List_InsertSingle,
          &fa,
          MUIV_List_Insert_Bottom);
}

Please help, I can't seem to get this fixed. The garbage is always in column 0 (Filename). Like the pointer is not working on this specific list item. Is my FileListDisplay wrong?

I have included a screenshot showing this.

Thanks in advance,
Docster
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