Welcome, Guest. Please login or register.

Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
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
22
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
23
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.
24
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
25
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.
26
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
27
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.
28
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
29
Thanks for the ongoing efforts Chris, but it's unfortunately pretty much un-usable at the moment.  Constant timeouts and re-tries, took half an hour to write a 5-minute post.

Seems they have changed tactics. Will work on stopping this, once I have access.
Don't have access from my current location.
30
Thanks for the ongoing efforts Chris, but it's unfortunately pretty much un-usable at the moment.  Constant timeouts and re-tries, took half an hour to write a 5-minute post.
Pages: 1 2 [3] 4 5 ... 10