o1i's Planet AROS

October 31, 2014

Icaros Desktop

Trick or treat? Icaros Desktop 2.0 is here!

Icaros Desktop running on the new QEMU VM OWB 1.23 kindly brought to AROS by Deadwood Pascal's application store. Find it in Extras/Demos It took 18 months of work. Very hard work. But the new major release of your favourite AROS distribution is finally available for download! We needed all this time to provide a completely new Icaros Desktop, which could be considered an effective

by Paolo Besser (noreply@blogger.com) at October 31, 2014 09:43 AM

October 30, 2014


Icaros Desktop 2.0 Released

The second "major release" of Icaros Desktop, your beloved AROS distribution, is now available for download. After 18 months of hard work, many internal beta releases and countless of additions and bug fixes, it brings a completely new interface based on DirectoryOpus 5 Magellan, a more polished M68K environment for classic Amiga games and applications, many new applications (among of them: ZuneView and ScalOS), and the faster TLSF memory manager recently introduced in AROS.

October 30, 2014 08:39 PM

October 24, 2014

Icaros Desktop

Drive Janus-UAE from the internals

Some days ago I wanted to mount some ADF files to try installing a old classic application on the AROS M68K environment of Icaros Desktop. Nothing can be easier - I thought - I just needed to switch screen, enter Janus-UAE GUI and change floppies as I needed. I soon realized this operation is fast and reliable only if you have a few disk changes to do, but very borig for complex software that

by Paolo Besser (noreply@blogger.com) at October 24, 2014 07:30 PM


GUI ..?

First of all, I was not able to get the JIT running, so I lost motivation and started something else.

I always wondered, how the WinUAE gui was built and had a look, how a Windows gui is calculated. Well, every single "object" has fixed coordinates and sizes..!

IDD_FLOPPY DIALOGEX 0, 0, 396, 303
FONT 8, "MS Sans Serif", 0, 0, 0x1
    LTEXT           "System ROMs:",IDC_PATHS_ROML,3,2,260,8,SS_CENTERIMAGE
    PUSHBUTTON      "...",IDC_PATHS_ROMS,384,13,11,15
    LTEXT           "Configuration files:", 



So GadTools would still be up to date on Windows as it seems.

I had the idea, to build a real object tree from these coordinates and then generate a Zune gui source code from it. Worked, but a lot of those boxes overlap and are much bigger than necessary. So the tree was not really the right tree. A pity, as my conversion code was working quite nice :(.

Nevertheless, I rewrote it and tried using fixed coordinates in Zune, too. (Sorry Zune purists):

So far looking not too bad ;). Now I'll have to see, how much of the Windows-GUI code I can reuse, because at the moment, those gadgets do .. nothing.

by noreply@blogger.com (o1i) at October 24, 2014 09:45 AM

October 21, 2014

Icaros Desktop

Some love to QEMU, too...

Icaros Desktop is traditionally packed into a self-executable 7z archive which includes QEMU for Windows and two different script for 32 and 64 bit releases of Microsoft's operating system. While Icaros changed a lot in the latest 5 years, almost nothing happened to this 'external box', which allows easy testing of Icaros Desktop under Windows, albeit quite slowly. With version 2.0 of our

by Paolo Besser (noreply@blogger.com) at October 21, 2014 01:49 AM

October 14, 2014



As long as you just want to emulate a basic a500 without a JIT, building uae is quite straight forward.

But for 32-bit, JIT and most other nice features you need to adapt the uae memory model to the host abilities. Enabling JIT still causes green boot screens, but at least ZIII support is coming closer:

But I have to admit, that I stole some lines of code from FS-UAE for that ;).

by noreply@blogger.com (o1i) at October 14, 2014 11:53 AM

October 08, 2014


Keyboard support

I can type now, not all keys working, but enough to continue:

But it still boots only from a floppy, which is too slow and annoying for me. So next will be hard-drive support (support of local files-systems).

by noreply@blogger.com (o1i) at October 08, 2014 09:15 AM


HOMM2 music diaries – June-July 2014

So last may i posted on EAB forum proposing myself as MOD musician. Got two gigs: one from the gut who create downfall for its dizzy-like game and little later was asked by Philippe “Meynaf” Guichardon to port the music of Heroes of Might and Magic II in MOD files for its Amiga Port of the game.

And is on the second task that i want to focus on this article and possibly some future ones.

Tough nut to crack! The soundtrack is composed of over 20 tracks, the music is done on pc either via Midi with custom instruments or via CD tracks, in some cases in the “price of destiny” expansion pack there are singed parts (in german) so i know will never be the same as the original PC one, but who am i to defuse an impossible challenge?


Looking at the context and some of the music, plus the fact that the porter do not want to mix channels (processor intensive), i realized i can build some of the mods in a way that three channels carry the main melody and the fourth is of support and can be overridden by speech or sound effects.

As reference i took this youtube playlist of the CD tracks, and that is mostly the kind of feeling I want the mod files to have.

As mentioned in other articles, i actually have no real Amiga handy where to compose the score, however my actual favourite weapon, MilkyTracker on Win XP, has been put to the test for writing .mod files and feedback has been positive.

Another thing is that since there are some songs (i.e.combat 1) that have a recurring background, i could sample it and use it on the mod file. the “Combat” scream on combat 1 could be replaced with a generic crowd cheer (whoah) .


Before to leave i started to port lurking enemy (the enemy turn song) and had some problems both for its basses and for the motion of the song; i repromised to give it a second look or to rewrite as mixed version.

The day earlier instead i tried to port the grassland theme; so all possible problems with Milky showed up – which from the other side is good so i have an idea of the workflow i could employ; first the four version sound kinda flat (midi can rely on being projected in two channels) plus the lack of faithful instrument brought me to look on my mod bank for similar sounds. Redo a tune is harder than come out with your own: especially in a limited environment as Paula might be, plus memory contraints and the fourth voice as wildcard. But that is what makes it so compelling: being able to reach good results in a limited environment :)



I tried several combinations of instruments for Grassland, mostly coming from digging through instrument free data banks; a decent cello in the background is hard to find and for clavicembalo sounds I resorted taking it from a tune of The Weasel, however the high tune clavicembalo sound kinda weird;

[WIP] H.O.M.M. grassland tune Test G from simone bernacchia on Vimeo.

That made me look for better clavicembalo (harpsichord) samples; the ones i found comes from collections around the net: very good this Harpsichord sample bank  from a 1720 Blanchet and this Oboe sound from freeloops.com; those two instruments helped me in give a more realistic sound;

[WIP] H.O.M.M. grassland tune Test I from simone bernacchia on Vimeo.

Result is pretty impressive: might not have all the sounds of the original but has its own depth :)

The research for more realistic sounds brought me quite around on the net, looking mostly for .wav files until i started stumble in more professional sites that provided soundfonts; this format is used for most professional tools and usually provide a good instrument quality, however is not directly “consumable” by milky or other trackers: a tool to export in .wav file format is needed.

Looking more around i found an open source .sf2 to wav converter for Windows at this address: http://sanfransys.com/main_downloads.htm; what it does is to split all audio files composing the soundfont and exporting them in .wav file on a folder.

Then the sample is passed through Audacity, where is flattened to Mono and saved in .wav 8-bit (save -> other uncompressed format -> .Wav (microsoft) 8-bit) then loaded in milky and “resampled” to match the protracker range of sound going in the Sample Editor [smp ed.] and choosing ‘advanced->resample’ from the right click menu.


Once in the option requester, setr the “relative tone” and “fine tune” values to 0, select “Precise sinc” on the Interpolation dropdown option and click OK.



At this point i usually save the instrument in .xi format from the [save] button on the top of the instruments list. Range used by protracker mods is between C-3 to B-5 according to milky scale. If higher or lower octaves are needed i usually load a copy of the instrument in another slot, go in the instrument editor [Ins. Ed.], press octave up or octave down at need then go in the sample editor and again use resample putting to 0 the values to render the sample.


Plus since, unlike the good old protracker, there is no chord and no merge samples feature, sometimes i need to “render” in .wav using an empty mod the chords and composed samples and do on the rendered track the flat/8-bit/resample loop again.

by simonebernacchia at October 08, 2014 06:22 AM

October 07, 2014

Icaros Desktop

Some love the M68K environment deserved

It's been a while since our last site update, so maybe it's time to share some news about latest developments. The good news are that our beta testers and developers already got two RC releases and, just a few minutes before writing this post, an important update for the integrated M68K environment. Please enlarge the screenshot on the corner and you'll notice some interesting facts about its

by Paolo Besser (noreply@blogger.com) at October 07, 2014 05:41 PM

September 30, 2014


I can see the Workbench 3.1

As soon as AmigaOS console.device was opened, AmigaOS crashed. Now that I merged the console.cpp file, which I forgot to update to the latest version, I can boot from floppy into workbench 3.1!

I still can't type anything in there, but key-presses do result in a flickering cursor, so somehow the translation of the key-codes seem to be wrong. Should be fixable.

Btw, now it also shows WinUAE 2.8.1 in the window title and this seems to be the correct version number. The source code archive was named winuaesrc2810.zip, so I took the (wrong) version number from that filename.

by noreply@blogger.com (o1i) at September 30, 2014 09:42 AM

September 29, 2014


Note the difference

I can now move the mouse! But of course it is not in sync ;).

by noreply@blogger.com (o1i) at September 29, 2014 01:41 PM

September 26, 2014


Another Screenshot

Some of the gfx glitches fixed, now the picture is much clearer:

But I still can't move that mouse pointer..

by noreply@blogger.com (o1i) at September 26, 2014 12:17 PM

September 23, 2014


September 18, 2014


Approaching 2.8.10

As my old WinUAE port was based on WinUAE 2.3.1 sources, which are quite dated now, I decided to first merge my tree with more up to date sources, before I start to fix/improve the port.

As the WinUAE 2.9.x is still in heavy development, I went for the last stable release 2.8.10 and merged all the files. The port of 2.3.1 was quite a lot of work, as the code failed with gcc on many places. Luckily, Toni has fixed lot of those places in the meantime, so this saved me a lot of time.

Nevertheless, such a merge costs time. Currently all files have been merged and can be compiled. There are still 166 undefined symbols at linking, so quite some stuff left to do.

I'll keep you posted.

by noreply@blogger.com (o1i) at September 18, 2014 08:24 AM

September 17, 2014

Icaros Desktop

Meet Icaros Desktop 2.0 in Milano @GameOver

We are pleased to announce that Icaros Desktop will be part of the incoming edition of Game Over, underground festival of indie developers, which will take place in Milano, Italy, on saturday 20th and sunday 21st. Icaros Desktop 2.0 will be presented on saturday afternoon only (beware: on sunday we will not be there!), with precise timings still TBA. Our location will be in the Green Area,

by Paolo Besser (noreply@blogger.com) at September 17, 2014 03:38 PM