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Allegro 4.9.2 has been released!
Trent Gamblin
Member #261
April 2000
avatar

From liballeg.org...

This is a Work-In-Progress (WIP) release for the future 5.0 branch. The previous releases on this branch were 4.3.0 and 4.3.1, but future releases will be 4.9.x. Here is a summary of the changes since version 4.3.1:

  • A lot of work towards a new graphics API.

  • Added a Direct3D driver for Windows.

  • Added an OpenGL driver for X11.

  • Added window resizing support.

  • Added a bitmap font addon.

  • AL_* renamed to ALLEGRO_*.

  • Moved all include files into an allegro5 directory.

  • Added some new examples for new API.

  • Added and updated NaturalDocs documentation for new API.

  • Build system fixes/changes.

  • Bug fixes and other changes.

Get it here:
http://sourceforge.net/project/showfiles.php?group_id=5665&package_id=40805&release_id=571662

Documentation is here (and of course the exnew_* examples and demo):
http://www.liballeg.org/naturaldocs/files2/allegro5/color_new-h.html

There is a readme_a5.txt in the root of the source archives that explains how to build this release. Nothing has been done to make it compile with MSVC, as none of the developers use it :-/.

Have fun!

Goalie Ca
Member #2,579
July 2002
avatar

Allegro 5 is alive and well :D

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Bah weep granah weep nini bong!

nonnus29
Member #2,606
August 2002
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Wow!!!

Finally, at long last, with Allegro 5 mind control, I will be able to commandeer the Air Born Laser and....

RULE THE WORLD!!!!

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Audric
Member #907
January 2001

Exactly what I was think-
OMG

GullRaDriel
Member #3,861
September 2003
avatar

I am currently trying to build the mingw32 version...

EDIT:

Readme said:

Do not run fix.bat! It is no longer needed and will lead to errors.

So why keep it in the archive ? hmmm ?

EDIT2:

a5_font is not moved correctly when using cmake && mingw32 ( using windows Xp )

I was forced to copy-paste it to build/include/allegro5 manually, after what the build continued.

EDIT3:
All examples are working fine just there. I just think it is a pity that you do not check the return value of load_bitmap and others.
Asking people to run example from the datafile directory... That's a joke, no ?

Knowing how there you can be crushed if you do not check the functions return value, it looks like the hospital is teasing charity.

Anyway, all examples are running fine there. I post you below a part of the dxdiag, for you to have my hardware configuration.

1------------------
2System Information
3------------------
4Time of this report: 1/29/2008, 11:13:16
5 Machine name: NILOREADEV
6 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_qfe.070227-2300)
7 Language: French (Regional Setting: French)
8System Manufacturer: Acer, inc.
9 System Model: Aspire 5920G
10 BIOS: ZD1 v1.3708 3G08
11 Processor: Intel(R) Core(TM)2 Duo CPU T7300 @ 2.00GHz (2 CPUs)
12 Memory: 2046MB RAM
13 Page File: 575MB used, 3362MB available
14 Windows Dir: D:\WINDOWS
15 DirectX Version: DirectX 9.0c (4.09.0000.0904)
16DX Setup Parameters: Not found
17 DxDiag Version: 5.03.2600.2180 32bit Unicode
18 
19---------------
20Display Devices
21---------------
22 Card name: NVIDIA GeForce 8600M GT
23 Manufacturer: NVIDIA
24 Chip type: GeForce 8600M GT
25 DAC type: Integrated RAMDAC
26 Device Key: Enum\PCI\VEN_10DE&DEV_0407&SUBSYS_01211025&REV_A1
27 Display Memory: n/a
28 Current Mode: 1280 x 800 (32 bit) (60Hz)
29 Monitor: Écran par défaut
30 Monitor Max Res:
31 Driver Name: nv4_disp.dll
32 Driver Version: 6.14.0011.6904 (English)
33 DDI Version: 9 (or higher)
34Driver Attributes: Final Retail
35 Driver Date/Size: 10/28/2007 21:52:00, 5768320 bytes
36 WHQL Logo'd: No
37 WHQL Date Stamp: None
38 VDD: n/a
39 Mini VDD: nv4_mini.sys
40 Mini VDD Date: 10/28/2007 21:52:00, 7424992 bytes
41Device Identifier: {D7B71E3E-4747-11CF-6D69-2A2100C2CB35}
42 Vendor ID: 0x10DE
43 Device ID: 0x0407
44 SubSys ID: 0x01211025
45 Revision ID: 0x00A1
46 Revision ID: 0x00A1
47 Video Accel:
48 Deinterlace Caps: n/a
49 Registry: OK
50 DDraw Status: Not Available
51 D3D Status: Enabled
52 AGP Status: Not Available
53DDraw Test Result: Not run
54 D3D7 Test Result: Not run
55 D3D8 Test Result: Not run
56 D3D9 Test Result: Not run
57
58-------------
59Sound Devices
60-------------
61 Description: Realtek HD Audio output
62 Default Sound Playback: Yes
63 Default Voice Playback: Yes
64 Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0888&SUBSYS_10250121&REV_1001
65 Manufacturer ID: 1
66 Product ID: 100
67 Type: WDM
68 Driver Name: RtkHDAud.sys
69 Driver Version: 5.10.0000.5470 (English)
70 Driver Attributes: Final Retail
71 WHQL Logo'd: Yes
72 Date and Size: 9/4/2007 11:39:00, 4608000 bytes
73 Other Files:
74 Driver Provider: Realtek Semiconductor Corp.
75 HW Accel Level: Full
76 Cap Flags: 0xF5F
77 Min/Max Sample Rate: 8000, 192000
78Static/Strm HW Mix Bufs: 33, 32
79 Static/Strm HW 3D Bufs: 33, 32
80 HW Memory: 0
81 Voice Management: No
82 EAX(tm) 2.0 Listen/Src: Yes, Yes
83 I3DL2(tm) Listen/Src: Yes, Yes
84Sensaura(tm) ZoomFX(tm): No
85 Registry: OK
86 Sound Test Result: Not run
87 
88---------------------
89Sound Capture Devices
90---------------------
91 Description: Realtek HD Audio Input
92 Default Sound Capture: Yes
93 Default Voice Capture: Yes
94 Driver Name: RtkHDAud.sys
95 Driver Version: 5.10.0000.5470 (English)
96 Driver Attributes: Final Retail
97 Date and Size: 9/4/2007 11:39:00, 4608000 bytes
98 Cap Flags: 0x41
99 Format Flags: 0xFFF
100 
101-----------
102DirectMusic
103-----------
104 DLS Path: D:\WINDOWS\SYSTEM32\drivers\GM.DLS
105 DLS Version: 1.00.0016.0002
106 Acceleration: n/a
107 Ports: Microsoft Synthesizer, Software (Not Kernel Mode), Output, DLS, Internal, Default Port
108 Mappeur MIDI Microsoft [Émulé], Hardware (Not Kernel Mode), Output, No DLS, Internal
109 SynthÚ. SW table de sons GS Mic [Émulé], Hardware (Not Kernel Mode), Output, No DLS, Internal
110 Registry: OK
111 Test Result: Not run

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

Trent Gamblin
Member #261
April 2000
avatar

Thank you GullRaDriel. Everything you mentioned has been fixed in SVN. Thanks for the bug reports!

GullRaDriel
Member #3,861
September 2003
avatar

Heh I am happy that it has been taken in account so quick :-)

I must say that I was astonished by the speed of the examples. Yay for Allegro 4.9 !

"Code is like shit - it only smells if it is not yours"
Allegro Wiki, full of examples and articles !!

blargmob
Member #8,356
February 2007
avatar

Wait a minute..is this release a legit allegro release? Like 'the next one'?

---
"No amount of prayer would have produced the computers you use to spread your nonsense." Arthur Kalliokoski

Trent Gamblin
Member #261
April 2000
avatar

It's a real release of the development branch that will lead to Allegro 5.0. It's intended for people who want to get an early look at the API, or just want to help in finding and reporting bugs, maybe even fixing them (which is always helpful). Even though this is experimental stuff, and the API is subject to change at any time, I would say what is done, although not set in stone, is quite stable. I'm working on my 3rd game using the new API and loving it.

Goalie Ca
Member #2,579
July 2002
avatar

Besides the new mind control features allegro5 is completely revamped. New timer interface (possibly again very shortly), New input interface, new video interface (very fast hardware accel), etc.

It's a huge deal! Still many little bugs, and build problems, lacking osx support but on linux and windows its working well enough. Check out the new asteroids demo or perhaps some of the examples. On linux build with "scons" and on windows use cmake.

-------------
Bah weep granah weep nini bong!

Mike Farrell
Member #248
April 2000
avatar

Forgive me for not keeping up, but how will allegroGL play into the new 5.0 branch?

I don't like direct3d much myself, so I want to make sure I still have pure access to OpenGL calls under allegro ;D

Goalie Ca
Member #2,579
July 2002
avatar

It's built-in. See exnew_opengl.c for an example.

1#include <allegro5/allegro5.h>
2#include <allegro5/a5_opengl.h>
3 
4...
5 
6 al_init();
7 al_install_keyboard();
8 display = al_create_display(640, 480);
9...
10while (1)
11{
12...
13 draw_opengl();
14 al_flip_display();
15...
16}

-------------
Bah weep granah weep nini bong!

Mokkan
Member #4,355
February 2004
avatar

I couldn't get it to build on MSVC 9.0, but I didn't try too hard. I think it might work if I had the DirectX libraries and such.

Goalie Ca
Member #2,579
July 2002
avatar

AFAIK none of the developers use MSVC. If you can make the CMake build it submit patches :D

-------------
Bah weep granah weep nini bong!

Milan Mimica
Member #3,877
September 2003
avatar

Mike Farrell: Not only that the acceleration is built-in, but you will also be able to use plain OpenGL commands just like with AllegroGL.

bobo87
Member #9,473
January 2008

Hi, I want to ask one question. Are you plannig distribute it in binary form? (rpm, devpaks, win32 binaries) ??? I have many problems with building it, and I think I am not totally alone :-/

Milan Mimica
Member #3,877
September 2003
avatar

Then the stable version is the one for you.

Vanneto
Member #8,643
May 2007

I CANT WAIT for the stable version. Hardware acceleration out of the box! Woooo-hoooo! This is getting better and better. I'm sure to try this tonight. :)

In capitalist America bank robs you.

Thomas Fjellstrom
Member #476
June 2000
avatar

Allegro 4.9 is a moving target I hope you realize, it will change, and in large ways. Entire chunks of the api can and will likely be changed over its lifetime.

--
Thomas Fjellstrom - [website] - [email] - [Allegro Wiki] - [Allegro TODO]
"If you can't think of a better solution, don't try to make a better solution." -- weapon_S
"The less evidence we have for what we believe is certain, the more violently we defend beliefs against those who don't agree" -- https://twitter.com/neiltyson/status/592870205409353730

Goalie Ca
Member #2,579
July 2002
avatar

Well the core is hopefully really close to stabilizing. The idea is that the core is supposed to be small while many nicer high level features will be implemented in the addons directory. Fonts are already in there but there are likely to be a whole number of others.

Report bugs or better yet send patches :D

-------------
Bah weep granah weep nini bong!

aj5555
Member #9,033
September 2007

So its a microkernel design?

Hows that going to work with bloat like monolithic linux kernels. ::) :o :P

Goalie Ca
Member #2,579
July 2002
avatar

Actually there's a difference between modular and separating things into different processes :P Linux kernel is multi-threaded and so is A5. ;D

-------------
Bah weep granah weep nini bong!

Simon Parzer
Member #3,330
March 2003
avatar

It is... a new beginning!

I still remember the day when Allegro 4.0 got out (multiplatform support). Hopefully this 5.0 release will be a similar step into the future.

GameCreator
Member #2,541
July 2002
avatar

Wow. I'm very impressed. Thank you! I was waiting and hoping for hardware acceleration in Allegro and it looks like it's coming. I, too, am looking forward to the Windows binaries.

Is support for any of the following planned for a near-future version of Allegro?
- Video (other than FLC) with sound
- PNG
- OGG
I know these are possible with libraries (as was hardware acceleration) but it is so much nicer to have it be built-in.

EDIT: Oh my god!! I just started reading http://www.liballeg.org/ and it seems like Ogg and PNG will be natively supported as well. Am I reading this right?!

Todd Cope
Member #998
November 2000
avatar

Is it possible to install this and keep my Allegro 4.2 installation as well? I have several projects in the works that use 4 and plan on starting a new project that will use 5.



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