After porting RoadFigher from braingames I decided to try to port another of their games.
Let me therefor present to you;
The Maze of Galious (Remake)
(screenshot is using the Naramura graphic set, included)
(Taken from their page)
There are several different graphics sets as well as sound...
Ok, just because it's you ;)
http://luminare.no-ip.org/files/roadfighter.pnd
ingame you can use backspace to restart and escape (Fn+Q) to go back to the menu.
other controls are dpad + A
[Update]
I solved the problem with not being able to use ogg files.
The PND is now 10x smaller.
I have tried it out, but I cant tell weather the saves work or not (i can't recall if it autosaves, or if you have some special place to save).
Twin-e does have some control problems atleast (you turn a lot while trying to fight as an example, this makes fighting a bit difficult).
I check...
[Update 5/4]
I have been tinkering a bit with the source and the start script file, autosave now works (see my post further down).
(Note that regular saves still don't really work)
There is no longer any need to manually copy lba.cfg if this is your first install, the script takes care of that...
This is really a quick port, so I don't think donations would feel right.
There are other Devs and porters whom are much more deserving of donations.
Also, I wouldn't expect too much as the engine i ported doesn't seem to be finished.
I have heard however that others have had some luck with...
This thread concerns a rather old reimplementation of the LBA engine called Twin-e
There is another engine that is based on Twin-e -> HERE <-
Please check out that thread instead, it's based on this one. But with alot of improvements.
Original Message:
Ok, it's done.
The pnd can be downloaded...
Since I cant find it in the archive nor from googleing about it, i guess noone has ported it (until now).
Yes, it is very possible, with very little effort (changing a few defines and tinkering in the makefile) i have compiled and tested it for the pandora.
Im not sure it works for LBA2 tough...
We don't really have a standby mode yet, we have the low-power mode, but not a standby/suspend mode. I think this is what Pleng ment.
Last I heard a real standby mode (or rather a suspend mode) was being worked on, but there was some drivers that cause some problems by not having any suspend...
Ah, Problem solved.
I was a "he didn't know what he was doing" misstake, I was linking both to vorbisidev (tremor) and to the normal vorbis lib, i guess they didn't like that :P
I removed the normal libs (vorbis, vorbisfile and ogg) and there it was, ogg music in my game :D (im guessing tremor...
Hmm, perhaps I'm looking at the wrong sources (from the clonekeen sourceforge page) but he dosn't link to any other libs than SDL and stdc++ in the make file.
Looking at the sources also gives the same feeling of just using SDL's audio functions.
I was looking at SDL Mixers documentation when i found out that they had added a new init function called Mix_Init. (http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_9.html#SEC9)
Calling mix_init isn't required, but I thought why not.
I't didn't solve my problem, but it changed it, it no...
I tried reencoding the file (using audacity) to a wave then to a new ogg file, but it didn't help.
It seems the wave file i used for testing first was strange or something (just a random wave file i had laying around),
because this much bigger wave file i got from decoding the ogg file dosn't...
I just tested it loading a wav file instead, and that works, even tough it's slows the gameplay down alot and the playback is way too fast.
So it seems as if it's related to the ogg file.
I tried to play it back (the ogg file that is) in mplayer and that worked just fine..
Senor Quack:
Thanks...
Hello, thanks for the replies.
[Edit]
Hmm, it appears that the attach function has been removed, or im just blind.
Oh well, you can download the source and data here: http://luminare.no-ip.org/Lumina_panda.zip
Skeezix:
The function crashing is my audio loading function (and Mix_LoadWAV is...
Problem Solved.
I was linking to both the normal vorbis libs AND the integer onces, probably cause a collision.
I removed ogg, vorbis and vorbis file and kept vorbisidec.
Thanks to all who helped me!
As the topics says; I'm having trouble with playing ogg files using SDL mixer.
The problem...
A few things comes to my mind (i have had a similar problem myself); you need to have libts entry before the sdl one. (ie -lts -lsdl and not -lsdl -lts) that did the trick for me anyway.
You can also check if your libts file is actually named libts-1.0.so.0 (or if there is a symlink with that...
I finally got my other puter up and running, so now I have made a linux build aswell.
ftp://213.226.69.209/lum-lin.tar.bz2
I'd be very happy if someone could test the newer build and see if that one runs on the pandora.
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