Release BloBoats

Discussion in 'Software Releases' started by ptitSeb, May 11, 2013.

  1. ptitSeb

    ptitSeb Serial Porter

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    Here is a little game, involving physics, boats, aliens, and patience !

    [​IMG]
    This is a port using gl4es.


    A video of the gameplay on the Pandora by @ingoreis

    The keys are:

    DPad Left/Right : Turn
    {X} : Thrust
    {Y} : Reverse
    {A} : Turn
    {B} : Jump (you need to be deep in water to jump high).

    History log
    ========

    Build 04
    ------------

    • Now using gl4es
    • Corrected colors that where wrong (was still some left over of the GLES1 conversion)
    • Update screenshots
    Build 03
    ------------

    • Now using the awesome libGL by lunixbochs => faster and more compatible
    • Corrected colors that where wrong (didn't update screenshots)
    Build 02
    ----------

    • faster build (changed double to float)
    Build 01
    ----------

    • Initial release

    The modified sources are now on my github account: https://github.com/ptitSeb/bloboats
     
    Last edited: Feb 25, 2018
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  2. Lots of fun.

    reminds me of my days as a careless navigator  :D ....nice.
     
  3. mcobit

    mcobit Advanced Member

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    Already has a port, but it's always good to have options ;)
     
  4. ptitSeb

    ptitSeb Serial Porter

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    I didn't found it :( it's not on the repo, and it didn't shows up with a quick google search.

    *EDIT* Ok, found it :( Here, a port made by Clop, 2 years ago. The PND is only on the board it seems, and I have to go to the last result of Google to find it.

    Well, this version is based on a newer sourcecode, so it's not entirely a waste a time.
     
    Last edited by a moderator: Feb 6, 2016
  5. mcobit

    mcobit Advanced Member

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    It surely isn't :)
     
  6. ptitSeb

    ptitSeb Serial Porter

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    New build on the repo. I changed double by float in the source (I didn't see any side effect), so it should be faster, especially is some later levels with a few tentacles...

    Build 02

    ----------

    •  faster build (changed double to float)
     
    Last edited by a moderator: May 20, 2013
  7. lunixbochs

    lunixbochs Moderator Staff Member

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    I made a libGL build of bloboats because it was still in the "port requests" wiki. This GLES conversion has several rendering issues (menu banner, level ground texture is wrong, screen artifacts).

    These are fixed in the libGL version. Perhaps we should merge/rerelease?

    My PND is here: http://bochs.info/pnd/bloboats.pnd

    I did not do any float -> double conversions.
     
  8. ptitSeb

    ptitSeb Serial Porter

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    The port request wiki is out of date and should be either maintened (but nobody has the time for that) or closed and deleted. Outdated informations like that is bad, and I it's a waste of developper/porter time. So that's the 3rd port of this game on the Pandora, it's a clear waste.

    I hadn't noticed the rendering artefact you are mentionning, but I hadn't really compared with PC version as reference, so I beleive you. Without the double/ to float conversion, the game was a bit slow. You don't have that?
     
  9. lunixbochs

    lunixbochs Moderator Staff Member

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    I would normally agree about wasted time, but it was really a ten second compile to test libGL ;) Took longer to make the PND.

    The game was more than fast enough for the first five or so levels, but I am on a 1GHz. I didn't play past that.

    I help maintain the port requests wiki (the second I either port something or notice it exists I try to remove it) and I think there's value in it.
     
    Last edited by a moderator: Jul 15, 2013
  10. ptitSeb

    ptitSeb Serial Porter

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    Yes, on Gigahertz it is fast enough. Problem is when using a CC and on level with two or more "squids" on screen. 

    About the wiki, it's valuable, but it need to be up to date to still be valuable.

    About bloboats, I'll compile it with your libGL to see the difference and report back, I have a list of games to try with your libGL, but I haded planned to start with an already ported one.
     
  11. ptitSeb

    ptitSeb Serial Porter

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    I compiled it but I just have segfault :( I tried the preload and LIBGL_FB but it's the same. And I'm not at home, and cannot easily even just download your pnd to see. This is so frustrating.
     
  12. lunixbochs

    lunixbochs Moderator Staff Member

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    Did you download a new libGL.so.1 or even compile one from source? I've been updating it often.
     
  13. ptitSeb

    ptitSeb Serial Porter

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    I have cloned your git and just "git pull" 20 min ago. glOrtho2D was not defined, so I use a glortho fall back. It's ok with current version or I somehow messed something?
     
  14. lunixbochs

    lunixbochs Moderator Staff Member

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    gluOrtho2D is a function defined in libGLU, which you need the glu branch of my glues repo to build.

    Alternatively you can get pretty new versions of both libs from http://bochs.info/pnd/.gl/
     
  15. ptitSeb

    ptitSeb Serial Porter

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    Ok will update the libGLU too.

    Tried your version, it is fast, faster than my naive GLES port.

    Now I have to make that run.
     
  16. ptitSeb

    ptitSeb Serial Porter

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    Finally got a build that don't segfault, by undefining all my define. But colors where still wrong :( , so I have peobably done something wrong in the code that I forgot to #ifdef... 

    The build was very fast, more than 120fps !
     
    PokeParadox likes this.
  17. ptitSeb

    ptitSeb Serial Porter

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    Ok. Got the colors in the right order. Now, I'll test it on a CC, on later levels..
     
  18. ptitSeb

    ptitSeb Serial Porter

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    Hum, on the CC, I have white box everywhere, texture are not loading (with my build). I'll try with your and on a Rebirth.

    *EDIT* may be it's a packaging problem... I have to work a bit more
     
    Last edited by a moderator: Jul 15, 2013
  19. ptitSeb

    ptitSeb Serial Porter

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    I'm really confused now. It seems that, whatever I do, bloboats seeks some libGL functions inside /mnt/utmp/codeblocks/usr/lib/libGL.so.1

    I use just --rpath-link as linker statement, no --rpath. I have to understand how all that work, but for now, I'm having difficulties to make this run with codeblocks. That explain why I had white texture on the CC (codeblocks was not launched). It's when launching with the Rebirth that I understood, as the Mesa libGL is starting instead of lunixbochs one (which is in the PND, and the LD_LIBRARY_PATH is set correctly).
     
  20. ptitSeb

    ptitSeb Serial Porter

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    Hum, so, with codeblocks loaded, the libGL inside codeblocks load before the one embeded in the PND... But without codeblocks loaded, it works. Even on CC. And it's faster than before.

    So I'll upload a new version using this great lib.

    @lunixbochs: to have the correct colors, I had to reverse manually Red & Blue Channel, even with libGL. Did you do the same or is it still something weird in my code?
     

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