Release Easy RPG Alpha PND for Pandora

Discussion in 'Software Releases' started by ingoreis, Jan 8, 2013.

  1. Ghabry

    Ghabry Still Fresh

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    mati, ingoreis, ElPoco and 3 others like this.
  2. ingoreis

    ingoreis Advanced Member

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    Yay a new EasyRPG Version is comming Soon.

    I am happy to grabbed out my Pandora for new Software/Games Testing:D
     
  3. ptitSeb

    ptitSeb Serial Porter

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    And the new v0.6.0 version is on the Repo :) !

    Build 16
    ------------
    • Updated sources (v0.6.0 now)
     
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  4. Ghabry

    Ghabry Still Fresh

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  5. ptitSeb

    ptitSeb Serial Porter

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    So here is the new build of EasyRPGPlayer. Because tehre are some issue currently with the repo, I just put a link to the 0.6.1 version here. I'll upload to the repo when it's fixed.

    Build 17
    ------------
    • Updated sources (v0.6.1)

    EasyRPGPlayer.pnd
     
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  6. elvissteinjr

    elvissteinjr Very Active Member

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    hi, I'm planning to release two of my older RPG Maker-based titles for the Pandora through EasyRPG, but with a modified version (I modified the original runtime files back then so I need to port those changes to EasyRPG as well).
    Just wanted to ask before I start and hit a roadblock, since compiling on the Pandora will be slow: Anything special you do when compiling these for Pandora, or can I get away with compiling liblcf and EasyRPG straight just like on regular Linux (using Code::Blocks PND command line tho)?

    Worst case I'll ask you to do it for me in person at Gamescom. :p
     
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  7. ptitSeb

    ptitSeb Serial Porter

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    Yeah, my build is mostly vanilla. The liblcf is vanilla (hint: don't build it separatly, it's easier to git clone it inside "lib", so you have a "lib/liblcf" folder).

    Player itself is slightly changed, but that's just details, not really necessary...
    Code:
    diff --git a/src/audio_sdl.cpp b/src/audio_sdl.cpp
    index 533228c8..cd9bbd23 100644
    --- a/src/audio_sdl.cpp
    +++ b/src/audio_sdl.cpp
    @@ -66,13 +66,13 @@ SdlAudio::SdlAudio() :
            GenericAudio()
     {
            if (SDL_InitSubSystem(SDL_INIT_AUDIO) < 0) {
    -               Output::Warning("Couldn't init audio: %s", SDL_GetError());
    +               Output::Error("Couldn't initialize audio.\n%s", SDL_GetError());
                    return;
            }
    
            SDL_AudioSpec want = {0};
            SDL_AudioSpec have = {0};
    -       want.freq = 44100;
    +       want.freq = 22050;      //SEB Pandora 44100;
            want.format = AUDIO_S16;
            want.channels = 2;
            want.samples = 2048;
    diff --git a/src/input_buttons_desktop.cpp b/src/input_buttons_desktop.cpp
    old mode 100644
    new mode 100755
    index 6aeaa4e4..81efae7b
    --- a/src/input_buttons_desktop.cpp
    +++ b/src/input_buttons_desktop.cpp
    @@ -45,6 +45,10 @@ void Input::InitButtons() {
            buttons[DECISION].push_back(Keys::SPACE);
            buttons[DECISION].push_back(Keys::RETURN);
            buttons[DECISION].push_back(Keys::SELECT);
    +    if(getenv("FLIPBX"))
    +        buttons[DECISION].push_back(Keys::PGDN);
    +    else
    +        buttons[DECISION].push_back(Keys::ENDS);
            buttons[CANCEL].push_back(Keys::AC_BACK);
            buttons[CANCEL].push_back(Keys::X);
            buttons[CANCEL].push_back(Keys::C);
    @@ -53,6 +57,11 @@ void Input::InitButtons() {
            buttons[CANCEL].push_back(Keys::N);
            buttons[CANCEL].push_back(Keys::ESCAPE);
            buttons[CANCEL].push_back(Keys::KP0);
    +    buttons[CANCEL].push_back(Keys::PGUP);
    +    if(getenv("FLIPBX"))
    +        buttons[SHIFT].push_back(Keys::ENDS);
    +       else
    +        buttons[SHIFT].push_back(Keys::PGDN);
            buttons[SHIFT].push_back(Keys::LSHIFT);
            buttons[SHIFT].push_back(Keys::RSHIFT);
            buttons[N0].push_back(Keys::N0);
    diff --git a/tests/filefinder.cpp b/tests/filefinder.cpp
    index 3c18b3d9..39e83a58 100644
    --- a/tests/filefinder.cpp
    +++ b/tests/filefinder.cpp
    @@ -1,5 +1,6 @@
     #include <cassert>
     #include <cstdlib>
    +#include <assert.h>
     #include "filefinder.h"
     #include "player.h"
     #include "reader_util.h"
    
     
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  8. elvissteinjr

    elvissteinjr Very Active Member

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    Been a bit busy, so this is late, but: Thanks!

    Unfortunately, it appears that my games are a bit heavy for this little device. Lots of overlapping graphics at times as well as rather advanced scripting trickery seems be too much for it. Also frequent stutter playing sound effects, even when they should be cached. A boss battle is literally unplayable (screen refreshes a every few seconds). I feel like I could optimize that one a lot by moving the commands into the compiled code, but not sure about the rest.
    The majority of the game runs playable, but the stutters don't scream "quality" to me. I'll need to see what I can do here.
    That stuff used to run fine on dated PCs and I've never gotten any complaints either.

    Also curious how the Pyra fairs in this... well, we shall find out soon enough!
     

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