Release Mighty Mike


ptitSeb

Serial Porter
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Aug 15, 2012
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Here is Mighty Mike, a port to modern OS of a previously Mac Exclusive top down action game.

preview01.png


The game is now opensource (look at its github repo for more detail), and yes gl4es for the Pandora port. It's mostly vanilla build, with just the default keymap changed to be more Pandora friendly.
I also tweaked a bit the blit engine to avoid too much data transfomation, but it's a 640x480 8bits game, and the 640x480x8 buffer -> 640x480x32 texture transformation + upload to GPU memory makes the game not 60fps..

History log
========
Build 02
------------

  • Repackaged to include gl4es
Build 01
------------

  • Initial build
  • Default keymap Pandora friendly
  • Some optimisations to the rendering engine
 
Last edited:
Hi all :) sorry to report, MightyMike does not start on CC Pandora with swapfile, error message is :
=========================================================================

==============
PND :

/media/EXTRA/pandora/apps/mightymike_ptitseb.pnd
PND_FSTYPE :

Squashfs
APPDATADIR : /media/EXTRA/pandora/appdata/mightymike
APPDD_FSTYPE : vfat
PND_CPUSPEED : <unset>
EXENAME :

runscript.sh
ARGUMENTS : <unset>
=========================================================================

==============
[ START ]--- Mount the PND ----------
Mounting : mount -t

squashfs -o ro "/dev/loop0" "/mnt/utmp/mightymike"
Mounting the Union FS :

mount -t aufs -o

exec,noplink,dirs="/media/EXTRA/pandora/appdata/mightymike=rw

+nolwh":"/mnt/pnd/mightymike=rr" none "/mnt/utmp/mightymike"
[SUCCESS]---

Mount the PND ----------
[ START ]--- Starting the application (

runscript.sh ) ----------
--------------------------------------------------------------
Setting

PATH to

/mnt/utmp/mightymike:/mnt/utmp/mightymike/bin:/usr/local/sbin:/usr/local/

bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/bin/X11:/usr/games
--------------------------------------------------------------
Setting

LD_LIBRARY_PATH to /mnt/utmp/mightymike/lib:/lib:/usr/lib
System check
============
Freememory is 975
Cpu Speed is 800
Sys Speed is 332
PND Build is

01
best_index=4
Uncaught exception: Couldn't create SDL renderer.
[

FAILED]--- Starting the application ( runscript.sh ) ----------
[ START

]--- Restoring the frame buffer status ----------
[SUCCESS]--- Restoring

the frame buffer status ----------
[ START ]--- uMount the PND ----------
[

START ]--- Waiting the Union to be available ----------
[SUCCESS]---

Waiting the Union to be available ----------
rmdir: failed to remove

`/mnt/utmp/mightymike': Device or resource busy
[ START ]--- Waiting the

PND mount dir to be free ----------
[SUCCESS]--- Waiting the PND mount dir

to be free ----------
cleanup done
[SUCCESS]--- uMount the PND ----------
=========================================================================

==============
Return code is : 2
All have a good weekend :)
 
Cannot create SDL renderer?
never had this kind of error. Did you try rebooting the Pandora?
I assume you are using default SGX driver?
 
I´ve only reflashed it earlier this week; drivers are all default.
Tried again, sorry to report, as with Farox, still same error message pops up, and pndrunout reads :
=======================================================================================
PND : /media/EXTRA/pandora/apps/mightymike.pnd
PND_FSTYPE : Squashfs
APPDATADIR : /media/EXTRA/pandora/appdata/mightymike
APPDD_FSTYPE : vfat
PND_CPUSPEED : <unset>
EXENAME : runscript.sh
ARGUMENTS : <unset>
=======================================================================================
[ START ]--- Mount the PND ----------
Mounting : mount -t squashfs -o ro "/dev/loop0" "/mnt/utmp/mightymike"
Mounting the Union FS : mount -t aufs -o exec,noplink,dirs="/media/EXTRA/pandora/appdata/mightymike=rw+nolwh":"/mnt/pnd/mightymike=rr" none "/mnt/utmp/mightymike"
[SUCCESS]--- Mount the PND ----------
[ START ]--- Starting the application ( runscript.sh ) ----------
--------------------------------------------------------------
Setting PATH to /mnt/utmp/mightymike:/mnt/utmp/mightymike/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/bin/X11:/usr/games
--------------------------------------------------------------
Setting LD_LIBRARY_PATH to /mnt/utmp/mightymike/lib:/lib:/usr/lib
System check
============
Freememory is 25
Cpu Speed is 750
Sys Speed is 332
PND Build is 02
best_index=4
Uncaught exception: Couldn't create SDL renderer.
[ FAILED]--- Starting the application ( runscript.sh ) ----------
[ START ]--- Restoring the frame buffer status ----------
[SUCCESS]--- Restoring the frame buffer status ----------
[ START ]--- Restoring nub mode ----------
[SUCCESS]--- Restoring nub mode ----------
[ START ]--- uMount the PND ----------
[ START ]--- Waiting the Union to be available ----------
[SUCCESS]--- Waiting the Union to be available ----------
rmdir: failed to remove `/mnt/utmp/mightymike': Device or resource busy
[ START ]--- Waiting the PND mount dir to be free ----------
[SUCCESS]--- Waiting the PND mount dir to be free ----------
cleanup done
[SUCCESS]--- uMount the PND ----------
=======================================================================================
Return code is : 2
 
Ok, so, no changes.

So here is a new build, I removed the flags when creating the renderer, so it might not be accelerated (but not sure it actualy change anything).
Can you try that new build @atari_afternoon @Farox @PowerGod
(if it works, the fps ingame should be chacked also, it should be between 20~30fps for the game to be playable).

EDIT: version removed, the updated one is on the repo
 
Last edited:
Damn, I'm pretty sure SDL_CreateRenderer should work on all models. I need to find back my CC model and some debug on it :(
 
Tried the new version on rebirth but I get the same screen posted by Farox.

I checked that I'm using the default SGX driver, I tried also with some 4.06, but no differences.
 
Ok, I found the issue, and it was simple: gl4es was missing from the PND. I use a script to package dependant libs, that works pretty well usualy, but it cannot detect libraries that are loaded at run time (with dlopen). This game being 2D, it is not linked with OpenGL, as it don't directly use it. But SDL2 use it for the 2D Blitting Engine, but using dynamic load (with dlopen), and so libGL.so was not packaged....

Fixed now, and it's on the repo.

Build 02
------------

  • Repackaged to include gl4es
 
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