wesbrown18
Member
- Joined
- Nov 12, 2008
- Messages
- 159
Consider xu4/Ultima 4 done and ready for the Pandora more or less with a few hours of work. I ported it to my Beagle Board.
1024x768 framebuffer, x3 scaling, Scale2x, aspect ratio is off due to the monitor being widescreen.
Map the arrow keys to the D-pad on the Pandora, implement 2.5 factor scaling to fill the entire screen, and we're done.
Porting was a quick but not completely painless job. I tried the beta release off the page, but there were numerous issues and bugs, due to g++ being 4.1 and later. Lots of things that were valid in the earlier versions weren't anymore. So I found the dev CVS tree version, and worked from there.
ASSERT() also failed in placed, so I commented out a few. Additionally, #include <cstring> needed to be included. I also disabled support for the u5/u6 imageloader as they seem to cause compilation problems.
SDL sound was disabled as well, as SDL/OSS sound on the Angstrom/Beagle Board is very, very buggy and kernel panics without fail.
1024x768 framebuffer, x3 scaling, Scale2x, aspect ratio is off due to the monitor being widescreen.
Map the arrow keys to the D-pad on the Pandora, implement 2.5 factor scaling to fill the entire screen, and we're done.
Porting was a quick but not completely painless job. I tried the beta release off the page, but there were numerous issues and bugs, due to g++ being 4.1 and later. Lots of things that were valid in the earlier versions weren't anymore. So I found the dev CVS tree version, and worked from there.
ASSERT() also failed in placed, so I commented out a few. Additionally, #include <cstring> needed to be included. I also disabled support for the u5/u6 imageloader as they seem to cause compilation problems.
SDL sound was disabled as well, as SDL/OSS sound on the Angstrom/Beagle Board is very, very buggy and kernel panics without fail.