Opentyrian2x Alpha Released!


Black bar is because tyrian runs at 320x200. (See SDL initalization at line ~70 in file vga256d.c) changing that to 320x240 should remove the crap at the bottom (I don't see a black bar but a large bunch of crap on my GP2x)

Try to compile it against the hardware SDL. The whole game uses 8bit paletted mode, which is badly supported by the stock SDL (if I remember right it maps that to 16bit color mode in software, while the hardware supports 8bit palette mode)


Also, I did some tests on the windows version, which seems to crash after some level in EP2...
 
Daid said:
Also, I did some tests on the windows version, which seems to crash after some level in EP2...
I can't remember which level it was, but I recall there was one which had screen-inversions to make things harder. Might have been ep2, might have been later, but if it was ep 2, that would likely be the level in question.

From the original page it does seem that not everything is implemented yet in OpenTyrian, but that's ok - sooner or later it will be. In the mean time, we have Tyrian running fast and sounding beautiful on the 2x - yay :D
 
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Daid said:
...(I don't see a black bar but a large bunch of crap on my GP2x)

Try to compile it against the hardware SDL. The whole game uses 8bit paletted mode, which is badly supported by the stock SDL (if I remember right it maps that to 16bit color mode in software, while the hardware supports 8bit palette mode)
Are you using GMenu2X?

"Normally, if a video surface of the requested bits-per-pixel (bpp) is not available, SDL will emulate one with a shadow surface." i.e. if you ask for 8 bit when the video is 16 you'll get an emulated 8 bit surface that SDL converts in the background causing a big performance hit. vga256d.c line 71 is requesting and receiving a 320 x 200 8 bit surface.
 
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Thunor said:
Daid said:
...(I don't see a black bar but a large bunch of crap on my GP2x)

Try to compile it against the hardware SDL. The whole game uses 8bit paletted mode, which is badly supported by the stock SDL (if I remember right it maps that to 16bit color mode in software, while the hardware supports 8bit palette mode)
Are you using GMenu2X?

"Normally, if a video surface of the requested bits-per-pixel (bpp) is not available, SDL will emulate one with a shadow surface." i.e. if you ask for 8 bit when the video is 16 you'll get an emulated 8 bit surface that SDL converts in the background causing a big performance hit. vga256d.c line 71 is requesting and receiving a 320 x 200 8 bit surface.


I'm fairly sure I read that that both the hardware blitter and Paeryn's HW SDL library support accelerated 8-bit surfaces. Haven't honestly tested them out, however. The shared SDL libraries the author says he is compiling with sound a bit suspect.. Did he not include updated HW accelerated SDL shared libraries in OpenTyrian2X's game folder (I haven't had a chance to d/l it and try it out just yet) or did you link statically with Paeryn's? Or just use the generic SW SDL library?
 
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So when I read this quickly, for a second I thought it said " Opentyrian2x Alpha Released!, Epicenter's awesome PC shooter finally makes the 2x!"

Needless to say, I was pretty amazed. ;) This looks pretty rocking though and i'll give it a go! :D cheers.
 
I get a black screen, and it ejects me to the main GP2x menu.

GP2X F100, 3.0.0 Firmware
 
Most excellent!

Tyrian, the classic should find a good home on the '2X.

Even better its the Original version and not the messed up 2000 version.

ALSO

MINI GAMES; DESTRUCT!
(yeah you heard me, Tyrian is really 2 games in one!)
Still available?
 
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lobski said:
I get a black screen, and it ejects me to the main GP2x menu.

GP2X F100, 3.0.0 Firmware
Did you get the data files (for a link: see first post in this thread)?
 
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Thunor said:
Daid said:
...(I don't see a black bar but a large bunch of crap on my GP2x)

Try to compile it against the hardware SDL. The whole game uses 8bit paletted mode, which is badly supported by the stock SDL (if I remember right it maps that to 16bit color mode in software, while the hardware supports 8bit palette mode)
Are you using GMenu2X?Nope, my own (not released) menu system. Which does nothing fancy.
 
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Daid said:
Nope, my own (not released) menu system. Which does nothing fancy.
Well when I exited GMenu2X and ran opentyrian2x via gp2xmenu the corruption at the bottom of the screen disappeared. I think there's something gmenu2x is doing that others aren't. It would be interesting to find a solution to this.
 
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Thunor said:
Daid said:
Nope, my own (not released) menu system. Which does nothing fancy.
Well when I exited GMenu2X and ran opentyrian2x via gp2xmenu the corruption at the bottom of the screen disappeared. I think there's something gmenu2x is doing that others aren't. It would be interesting to find a solution to this.

Change the init call to 320x240 and render a black box at the bottom before flipping? I guess there are some other tricks that you can do, which can also center the screen. The GBA emulator does this...
 
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Note that the game still crashes at some points. Posted some hacks in another topic for those (disable datacube loading and some wierd overflow in the sound buffers) with those hacks I could play all the way up to some level in EP4, until you get stuck at some level where the screen turns black at a boss.
 
Daid said:
Note that the game still crashes at some points. Posted some hacks in another topic for those (disable datacube loading and some wierd overflow in the sound buffers) with those hacks I could play all the way up to some level in EP4, until you get stuck at some level where the screen turns black at a boss.
Well that game has never been a final release :)
And I still haven't played all levels on GP2x <_<
 
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Daid said:
<snip> with those hacks I could play all the way up to some level in EP4, until you get stuck at some level where the screen turns black at a boss.

if this is the bug I think it is, it's been fixed in a recent revision, OpenTyrian2x just needs to be built again
 
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Also, re: saving, it currently only sometimes works - my save after Deliani (last level of the first episode) only looked saved; when I next loaded OpenTyrian the save was the one which I'd overwritten. And it was corrupt.

However, my save from just before Bubbles (after first level with secret level) loads fine.

Two possible reasons:
- Deliani is the last level in ep 1. The transition to Ep 2 could be messing it up. Evidence for this is that if you simply try to play on, the playfield just looks like the end of Deliani, although the level does continue (because your ship appears whenever it gets hit - it's just nothing else does). I expected a save/load to fix this because of course then it's just loading inside Ep 2, not trying to make a transition between datafiles.
- Saves are not being Sync-ed fast enough.
 
There is something wrong with saves -- seems to be GP2X specific... I'll have to look into that.
 
Mindless said:
There is something wrong with saves -- seems to be GP2X specific... I'll have to look into that.
This could also be due to the SD-card latency... maybe a fflush(savefile) after writing would do it ?

EDIT : mindless, welcome home :D
 
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