Hi
I have managed to compile the Frogatto game for Pandora using the Maemo sources based on the latest 1.0.2 version.
The Maemo port is based on SDL+SDL_gles and other library.
You can download at http://www.steekr.com/n/50-2/share/LNK81904c9920e49356c/ my steekr online storage space.
This is a very quick build and is not tested (as i don't have a Pandora yet ) .
In the archive there are the frogatto bin and the data needed (taken from the maemo package repo ).
I don't know if the runme.sh file is good enough to run the game ...
This is how the preferences are readed and writed on the source file preferences.cpp:
namespace {
int unique_user_id = 0;
int screen_editor_mode = 0;
bool no_sound_ = false;
bool no_music_ = false;
bool show_debug_hitboxes_ = false;
bool use_pretty_scaling_ = false;
bool fullscreen_ = false;
bool resizable_ = false;
bool debug_ = true;
bool reverse_ab_ = false;
std::string level_path_ = "data/level/";
bool send_stats_ = true;
.-.-.-.-.-.-.-.--.
#elif TARGET_OS_MAEMO
bool sim_iphone_ = false;
#ifndef PREFERENCES_PATH
#define PREFERENCES_PATH "~/.frogatto/"
#endif
int virtual_screen_width_ = 800;
int virtual_screen_height_ = 480;
int actual_screen_width_ = 800;
int actual_screen_height_ = 480;
bool screen_rotated_ = false;
bool show_fps_ = false;
bool use_joystick_ = true;
bool load_compiled_ = true;
bool use_16bpp_textures_ = true;
-..-.-.-.---.-
#define SAVE_FILENAME "save.cfg"
#define AUTOSAVE_FILENAME "autosave.cfg"
-.-.-.-.-.-.-.-.-.-..
namespace {
void expand_path(std::string& str) {
if(!str.empty() && str[0] == '~') {
str = std::string(getenv("HOME")) + std::string(str.begin()+1, str.end());
}
}
}
void expand_data_paths() {
expand_path(level_path_);
expand_path(save_file_path_);
expand_path(auto_save_file_path_);
expand_path(preferences_path_);
}
----------------------------------------------------------------
so if the game don't start please try to change the runme.sh file to modify the HOME dir ...
hoping that the builded game binary is ok .
This is the compilation option used under a Codeblocks project:
NO_EDITOR
SDL_VIDEO_OPENGL_ES
_GNU_SOURCE
_REENTRANT
IMPLEMENT_SAVE_PNG
TARGET_OS_MAEMO
-fno-inline-functions
-fthreadsafe-statics
-Wnon-virtual-dtor
-Wreturn-type
-mcpu=cortex-a8
-ftree-vectorize
-mfloat-abi=softfp
-mfpu=neon
-O2 optimization
-s minimizes size
and this is the lib needed to link it :
-lGLES_CM -lSDL -lSDL_mixer
-lSDL_image -lSDL_ttf -lIMGegl
-lpng12 -lboost_regex-mt -ljpeg
-lboost_system-mt -lsrv_um -lglib-2.0
-lts-1.0 -lfreetype -lTIFF -lz -lmad
-losso -ldbus-1 -ldbus-glib-1
-lgobject-2.0 -lgthread-2.0
-lSDL_gles -lEGL
So if you have a Pandora please try it and let me know how (and if ) it run.
Links:
Frogatto page http://www.frogatto.com/
Maemo port by Philipp Zabel http://maemo.org/packages/view/frogatto-engine/
Maemo source code http://maemo.org/packages/package_instance/view/fremantle_extras-devel_free_armel/frogatto-engine/1.0.2-maemo2/
Farox
I have managed to compile the Frogatto game for Pandora using the Maemo sources based on the latest 1.0.2 version.
The Maemo port is based on SDL+SDL_gles and other library.
You can download at http://www.steekr.com/n/50-2/share/LNK81904c9920e49356c/ my steekr online storage space.
This is a very quick build and is not tested (as i don't have a Pandora yet ) .
In the archive there are the frogatto bin and the data needed (taken from the maemo package repo ).
I don't know if the runme.sh file is good enough to run the game ...
This is how the preferences are readed and writed on the source file preferences.cpp:
namespace {
int unique_user_id = 0;
int screen_editor_mode = 0;
bool no_sound_ = false;
bool no_music_ = false;
bool show_debug_hitboxes_ = false;
bool use_pretty_scaling_ = false;
bool fullscreen_ = false;
bool resizable_ = false;
bool debug_ = true;
bool reverse_ab_ = false;
std::string level_path_ = "data/level/";
bool send_stats_ = true;
.-.-.-.-.-.-.-.--.
#elif TARGET_OS_MAEMO
bool sim_iphone_ = false;
#ifndef PREFERENCES_PATH
#define PREFERENCES_PATH "~/.frogatto/"
#endif
int virtual_screen_width_ = 800;
int virtual_screen_height_ = 480;
int actual_screen_width_ = 800;
int actual_screen_height_ = 480;
bool screen_rotated_ = false;
bool show_fps_ = false;
bool use_joystick_ = true;
bool load_compiled_ = true;
bool use_16bpp_textures_ = true;
-..-.-.-.---.-
#define SAVE_FILENAME "save.cfg"
#define AUTOSAVE_FILENAME "autosave.cfg"
-.-.-.-.-.-.-.-.-.-..
namespace {
void expand_path(std::string& str) {
if(!str.empty() && str[0] == '~') {
str = std::string(getenv("HOME")) + std::string(str.begin()+1, str.end());
}
}
}
void expand_data_paths() {
expand_path(level_path_);
expand_path(save_file_path_);
expand_path(auto_save_file_path_);
expand_path(preferences_path_);
}
----------------------------------------------------------------
so if the game don't start please try to change the runme.sh file to modify the HOME dir ...
hoping that the builded game binary is ok .
This is the compilation option used under a Codeblocks project:
NO_EDITOR
SDL_VIDEO_OPENGL_ES
_GNU_SOURCE
_REENTRANT
IMPLEMENT_SAVE_PNG
TARGET_OS_MAEMO
-fno-inline-functions
-fthreadsafe-statics
-Wnon-virtual-dtor
-Wreturn-type
-mcpu=cortex-a8
-ftree-vectorize
-mfloat-abi=softfp
-mfpu=neon
-O2 optimization
-s minimizes size
and this is the lib needed to link it :
-lGLES_CM -lSDL -lSDL_mixer
-lSDL_image -lSDL_ttf -lIMGegl
-lpng12 -lboost_regex-mt -ljpeg
-lboost_system-mt -lsrv_um -lglib-2.0
-lts-1.0 -lfreetype -lTIFF -lz -lmad
-losso -ldbus-1 -ldbus-glib-1
-lgobject-2.0 -lgthread-2.0
-lSDL_gles -lEGL
So if you have a Pandora please try it and let me know how (and if ) it run.
Links:
Frogatto page http://www.frogatto.com/
Maemo port by Philipp Zabel http://maemo.org/packages/view/frogatto-engine/
Maemo source code http://maemo.org/packages/package_instance/view/fremantle_extras-devel_free_armel/frogatto-engine/1.0.2-maemo2/
Farox