Discussion in 'General Discussions' started by mmielke, Nov 11, 2010.
@Magic Sam : VS2017/C#/DirectX(10) => no, that will not be easy!
@ptitSeb : sorry, I should have checked the requirements before posting, as always...
Cheers, Magic Sam
Is Cymon's games a known ressource? (now offline but archived) https://web.archive.org/web/20110625053556/http://cymonsgames.com/about/
they created (modern) C game code, partly also from classical type-in listings of the 70/80s (converted from BASIC etc)... the code of all games was archived on github https://github.com/cymonsgames/CymonsGames
I only ported ASCIIpOrtal from Cymon's game, wich is a great game. That github links looks nice, with plenty of simple things inside.
What about other RPG Maker XP games? someone looked into them?
"To the moon" with this engine was ported by ptitseb with mkxp https://github.com/OutOfOrder/mkxp-ToTheMoon
For instance, https://en.wikipedia.org/wiki/Ao_Oni seems a quite popular Japanese Freeware game (with english translation) with the RPG maker XP engine, maybe portable too
"A Bird story" (on steam) is another game ported with MKXP https://github.com/Ancurio/mkxp-abs
I have a re- request
Could some one take a look at OpenRA again?
It's been a while and things have improved on both Pandora and OpenRA side. If I recall correctly ptitseb was working on it... long ago
OpenRA still (probably) need OpenGL 2 and/or some GLES2 port. I have it on my todo, but that will have to wait after gl4es 1.1 or 1.2 at least (not completly sure of the detailled roadmap here).
I have been looking Ootake and it seems to use DirectX9 so I think I hve my answer XD.
If you look at it from long distance, converting a game from GL1.x to GLES1.x is "just" a matter of converting the glBegin/glEnd, but if you get into the details you discover there's tons of details to cover to have something usable (have a look at gl4es' code to get how complex this realy is).
Converting a game from GL2.x to GLES2.x from long distance already looks very complex : translating shaders on the fly, support of GLES1 on GLES2 (yes while GL is always backward compatible, GLES never is. So to support GL2 games one have to support GL1 on GLES2 which itself is a long project on its own), add extentions to the mix and you already see what a mess this is going to go... And trust me, if you have a deeper look, the number of details to handle is just tantalizing...
PS: @ptitSeb, this wasnt for you obviously : you know all this way more than me
Yeah, the GL2.x to GLES2.0 version of gl4es iss very far away! So much things to do, so many details. But, step by step, something can probably be done. My plan is to first track every states of GL1.x (that gl4es v1.0 basically), that add an optionnal GLES2 backend and start emulating fixed pipeline in shaders (that's gl4es v2.0), along the way, adding support for GLES2 shader (that when port of OpenRA or Pioneer can be done, with hand-modification of shaders), and then, in a possible far far away future, put a GL2->GLES2 shader converter and so having GL2.1 emulation (that's gles v3.0).
Could we get a port of Radegast (Text-mode Second Life Client)? Source is available here: https://bitbucket.org/radegastdev/radegast/downloads/radegast-2.18-src.zip
It uses Mono libs on Linux. It can run somewhat under the Mono PND, but it's not very graceful. A Prepackaged PND for Radegast with the Mono tools built into it would be fantastic!
A new game from Retroguru, Hermes:
@Pickle and @notaz : is a Pandora (+ GPH consoles) port already in the works ?
@EvilDragon : could you sell a possible Dreamcast port at your shop, like you did with Fruit'Y (in some nice little cases I told you about via PM... ) ?
Cheers, Magic Sam
No worries, I'm publishing all Retroguru games for the DreamCast, and this one is already heavily being planned on.
However, they'll come in transparent jewel cases (like W&W).
Those little cases won't help as we'd need them in the CD factory so they can seal them.
Hi again !
@EvilDragon : OK, thanks for your reply
On a side note, are you going to do something regarding "those little cases" ?
Cheers, Magic Sam
some more games which seems not ported (taking a look at the repo)
Space Invaders OpenGL http://spaceinvadersgl.sourceforge.net
Decker, hacking game https://sourceforge.net/projects/decker/?source=directory
Nether earth http://www2.braingames.getput.com/nether/default.asp
Magical Broom extreme, JP shooter ( directx) https://web.archive.org/web/20070911164727/http://www.twin-tail.jp:80/contents/game/mbx/index.htm
Xswing plus, puzzle game, java http://xswing.net/?page_id=6
Knights and Merchants remake https://github.com/Kromster80/kam_remake
JP vertical shooter, C, SDL linux http://www.interq.or.jp/libra/oohara/tenmado/index.html
paratroper, remake of an old game https://sourceforge.net/projects/paratrooper/ http://sukender.free.fr/paratrooper/index_en.php
DestinationSol space 2d shooter https://github.com/MovingBlocks/DestinationSol
Aigilas Linux, Java but looks not demanding https://github.com/XBigTK13X/Aigilas
Munchoid same author
W6 war simulation c++ but for Haiku and with comments in French
SDLpal famous chinese game (seems to exist for many mobile devices, but seems npt to be in repo)
"Mech Commander II" https://github.com/alariq/mc2 ongoing porting to linux / SDL, claimed to compile
A children focused small point and click adventure game (based on an old text adventure) "Thirsty Nellan"
Not only it uses DirectX but it also makes use of a proprietary library : Luna. Only a binary blob for Intel x86 is provided for it.
I guess a replacement could be done since the header is available but good luck with that....
here seems to be a source archive
here the original homepage
maybe then compileable with https://wiki.winehq.org/Winelib
I take a quick look at Aigilas and Munchoid but they use gdx library, and we don't have it IIRC.
Separate names with a comma.