ptitSeb
Serial Porter
Ok, it's on the repo nowA SDL2 version of Mr. Boom is available with source code.
Homepage: http://mrboom.mumblecore.org/
Github: https://github.com/Javanaise/mrboom-libretro
Ok, it's on the repo nowA SDL2 version of Mr. Boom is available with source code.
Homepage: http://mrboom.mumblecore.org/
Github: https://github.com/Javanaise/mrboom-libretro
Well, I do have a build of the latest verison of GZDoom runing, using latets gl4es (because GZDoom need OpenGL 2.x minimum, so it was part of my experiment with OpenGL 2 games on the Pandora). But I find the build a bit odd, there are some cases were "shots" miss and they shouldn't. I'm not sure what the issue is, but I suspect it's some ARM specific issue. Still, I can update the "ZDoom" PND by updating the GZDoom build to latest I guess.GZDoom as a standalone build.
I noticed ptitSeb actually already has an upload with the Brutal Doom mod. Thing is, GZDoom can handle so much more - and not just that, both the mod (now V21) and the version of GZDoom (dunno what build is on the repo, probably a 2.X build) are old now, especially GZDoom in all likelihood - there was a major version bump a few months ago, and current latest is 3.2.1, which introduces all sorts of new stuff like ZScript (which mods are starting to use).
For those of us who are well-versed with using the GZDoom engine, it's probably good to have it "decoupled" from a mod like this, as we know where we can stuff our WAD files or PK3s. Although possibly a launcher (I use ZDoom Executor - also with available source, though built for Windows only?) would be a nice bonus, and save us from manually running stuff just to load up different WAD/mod combos.
I'd definitely enjoy this on my Pyra. Hell, I'd love to have it on my Switch, too, but the homebrew scene for that is just taking off now.
Ah, enyo-doom got some updates? Ok, I'll take a look.It would be great to updates the enyo-doom launcher too on the ZDoom PND.
https://gitlab.com/sdcofer70/enyo-doom
And another request:
Could you update your SDL2 github repo to 2.0.7?
How difficult would be to make your patches for OpenPandora upstream?
There are new controllers supported that i would like to try with the next Retroarch release.
It could also be engine bugs - there's a well-known bug where shots miss where they shouldn't. ZDoom (and thus, GZDoom) probably fixed this bug however, so if that's not what you mean, I'm not sure what sorts of "shots" are missing.Well, I do have a build of the latest verison of GZDoom runing, using latets gl4es (because GZDoom need OpenGL 2.x minimum, so it was part of my experiment with OpenGL 2 games on the Pandora). But I find the build a bit odd, there are some cases were "shots" miss and they shouldn't. I'm not sure what the issue is, but I suspect it's some ARM specific issue. Still, I can update the "ZDoom" PND by updating the GZDoom build to latest I guess.
And another request:
Could you update your SDL2 github repo to 2.0.7?
How difficult would be to make your patches for OpenPandora upstream?
GHDL seems pretty tricky to build. I can try to build it, but it will take some time. Also, how do you expect the PND to work? Just a command line with access to the ghdl compiler?Two port requests in one post:
"GHDL is an open-source simulator for the VHDL language. GHDL allows you to compile and execute your VHDL code directly in your PC."
https://github.com/tgingold/ghdl
And also
"GTKWave is a fully featured GTK+ based wave viewer for Unix, Win32, and Mac OSX which reads LXT, LXT2, VZT, FST, and GHW files as well as standard Verilog VCD/EVCD files and allows their viewing."
http://gtkwave.sourceforge.net/
https://vivaldi.com/source/I can't see any source for that vivaldi browser, only a prebuilt .deb file. Can you link the source if you can find it?
I don't want to say that we are open source, but I just want to say that we are not completely closed source and give some information.
The modifications we do to chromium are dumped here https://vivaldi.com/source/
It doesn't include the JavaScript code. But you have easy access to bundle.js. CSS rules for modifications are also possible and you can use chromium developer tools to analyze the application, a tool all web developers knows to some extent.
It has happened more than once, well to be honest, two times, that an user has sent me patches directly on the behaviour they want changed and they clearly had advanced knowledge about how the source code was written. Both times I have added the code like the user requested.
Vivaldi is definitely not free software but source code isnt completely inaccessible.
For GTKWave, this one seems pretty standard. It depends on GTK2 (or 1.0) and, unless I overlooked something, should be easy to build?
Yes i've noted this...i forgot to write in previous post.I checked and both 8.4 and 8.5 version are in codeblocks.