Discussion in 'General Discussions' started by mmielke, Nov 11, 2010.
Well, at least resolution wont be an issue, as it want 1280x720.
I finaly got a working hack to fake 1280x720 resolution (the hack needs both libGL and SDL2 to work). There are a few visual artifacts because some texture are slightly compressed, but nothing too serious.
I then had some issues with save, but I fixed it by removing bundled mono libs...
It seems to work fine, speed is ok (exept the launch, that take a long time, the Loading screen too).
I'll probably create some package tomorrow for it...
Woo-hoo! This is awesome.
That's really neat and you have my respect for doing this stuff... but distorted pixel art still makes me cry inside a little.
Yeah, I understand, but there is no way to make a texture 2332 pixels tall fit in 2048 pixel constraint without altering game data (and so touching to the sources, wich I don't have). It's minor, and not all atlas are touched (only 2 I think, and 1 is used on GUI stuff). In fact, the isue is more the rouding error that's the compression introduce in the limits of the sprites in the Atlas then the actual pixel removing that bother me (look at the slider in the GUI "make your avatar" screenshot to see what I mean).
It looks fine to me, based on those screenshots!
Tomb Raider chronicles reverse engineering project since Feb. 2017, based on betas and leaked debug symbols and tools
goal: also porting to linux, seems to compile already
I'd like to remind people that Pandora had the first ARM port of a NES assembler. It worked perfectly but unfortunately we lacked a sprite editor so was pointless.
Due to brainwashing from Exophase however, i went away and started devving in C. Initially it was a sprite engine for framebuffer that was faster than SDL due to being tiny. And you know, C has no default string or file system so... To make my life easier, i mashed up the old Newton database fs and the nes ppu in there. Ok, so this was way faster than Debian (x600), uh. But tbh it lacks any security or fail checks whatsover and i based it on cisco packet switching. Sounds complex but the model is simple, thus quick. So eventually i mash this up with emu type loops - virtual machine ... Learn arm assembly and gba progs ftw, and then cross convert the arm to this new vm. It's sdl... But a gba nes newton amiga n64 lua mutant. Way easier to use than actual nes assembler anyway. The issue now is writing masses of libraries in my vm code, all the way up to... Whatever. I'm at the atari/nes stage nearing early amiga. Something like Workbench is at least a few years work.
A wip for now, I might have to ask you about retroarch when the time comes as I don't use it.
That looks really cool on our little handheld!
I want that too please
I know I've said in on these forums before but I'm hoping a polished port of this appears on the Pyra, with hdmi out and a USB port, this would be a great way for multi player retro gaming!
Sent from my F5121 using Tapatalk
System shock seems to compile & run now on linux (https://github.com/DanielGibson/systemshock/commit/2b90ebdb84eb685d3f706a12c8bd09713cef00e7)
latest seems this one : https://github.com/DanielGibson/systemshock/commit/b12ab6e1e6748394f685747db2ca2c18bb0726ce
Yes indeed, it build and launch
But it's not playable yet. But it's a very good progress and a milestone acheived very quickly!
(for the record, I used the Enhanced Edition data, and speed was very good)
"Linux: Use fopen_caseless() instead of fopen() => I can actually play!"
I'll look at shockolate, see how it runs on the Pandora.
I tried latest shockolate build, and yes, it's much better now. It is indeed playable, you can walk, interact with stuff, equip with weapon, fight ennemies... The Gui/Keymap is a bit clunky on the Pandora (for example strafe key is ALT, as usual for this period game, but that's not the best choice on Pandora's keymap). There are some work on the sound side it seems, but for me, it's still silent (not sure why). Maybe I'll do a beta pnd later (if there is some demand for this). Oh, and speed is still very good, with 40fps roughly on my gigahertz model.
@ptitSeb : I just bought System Shock Enhanced Edition from GOG, in anticipation
Cheers, Magic Sam
have we already Reflection Keen ? https://github.com/NY00123/refkeen (couldn't find it on the repo or per search, but might have missed it)
supports Keen Dreams, Catacomb 3-D (The Descent) and The Catacomb Adventure Series
ports for Android available
3 Guys, a puzzle game by Stephen Sweeney, was C ported and released on github https://github.com/stephenjsweeney/3Guys (demodata freeware, full data commercial)
Fasttracker II continuation by Olav Sorensen, based at least partly on the original code
C, SDL, 32bit/64bit, Linux build instructions but it seems only little endian architectures and SSE2 required(?)
"Two people are unemployed. They are going to be interviewed today and if they manage to make a good impression they will get the job. The questions are the same, the answers are the same, but the interviewees are not the same: one is Martin, a man, the other one is Irene, a woman. Should it make any difference?"
Wow! First time I see a game of this kind!. It is open-source!
Here the link on github: https://github.com/maurovanetti/two-interviewees
Is it possible to convert it for Pandora?
see also here: https://maurovanetti.itch.io/2i
Separate names with a comma.