Port Requests


Yes it does support C++11

Try with -std=gnu++11 or -std=c++14.

I have to check, I started working on this want and had some issue with the screen size (it wants 800x600).
 
With every options i gave it...these errors remain...the most annoyng thing is that if i type make clean these errors are also showed and slowing down the operations of makefile (that correctly clean the files after this).

I don't know...but if you have already compiled it...i'm very curious in how to do it....but i think i'll leave this port to you...too heavy for my skills
 
With every options i gave it...these errors remain...the most annoyng thing is that if i type make clean these errors are also showed and slowing down the operations of makefile (that correctly clean the files after this).

I don't know...but if you have already compiled it...i'm very curious in how to do it....but i think i'll leave this port to you...too heavy for my skills
Well, I'm working on Eldritch right now, and it's keeping me busy enough.

Here is part of my Makefile


CXXFLAGS ?= -std=c++11 -O2 -g3 -Werror -ftemplate-depth=512
CXXFLAGS += -Wall -Wshadow -std=gnu++11 -DTIXML_USE_STL=YES -D_GLIBCXX_USE_C99


I hope it helps you (the grabbing of the data is somewhat difficult too, IIRC).
 
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What a moron....i totally confused the test (?) part with that actual flags being used.

Thanks i'll let you know if i have some time to try it.

Well, I'm working on Eldritch right now, and it's keeping me busy enough.
Uhmm Eldritch ?? i never seen before...is this game ?

http://www.eldritchgame.com/index.html

1.png
 
Yes, and it's supposedly pretty good (I haven't really tried yet, I'm saving it for the Pandora if I manage to get it working).

I finally have a picture (and sound), but I doesn't accept my keyboard input :'( So I'm stuck at the Intro screen, with "Press Enter"...

post-5182-0-56737200-1436737345.png


eldritch1.png
 
AWESOME.  I really want to help with testing it if I can.  I started playing it a while ago, then my character died, then I got distracted by other stuff, then got busy, and never went back to play some more.  I may not have time to actually play it to test it, but I can do some light testing.

I would be really happy if I could play Eldritch on my Pandora.
 
AWESOME.  I really want to help with testing it if I can.  I started playing it a while ago, then my character died, then I got distracted by other stuff, then got busy, and never went back to play some more.  I may not have time to actually play it to test it, but I can do some light testing.

I would be really happy if I could play Eldritch on my Pandora.
Well, when/if I have something running in an acceptable way, I'll contact you (you have the Steam version or another one?).
 
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I have the Steam version (thanks to DREDD).  I think I remember seeing someone else ask about it a while back, possibly in this thread.

If there is anything else I can do to help please let me know.
 
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I have the Steam version (thanks to DREDD).  I think I remember seeing someone else ask about it a while back, possibly in this thread.

If there is anything else I can do to help please let me know.
I have the Steam version too. I will be instered if someone has the non-Steam version.

But for now, it's still not working properly, I'll create a Private Beta when/if I get it ready.
 
Would it be possible for you to "port" opsu! ?
It starts up when using the Minecraft Launcher with the .jar and swap (on CC, at least). However, the database does not work, so neither existing songs can be loaded nor the downloader can import any, so gameplay doesn't work.
Minimal supported resolution is 800x480, though this might be just an arbitrary restriction and work just fine when removed from the code.
 
Finaly got Eldritch to run.

I got to hack the source to make it runs with newer dataset (as Steam doesn't have the ability to Downgrade a version). Now, the Start screen has proprer sized text, react to my keyboard input, etc...

post-5182-0-72946400-1436861718.png


But I was than greated by a superbly black gameplay screen :'(

post-5182-0-14388300-1436861730.png


The point is, Eldritch is an OpenGL 2.1 game. It wants shaders. So for this port, I hacked some OpenGL2 -> GLES2 messing, that kindof work (plus the shaders are part of the game assets, and so are no free to distribute, so I have to patch them on the fly)... But a Black game play? I recorded the game with PVRTrace, and saw that ... it works in PVRTrace !

post-5182-0-68460500-1436862063.png


After a few hours of messing and testing, I found the issue: most of the gameplay is rendered in a Framebuffer (and than blitted on the screen with a sophisticated shader that handle Gamma correction). The Framebuffer is set to screen size, so 800x480. Even if GLES2 do support Non-Power of 2 texture, and that the SGX also support NPOT extension, it seems Framebuffer doesn't support being a NPOT size ! So I set the size to 512x256 (to get some speed), and it worked!

post-5182-0-23812900-1436861734.png


And as you can see, the small Framebuffer doesn't alter the rendering too badly. I have set the filtering to GL_NEAREST, so get Pixels. I think it fit the art of the game quite well, so I will probably let it like that.

For now, it's still a bit slow on my Gigahertz. I'm try to find ways to accelerate it (like remove the blit "gamma" shader and put a simpler one, and use hardware Gamma instead).

I hope to have some beta PND soon. If some are interested in beta testing (you need the orignal game of course), give me a PM...

*EDIT* Just notice I am still missing some texture (hands, full body when looking in the mirror...).

eldritch1.png

eldritch2.png

eldritch3.png

DevEldritch.png
 
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Sure @ekianjo :)

Btw, I have fixed my missing hands and corrupted books...

The game use "row major" Matrix, where OpenGL, internaly, use column major.

So, when loading matrix into uniform, it uses the "TRANSPOSE"  parameter. Of course this is not supported on GLES, so (early in the port), I had to write a manual transposition of the matrix.

The point is, the game load more than 1 matrix at a time (like 7 for example), and my simple loop worked only for 1...

Fixed now, it looks good (but still slow)...

post-5182-0-93204500-1436868291.png


eldritch4.png
 
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I would love to help, but I don't have the game.  :P   Perhaps when another port comes along. 

-Glyph Reader
 
Finaly got Eldritch to run.

I got to hack the source to make it runs with newer dataset (has Steam doesn't have the ability to Downgrade a version). Now, the Start screen has proprer sized text, react to my keyboard input, etc...

post-5182-0-72946400-1436861718.png


But I was than greated by a superbly black gameplay screen :'(

post-5182-0-14388300-1436861730.png


The point is, Eldritch is an OpenGL 2.1 game. It wants shaders. So for this port, I hacked some OpenGL2 -> GLES2 messing, that kindof work (plus the shaders are part of the game assets, and so are no free to distribute, so I have to patch them on the fly)... But a Black game play? I recorded the game with PVRTrace, and saw that ... it works in PVRTrace !

post-5182-0-68460500-1436862063.png


After a few hours of messing and testing, I found the issue: most of the gameplay is rendered in a Framebuffer (and than blitted on the screen with a sophisticated shader that handle Gamma correction). The Framebuffer is set to screen size, so 800x480. Even if GLES2 do support Non-Power of 2 texture, and that the SGX also support NPOT extension, it seems Framebuffer doesn't support being a NPOT size ! So I set the size to 512x256 (to get some speed), and it worked!

post-5182-0-23812900-1436861734.png


And as you can see, the small Framebuffer doesn't alter the rendering too badly. I have set the filtering to GL_NEAREST, so get Pixels. I think it fit the art of the game quite well, so I will probably let it like that.

For now, it's still a bit slow on my Gigahertz. I'm try to find ways to accelerate it (like remove the blit "gamma" shader and put a simpler one, and use hardware Gamma instead).

I hope to have some beta PND soon. If some are interested in beta testing (you need the orignal game of course), give me a PM...

*EDIT* Just notice I am still missing some texture (hands, full body when looking in the mirror...).
You messed around a lot, heh?!  You are really messy.  I mean you are Messi of porting ;)
 
Would it be possible for you to "port" opsu! ?


It starts up when using the Minecraft Launcher with the .jar and swap (on CC, at least). However, the database does not work, so neither existing songs can be loaded nor the downloader can import any, so gameplay doesn't work.


Minimal supported resolution is 800x480, though this might be just an arbitrary restriction and work just fine when removed from the code.
I may try later. So, it partly works with the MineCraft launcher, but not completly? Is there some error or something specific written (failure with libs fr example) in the logs?
 
Would it be possible for you to "port" opsu! ?


It starts up when using the Minecraft Launcher with the .jar and swap (on CC, at least). However, the database does not work, so neither existing songs can be loaded nor the downloader can import any, so gameplay doesn't work.


Minimal supported resolution is 800x480, though this might be just an arbitrary restriction and work just fine when removed from the code.
I may try later. So, it partly works with the MineCraft launcher, but not completly? Is there some error or something specific written (failure with libs fr example) in the logs?
Ah yes.




Could not connect to database: './.opsu.db'.
java.sql.SQLException: Error opening connection
at org.sqlite.core.CoreConnection.open(CoreConnection.java:140)
at org.sqlite.core.CoreConnection.<init>(CoreConnection.java:66)
at org.sqlite.jdbc3.JDBC3Connection.<init>(JDBC3Connection.java:21)
at org.sqlite.jdbc4.JDBC4Connection.<init>(JDBC4Connection.java:23)
at org.sqlite.SQLiteConnection.<init>(SQLiteConnection.java:45)
at org.sqlite.JDBC.createConnection(JDBC.java:114)
at org.sqlite.JDBC.connect(JDBC.java:88)
at java.sql.DriverManager.getConnection(DriverManager.java:571)
at java.sql.DriverManager.getConnection(DriverManager.java:233)
at itdelatrisu.opsu.db.DBController.createConnection(DBController.java:65)
at itdelatrisu.opsu.db.BeatmapDB.init(BeatmapDB.java:74)
at itdelatrisu.opsu.db.DBController.init(DBController.java:46)
at itdelatrisu.opsu.Opsu.main(Opsu.java:135)
Caused by: java.lang.Exception: Error loading native library: /org/sqlite/native/Linux/arm/libsqlitejdbc.so
at org.sqlite.SQLiteJDBCLoader.loadSQLiteNativeLibrary(SQLiteJDBCLoader.java:243)
at org.sqlite.SQLiteJDBCLoader.initialize(SQLiteJDBCLoader.java:65)
at org.sqlite.core.NativeDB.load(NativeDB.java:53)
at org.sqlite.core.CoreConnection.open(CoreConnection.java:136)
... 12 more


Looks like libsqlitejdbc.so is missing.


So I tried putting one compiled for raspberry pi I found and it surprisingly seemed to work.


With songs in the Song folder, it appears to load the database correctly and shows the right song count at the title screen, but the crashes in OpenAL:




** Uncaught Exception! **
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDeleteSources(IJ)V
at org.lwjgl.openal.AL10.nalDeleteSources(Native Method)
at org.lwjgl.openal.AL10.alDeleteSources(AL10.java:766)
at itdelatrisu.opsu.audio.MusicController.destroyOpenAL(MusicController.java:426)
at itdelatrisu.opsu.audio.MusicController.reset(MusicController.java:391)
at itdelatrisu.opsu.Container.close_sub(Container.java:131)
at itdelatrisu.opsu.Container.start(Container.java:74)
at itdelatrisu.opsu.Opsu.main(Opsu.java:169)


Which is kind of weird since audio did work for sound effects and music preview in the downloader before.


Without any songs downloaded it runs, but the downloader now hangs at unpacking the song archive instead of importing into the database. Song preview didn't work at that time, although I'm unsure if that's related to anything.


​Thanks for taking a look.  :)
 
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