Port Requests


Hi all :)

if you want i could buy version 5 Drod: The second sky, so we could test it.:)

DROD: TSS demo is available here.

EDIT: mostly all demos are available actually, see here for more informations (click on "Play Now").

Cheers, Magic Sam
 
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Thanks i know there are demos for every source packages..but if Seb want to test a full set of datas...i could buy it, i think it's the minimum for someone that ported something :cool:
 
I'm just wondering if there is any improvement/Update to Doom 3? :)
Nope. I have issue compiling it with GCC 5.2 & 5.3 (plus I'm not trying too hard to re-compile it also). Last time I tried I still got around 4 ot 5 fps. More than 10 (even 20) in small closed space where nothing happens
 
Nope. I have issue compiling it with GCC 5.2 & 5.3 (plus I'm not trying too hard to re-compile it also). Last time I tried I still got around 4 ot 5 fps. More than 10 (even 20) in small closed space where nothing happens
It will serve as a nice benchmark for the Pyra IMHO :)
Cheers, Magic Sam
 
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OpenTomb I have started porting it (need to be converted to OpenGLES2). OpenRaider is not finished. I have a build where you can just fly around a level, and that's it. It's not a game. Open Terraria, from C# to Java... Is it playable yet?
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I already a few of them on my radars...


The last two, I haven't seen any sources. The 1st three, I had tnl on my radar for some time, but haven't started anything yet. aeron seems Windows only, and csp seems a bit heavy, but who knows.
 
The last two, I haven't seen any sources. The 1st three, I had tnl on my radar for some time, but haven't started anything yet. aeron seems Windows only, and csp seems a bit heavy, but who knows.

Tnl and CSP.. if anyone can do it, it is you. Thanks for looking.
 
Finaly got 1st DROD to launch (it wasn't finding it's data...).
The game use SDL1.2 and a fixed screenres of 1024x768, so I used ompadss and it works (I had to disable doublebuffer to have the mouse).

I still have to found a correct mapping, because "Desktop" will not work (need KeyPad) and Laptop one is not pratical (look at the screenshot).

Being SDL 1, I cannot rotate the view as I initialy wanted, but maybe I can just use DPad + ABXY for diagonals. That means Diagonals will not be 100% intuitive, like (A) is in fact NorthWest and (Y) NortEast.
Any suggestion?
 

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Nope. I have issue compiling it with GCC 5.2 & 5.3 (plus I'm not trying too hard to re-compile it also). Last time I tried I still got around 4 ot 5 fps. More than 10 (even 20) in small closed space where nothing happens
If you get it compiling again, might it be worth running some profiling on it to see if there is some potential optimisation that could be done?
 
If you get it compiling again, might it be worth running some profiling on it to see if there is some potential optimisation that could be done?
I finaly got a successfull cross-compiling of it this morning. I haven't done much profiling or anything, just checked that it worked (still a bit too slow to be playable).
 
Hi all :)

If you get it compiling again, might it be worth running some profiling on it to see if there is some potential optimisation that could be done?

According to Wikipedia:

The models used in id Tech 4 engine games are animated using skeletal animation. The engine can blend multiple animations together, to produce a skin that moves correctly for those animations. Because this is CPU intensive, id did some work optimising this by using Intel's Streaming SIMD Extensions (SSE).

Since we lack SSE instructions on ARM, I guess Doom 3 would greatly benefit from NEON optimizations... But that's easier said than done :p

@ptitSeb : is your port based upon dhewm3 or RBDOOM-3-BFG ?

Cheers, Magic Sam
 
I'm chancing my arm now as I don't know if it's remotely possible, but is there any chance Undertale could be converted to the Pandora?

Sent from my E5823 using Tapatalk
 
I'm chancing my arm now as I don't know if it's remotely possible, but is there any chance Undertale could be converted to the Pandora?
Seem unlikely, it's a GameMaker game if I understand correctly, and no source are available (and even if source were available, it's not sure that it can be compiled for Pandora).
 
That's fair enough, just thought I'd ask! I know there's unofficial Android ports floating around (maybe iOS, I'm not sure). Thanks for the info!

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Hi all :)



According to Wikipedia:



Since we lack SSE instructions on ARM, I guess Doom 3 would greatly benefit from NEON optimizations... But that's easier said than done :p

@ptitSeb : is your port based upon dhewm3 or RBDOOM-3-BFG ?

Cheers, Magic Sam
Here a "perf top" of my latest build of doom3 on my gigahertz model (running the timedemo at a wooping 5fps)
Code:
   PerfTop:     984 irqs/sec  kernel:37.7%  exact:  0.0% [1000Hz cycles],  (all, 1 CPU)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    22.06%  libGLESv2.so.1.10.2359475  [.] 0x23d84
    19.07%  [kernel]                   [k] __hrtimer_start_range_ns
     5.15%  doom-mon.arm               [.] _ZN18idRenderWorldLocal26CreateLightDefInteractionsEP18idRenderLightLocal.constprop.2279
     3.90%  doom-mon.arm               [.] R_CalcInteractionCullBits(idRenderEntityLocal const*, srfTriangles_s const*, idRenderLightLocal const*, srfCullInfo_t&)
     3.87%  [kernel]                   [k] omap3_enter_idle
     2.70%  [kernel]                   [k] __schedule
     2.13%  [kernel]                   [k] tick_nohz_restart_sched_tick
     1.38%  doom-mon.arm               [.] idSIMD_Generic::CmpLT(unsigned char*, unsigned char, float const*, float, int)
     1.25%  doom-mon.arm               [.] idSIMD_Generic::MinMax(idVec3&, idVec3&, idDrawVert const*, short const*, int)
     1.23%  libm-2.9.so                [.] 0x25f00
     1.09%  libc-2.9.so                [.] memcpy
     1.04%  doom-mon.arm               [.] _Z30RB_GLSL_CreateDrawInteractionsPK10drawSurf_s.part.9
     0.98%  doom-mon.arm               [.] _Z20R_RadiusCullLocalBoxRK8idBoundsPKfiPK7idPlane.part.7.lto_priv.3574
     0.97%  [kernel]                   [k] ktime_get_ts
     0.87%  doom-mon.arm               [.] idInteraction::AddActiveInteraction()
     0.84%  doom-mon.arm               [.] unzReadCurrentFile(void*, void*, unsigned int)
     0.73%  doom-mon.arm               [.] R_CalcInteractionFacing(idRenderEntityLocal const*, srfTriangles_s const*, idRenderLightLocal const*, srfCullInfo_t&)
     0.71%  [kernel]                   [k] __do_softirq
     0.65%  [kernel]                   [k] __delay
     0.61%  doom-mon.arm               [.] R_LocalPointToGlobal(float const*, idVec3 const&, idVec3&)
     0.59%  doom-mon.arm               [.] _ZL17R_CreateLightTrisPK19idRenderEntityLocalPK14srfTriangles_sPK18idRenderLightLocalPK10idMaterialR13srfCullInfo_t.constprop.2281

As you can see, the limiting factor seems to be the SGX (and I have the 4.10 driver installed, the only one that have no visual artefact).
 
Hi all :)

@ptitSeb : thanks for the explanation. I understand better now why you decided to go with the Dante project (ID Tech 4 w/ OpenGL ES 2.0) in the first place.

Cheers, Sam
 
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