Port Requests


Hi i found this Video on Youtube...
...maybe its Time to try MKXP again for RPGMaker XP/VX Games? :)
But beware i found this on the Github:
https://github.com/Ancurio/mkxp

(* For the F1 menu to work correctly under Linux/X11, you need latest hg + this patch)
https://bugzilla.libsdl.org/show_bug.cgi?id=2745

I got a build of mkxp for pandora a few months ago, it kind of worked but wasn't really good performancewise ...
Since I only had one game (To the Moon) to test it with back then and it didn't seem to be enjoyable on Pandora I stopped working on it, but if you want to test that build, I think I might still have it around somewhere (not sure if I still have all the modified sources though ... so I probably wouldn't be able to officially release it atm due to GPL ...)
 
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?
If it basically works, I'd suggest just releasing the PND with any mapping you find reasonable (DPAD + ABXY or DPAD + 12QW or whatever). Feedback will show whether any change is necessary. Thanks for working on this (it is a nice little game)!
 
If it basically works, I'd suggest just releasing the PND with any mapping you find reasonable (DPAD + ABXY or DPAD + 12QW or whatever). Feedback will show whether any change is necessary. Thanks for working on this (it is a nice little game)!
Yes it's a nice game. I like the gameplay...
I'll probably finalise a first PND this Week-end.
 
Gearhead and Endgame are already on the repo.
Pioneer I already tried, but it need Shader, so I'll try again later, with a new release of glsim (that I haven't started yet).
Brick Infest I'm aware of it (I watch LGDB...).
 
Anyone renember that old Project OpenUT for Unreal Tournament ????
http://openut.sourceforge.net/

This would be realy nice for us all :D
There are still some lib that are just "lib", so x86 pre-compiled static lib, and so it's useless for us I am afraid (well, you can off course des-assemble the lib, covert that to C, and recompile them for arm). Also, that source is quite difficult to compile on modern GCC. It was meant for gcc 2.95 and many C++ things in it now just doesn't runs and need many adaptations.
 
Oh too old.
I was exited to find this older forgotten Project.
Maybe i get it run with Exagear+wine+software Renderer.
Had no Time yet to try the Exagear 3D Things.
The LinuxX86 Unreal Tournament Version do not have a Software Renderer unfortunaly.
 
The LinuxX86 Unreal Tournament Version do not have a Software Renderer unfortunaly.
I'm pretty sure it does have software rendering... I was playing with it on the OMAP5 devboard several months back.

GL rendering is still much more appealing though.
 
Is it possible to port this to the Pandora? It's a sort of autohotkey software that allows the use of ahk files but with source code for Linux.

https://github.com/polyethene/IronAHK

I found a custom profile to use on several games with gamepad, for example, we can use the left nub in diablo/ diablo 2 to move and interact with everything (it simulates mouse move in joystick mode + left mouse button)

Here the custom file with a short video:

https://autohotkey.com/board/topic/132957-diablo-2-controller-mod/
 
Hi all,

Regarding Unreal / Unreal Tournament: could someone please shed some light on the official source code status ? It looks like some parts were open sourced, and are now to be found in projects like OpenUT, Old Unreal, or Surreal...

Cheers, Magic Sam
 
That's it: some part of the source code was released, but the rest is still closed-source. IIRC the part that was released was mostly headers, so that you could replace part of the existing code with your own. So you could for example develop your own rendering engine, but you can't build the whole game (unless you implement everything yourself, but it's more or less the same thing as starting from scratch).
I think there were some groups that were able to get access to more of the source code, but that was on an individual basis.
 
@Magic Sam it seems like openUT has ceased active development back in 2001, so that's really of no interest to us anymore. But surreal isn't a complete source code for UT just as openUT wasn't either. It says in the readme... so no dice.

oldunreal is just a patch for improving unreal, but the faq mentions that the developer had been given access to the full sourcecode. maybe someone could ask him for a contact at epic? pretty sure he won't be able to give us his source, but there is a chance he could connect us with people who can.
 
While still no calibre (yet, hopefully), I have numerous port on the go, and here are some screenshot of them. Note that some of them may never be published (mainly for performances issue, or if it's crashing and I can't fix it).

In no particular order:
ardentryst4.png
emulestation2.png
steelstorm1.png
ultrastar2.png
preview1.png
preview2.png
preview1.png
preview1.png
preview1.png
preview1.png
aloderunnerstory2.png
preview1.png

0ad1.png

Plus many other that haven't changed much since last screenshot I published....
 
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But my next PND will probably be this one:
egoboo3.png

I'm recompiling with "lto" to see if I can get a few fps more (it will probably be playable nicely on gigahertz only, not sure how it will behave on Rebirth and on CC).
 
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