Port Requests


Someone took already a look at The White Chamber ? Game and engine open source, but not currently linux ported
http://www.studiotrophis.com/site/downloads
https://bitbucket.org/MnemonicWME/wme1/src
The White Chamber and some other games using Wintermute Engine can be played using ScummVM.

However, despite using Qt4 and OpenGL, it was designed in mind for Windows.
I attempted to fix those issues and make a linux port here :
https://github.com/gameblabla/YugiohPhantomRealm
You replaced almost all backslashes with slashes, but that also includes things like \n, \t, ...
Most of them are commented, but not all - briefly looking, I found two instances - saving config in file Utility/ConfigUnit.cpp and in file Game/Duel/Parts/FieldWidget.cpp the line "fieldName.push_back('/0');" (originally "fieldName.push_back('\0');"),
 
I took a look at that Yugoho game.
A port to GLES2 needs quite a lot of work. Beside the conversion of glsl stuff, there is also GLEW to remove, and maybe glfw too, unles glfw 2 can be compiled for GLES2 (I haven't checked).

I have done a bit of work, but it's not finished and just gives me a blackscreen on my VM.^

The diff and shader is attached.
 

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I took a look at that Yugoho game.
A port to GLES2 needs quite a lot of work. Beside the conversion of glsl stuff, there is also GLEW to remove, and maybe glfw too, unles glfw 2 can be compiled for GLES2 (I haven't checked).

I have done a bit of work, but it's not finished and just gives me a blackscreen on my VM.^

The diff and shader is attached.

You have a pandora VM? I can run pandora games on PC?
 
Any chance of porting fs-uae, Amiga emulator, to the Pyra? Its open source I believe. Will you lucky enough to receive a developer pyra from ed?:)
 
The White Chamber and some other games using Wintermute Engine can be played using ScummVM.

Ah, thank you for this info, I wasn't aware SCUMMVM included it already. :)

Found another game, a indie platformer adventure called Lariad, already ported to linux and open source + CC commons free art

old homepage: https://web.archive.org/web/20160327185134/http://piepe.lv/lariad/
gameplay video: source code https://github.com/snauts/lariad

(the author has several other games https://web.archive.org/web/20160603064612/http://piepe.lv/games.html )
 
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Ah, thank you for this info, I wasn't aware SCUMMVM included it already. :)

Found another game, a indie platformer adventure called Lariad, already ported to linux and open source + CC commons free art

old homepage: https://web.archive.org/web/20160327185134/http://piepe.lv/lariad/

source code https://github.com/snauts/lariad

(the author has several other games https://web.archive.org/web/20160603064612/http://piepe.lv/games.html )
I gave it a quick try this morning. It compile without much issue on the Pandora, but I must need some fixes or extension in gl4es: the intro screen seems correct, but ingame, I have mostly a black screen. I have to analyse how the rendering is done...
 
I gave it a quick try this morning. It compile without much issue on the Pandora, but I must need some fixes or extension in gl4es: the intro screen seems correct, but ingame, I have mostly a black screen. I have to analyse how the rendering is done...

Yes this was also one on my failed port. I'm glad that you could take a look.


This is already done by ptitSeb http://repo.openpandora.org/?page=detail&app=drdestructo2_ptitseb
 
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Yes this was also one on my failed port. I'm glad that you could take a look.

I finally found the bug! It was tricky.
The issue was when calling glColor4ubv (or any other glColor in fact) just before calling glEnd(). Then that glColor was just forgotten..
lariad2.png

It's fixed now (and pushed to my github). I'll package the game soon (I also fixed a bug in current git sources of lariad, in script/Frog.lua line 33, it should be "eapi.DelTimer(frog.timer)" instead of "eapi.RemoveTimer(frog.timer)".
I'm not sure the speed is good enough, so maybe I'll put it in my beta lair first.
 
Lariad is on my beta lair thread.

I have quickly looked at game-lv. I have it compiled and running on the Pandora, but there is an issue with color-keyed sprites, so there still have the large purple rectangle... Need to investigate how the rendering is done.
 
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