Port Requests


I wanted to compile a few, but most of them use MLT library. I need to see if newer versions are more easy to compile.

Avidemux doesn't use it, but uses OpenGL, so it would be slower even if it works without it.

I will try the QT5 version, but no promises, ;)
 
Got game-lv to run properly now (no issue in gl4es this time, it was just a bit of code still there when the game relied only on Software SDL for the blitting and the colorkey had to be adapted to the screen surface).

There is still something strange with the "widescreen" support...
 

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apparently, indie game dev "rake in grass" (Pavel Tovarys) had several of its game's source code available for free usage around 2009. these game were build on the torque engine (v1.1.x it seems), which is now open source and opengl based. Game content commercial, but there are demos avialable (or were)

couldn't locate any mirror... (someone needs to aks the developer)
https://www.garagegames.com/community/forums/viewthread/82135/2#comments
https://web.archive.org/web/2012071...akeingrass.com/resources/source_code_eula.txt
https://web.archive.org/web/20120829170819/http://blog.rakeingrass.com/resources/phantasia2_src.zip
https://web.archive.org/web/2012082...akeingrass.com/resources/larva_mortus_src.zip
https://web.archive.org/web/20121112171514/http://blog.rakeingrass.com/?cat=3

Larva Mortus (Crimsonland like shooter)
[doublepost=1490916468,1490914915][/doublepost]


stumbled upon Pakoon! racing series + pizza delivery...freeware with source code under GPL (v1 OpenGL?)

https://web.archive.org/web/20141123120344/http://www.pakoon.com/sourcecode.htm
http://www.nic.fi/~moxide/devcenter.html (old homepage + downloads)


Github mirrors found + SDL +Linux port
https://github.com/tunp/Pakoon0
https://github.com/tunp/Pakoon1
https://github.com/tunp/Pakoon2



Deceiver https://forums.tigsource.com/index.php?topic=49277
source code MIT https://github.com/etodd/deceiver
assets freeware (proprietary?)
 
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stumbled upon Pakoon! racing series + pizza delivery...freeware with source code under GPL (v1 OpenGL?)

https://web.archive.org/web/20141123120344/http://www.pakoon.com/sourcecode.htm
http://www.nic.fi/~moxide/devcenter.html (old homepage + downloads)

Github mirrors found + SDL +Linux port
https://github.com/tunp/Pakoon0
https://github.com/tunp/Pakoon1
https://github.com/tunp/Pakoon2
I tried Pakoon0, and guess what... Not working fine. It reveal a few new bugs in gl4es :(
So I'm in for some new debugging sessions.
 
I tried Pakoon0, and guess what... Not working fine. It reveal a few new bugs in gl4es :(
So I'm in for some new debugging sessions.
I feel your pain... but, every revealed bug is a bug which can be squashed. ;P
[doublepost=1491059468,1491053334][/doublepost]via the webarchive some more games with source code.

http://dungeon-tactics.com/ GPLv3, 2012
http://dungeon-tactics.com/screenshots/dungeon_tactics_1.1_02.PNG

"Gilbert and the doors" GPLv3, 2016
https://sites.google.com/view/gilbert-and-the-doors

Thrive, evolutionary game, GPL, freeware , assets extra repository, active development, ogre3d, openGL
https://archive.org/details/Thrive0.3.3
https://github.com/Revolutionary-Games/Thrive/releases

-> looks very fascinating!

https://cowthing.itch.io/dungeon-of-cor
https://github.com/CowThing/Dungeon-of-Cor

http://mbays.freeshell.org/intricacy/ GPL Puzzle game, Written in Haskell, with SDL and Curses user interfaces.


https://github.com/linleyh/liberation-circuit Lineration circuit programming game, allegro 5
looks glorious...

https://carrot.soulweaver.fi/#license Jazz2 remake, GPLv3
https://www.youtube.com/watch?v=dQqU2YRLoqU

lix, lemming clone http://lixgame.com/

(For some reasons posts are limited to five media links.... :( )
 
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"Gilbert and the doors"

I compiled it but when i run i have in debugger (gdb) :
Program received signal SIGSEGV, Segmentation fault.
#0 0x400a2994 in Mix_VolumeChunk()
from /mnt/utmp/codeblocks/usr/lib/libSDL_mixer-1.2-so.0

#1 0x000119d4 in main (argc=1, argv=0xbeffe874) at Gilbert.c:94


Where the code in Gilbert.c at line 94 is:

Mix_VolumeChunk(jump, MIX_MAX_VOLUME);

here in spoiler the code that initialize the SDL at file Gilbert.c:
int main(int argc,char *argv[]){
MainBoot();//initialisation des variable public au demarage
//FreeConsole(); //efface le terminal pour windows
if ((SDL_Init(SDL_INIT_EVERYTHING)) == -1 ){
fprintf(stderr,"Erreur SDL\n");return -1;}
//Joystick variable
SDL_Joystick* Joyst=NULL;
NumberofJoystick=SDL_NumJoysticks();


SDL_WM_SetCaption("Gilbert and the Doors v1.0 (2016-2017)", NULL);

// debut Configuration du son
if (Mix_OpenAudio(22050, MIX_DEFAULT_FORMAT, MIX_DEFAULT_CHANNELS,2048) == -1) //Mixer init music
{
printf("%s", Mix_GetError());
}

//definition du nombre de canaux et du volume
Mix_AllocateChannels(12);
Mix_Volume(1, MIX_MAX_VOLUME/2);
Mix_VolumeMusic(MUSICVOLUME);

Mix_Music *music;
music=Mix_LoadMUS("MUSIC/intro.wav");

//Créer les pointeurs pour stocker les .WAV
Mix_Chunk *jump;
Mix_Chunk *jump2;
Mix_Chunk *key;
Mix_Chunk *bump;
Mix_Chunk *outch;
Mix_Chunk *coin;
Mix_Chunk *explose;
Mix_Chunk *gameover;
Mix_Chunk *switchon;
Mix_Chunk *switchoff;
Mix_Chunk *opendoor;
Mix_Chunk *badaboum;
Mix_Chunk *vital;
//Charge les wav dans les pointeurs
jump = Mix_LoadWAV("SND/jump.wav");
jump2 = Mix_LoadWAV("SND/jump2.wav");
key = Mix_LoadWAV("SND/key.wav");
bump = Mix_LoadWAV("SND/bump.wav");
outch = Mix_LoadWAV("SND/outch.wav");
coin = Mix_LoadWAV("SND/coin.wav");
explose = Mix_LoadWAV("SND/explose.wav");
gameover = Mix_LoadWAV("SND/game over.wav");
switchon = Mix_LoadWAV("SND/switchon.wav");
switchoff = Mix_LoadWAV("SND/switchoff.wav");
opendoor = Mix_LoadWAV("SND/opendoor.wav");
vital = Mix_LoadWAV("SND/vital.wav");
badaboum = Mix_LoadWAV("SND/badaboum.wav");

//attribuer les volumes pour les wav
Mix_VolumeChunk(jump, MIX_MAX_VOLUME);
Mix_VolumeChunk(jump2, MIX_MAX_VOLUME);
Mix_VolumeChunk(key, MIX_MAX_VOLUME/2);
Mix_VolumeChunk(bump, MIX_MAX_VOLUME/2);
Mix_VolumeChunk(outch, MIX_MAX_VOLUME/4);
Mix_VolumeChunk(coin, MIX_MAX_VOLUME);
Mix_VolumeChunk(explose, MIX_MAX_VOLUME);
Mix_VolumeChunk(gameover, MIX_MAX_VOLUME);
Mix_VolumeChunk(switchon, MIX_MAX_VOLUME/2);
Mix_VolumeChunk(switchoff, MIX_MAX_VOLUME/2);
Mix_VolumeChunk(opendoor, MIX_MAX_VOLUME/8);
Mix_VolumeChunk(badaboum, MIX_MAX_VOLUME);
Mix_VolumeChunk(vital, MIX_MAX_VOLUME/2);
// fin Configuration du son
 
@Farox : check if the game is linked with libvorbisfile.so

If yes, change it to libvorbisidec.so instead, and also change all #include <vorbis/vorbisfile.h> to #include <tremor/ivorbisfile.h>
 
Ah ok.
Then it simply looks like one the WAV sound file is not loaded correctly (the one referenced at line 96 probably).
 
Thanks i'll try to investigate.
[doublepost=1491080899,1491078486][/doublepost]Ok fixed.
First problem the WAV file was not found by my mistake, i was running into the src directory :)
Second problem the game will try to get a char from a config file...waiting for this char that is in wrong format (maybe) so i try to recompile with -fsigned-char and it work.:cool:
 
I did compile Liberation Circuit, but the lowest resolution is 1024x768. It seems it would need some code for down scaling.
And the game uses bitmap fonts, but will use ttf fonts in the future. More easy to read at 480p or 1080p, ;)
 
I have just added some auto-scalling function in Allegro5 to test Liberation Circuit (not yet pushed to my github yet).
It does work (with good speed), but the text is barely readable, and, unfortunatly, it's a game were you need to read.
liberationcircuit4.png
 
I have just added some auto-scalling function in Allegro5 to test Liberation Circuit (not yet pushed to my github yet).
It does work (with good speed), but the text is barely readable, and, unfortunatly, it's a game were you need to read.
View attachment 30228

Did you played with the init.txt? There seems to be a double font size option included "Version 1.1 (20 March 2017) fixes some bugs and adds a double-sized fonts option (edit init.txt for this)."

ah, and there is also large_fonts with 1.5x font size

in init.txt
# display_w 1600
# display_h 900
fullscreen
vol_music 60
vol_effect 80

#1.5x size
large_fonts
#2x size
double_fonts


from line 541 in main.c
<code>
if (settings.option [OPTION_DOUBLE_FONTS])
{
load_font(FONT_BASIC, "data/images/fwss_font_L.bmp", 20, 1.9, 1.6);
load_font(FONT_SQUARE, "data/images/fwt_font_L.bmp", 20, 1.9, 1.6);
load_font(FONT_SQUARE_LARGE, "data/images/large_font_L.bmp", 20, 1.9, 1.9);
}
else
{
if (settings.option [OPTION_LARGE_FONTS])
{
load_font(FONT_BASIC, "data/images/fwss_font_M.bmp", 14, 1.3, 1.2);
load_font(FONT_SQUARE, "data/images/fwt_font_M.bmp", 18, 1.5, 1.4);
load_font(FONT_SQUARE_LARGE, "data/images/large_font_M.bmp", 20, 1.5, 1.5);
}
else
{
load_font(FONT_BASIC, "data/images/fwss_font.bmp", 12, 1.0, 1.0);
load_font(FONT_SQUARE, "data/images/fwt_font.bmp", 16, 1.0, 1.0);
load_font(FONT_SQUARE_LARGE, "data/images/large_font.bmp", 20, 1.0, 1.0);
}
}
</code>
 
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large font does help a lot. There is still something odd with filtering. It looks like fonts are using GL_NEAREST filter instead of GL_LINEAR
Of course there is now some overlapping, but at least it's readable.
liberationcircuit3.png
 
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