Port Requests


Do you see a way to increase the width of the magnifying window to match the text windows' width? I find that the 'lens' is just a little too small, it requires you to pan horizontally which is quite annoying. Hard to believe that an aid like this is integrated to make things more usable but at the same time introduces a new problem.
sais11.png

Like that ^^

I think I will enlarge a little bit more, so even the green tutorial windows fit...
 
Now that's more like it!

Edit: Still haven't heard back from Rich at Digital Eel.
 
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http://digital-eel.com/sais/source.htm is a nice little spaceship roguelike, the full version has been freely available for quite a while. But there's some windows specific code and author Iikka Keränen calls it 'generally a mess' :)

As small reminder, SAIS (and many other games) are reported as being available for porting here at this WP list for quite some time. :) List is continuously updated by me (also recently!) and I would appreciate it if you drop there information too if you found some other commercial game with source released/leaked/reverse engineered. Alternatively, drop me a message here! Thank you! :)
 
Hi all :)

@lukey : just to ley you know Lugaru HD doesn't start on my Rebirth with SGX driver 4.10:
=======================================================================================
PND : /media/Pandora/pandora/menu/lugaru_1.x_lukey.pnd
PND_FSTYPE : Squashfs
APPDATADIR : /media/Pandora/pandora/appdata/lugaru_1.x
APPDD_FSTYPE : ext2
PND_CPUSPEED : <unset>
EXENAME : run.sh
ARGUMENTS : <unset>
=======================================================================================
[ START ]--- Mount the PND ----------
Mounting : mount -t squashfs -o ro "/dev/loop0" "/mnt/utmp/lugaru_1.x"
Mounting the Union FS : mount -t aufs -o exec,dirs="/media/Pandora/pandora/appdata/lugaru_1.x=rw+nolwh":"/mnt/pnd/lugaru_1.x=rr" none "/mnt/utmp/lugaru_1.x"
[SUCCESS]--- Mount the PND ----------
[ START ]--- Starting the application ( run.sh ) ----------
WSEGL_InitialiseDisplay: DRI2OpenConnection failed
SDL_GL_CreateContext() failed: Unable to make GL context current
LIBGL: Initialising glshim
scancode = 0xa, i=2a key=0x67
Loading config
X11_GL_LoadLibrary(0x1cb2db8, (null))
libGL:loaded: libGLES_CM.so
libGL:loaded: libEGL.so
libGL: built on Jul 15 2016 17:32:45
libGL: Recycling of FBO enabled
LIBGL: Texture shink, mode 4 selected (only > 256 /2, >=1024 /4 )
LIBGL: Streaming texture forced
LIBGL: Enable FastMath for cortex-a8
LIBGL: Current folder is:/mnt/utmp/lugaru_1.x
Unable to initialize EGL display.
ERROR: EGL Error detected: EGL_NOT_INITIALIZED (0x3001)
[SUCCESS]--- Starting the application ( run.sh ) ----------
[ START ]--- Restoring the frame buffer status ----------
[SUCCESS]--- Restoring the frame buffer status ----------
[ START ]--- Restoring nub mode ----------
[SUCCESS]--- Restoring nub mode ----------
[ START ]--- uMount the PND ----------
[ START ]--- Waiting the Union to be available ----------
[SUCCESS]--- Waiting the Union to be available ----------
rmdir: failed to remove `/mnt/utmp/lugaru_1.x': Device or resource busy
[ START ]--- Waiting the PND mount dir to be free ----------
[SUCCESS]--- Waiting the PND mount dir to be free ----------
cleanup done
[SUCCESS]--- uMount the PND ----------
=======================================================================================
Return code is : 4

I'll try with a different SGX driver and report here ASAP.

Cheers, Magic Sam
 
You need to export LIBGL_FB=1 to be compatible with newer driver.
I don't think you should export LIBGL_STREAM=2 (=1 is enough for most purpose, not sure it's usefull on this one).
You can try to update gl4es also, you may have a bit more fps as some function as been optimised lately.
 
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Wow. Looks great. It might be my imagination, but it seems to run smoother than the old version. Maybe that is just due to CC vs Gigahertz or something along those lines.
 
Anyone please could take a look at Barony?


Seems a very nice commercial game, but is opensource.

I've tryed to compile but failed at linking with this errors:
Code:
[100%] Linking CXX executable barony
CMakeFiles/barony.dir/src/init.cpp.o:init.cpp:function generateVBOs(): error: undefined reference to 'glVertexAttribPointer'
CMakeFiles/barony.dir/src/init.cpp.o:init.cpp:function generateVBOs(): error: undefined reference to 'glEnableVertexAttribArray'
CMakeFiles/barony.dir/src/init.cpp.o:init.cpp:function generateVBOs(): error: undefined reference to 'glVertexAttribPointer'
CMakeFiles/barony.dir/src/init.cpp.o:init.cpp:function generateVBOs(): error: undefined reference to 'glEnableVertexAttribArray'
CMakeFiles/barony.dir/src/init.cpp.o:init.cpp:function generateVBOs(): error: undefined reference to 'glVertexAttribPointer'
CMakeFiles/barony.dir/src/init.cpp.o:init.cpp:function generateVBOs(): error: undefined reference to 'glEnableVertexAttribArray'
collect2: error: ld returned 1 exit status
CMakeFiles/barony.dir/build.make:2575: recipe for target 'barony' failed
make[3]: *** [barony] Error 1
CMakeFiles/Makefile2:104: recipe for target 'CMakeFiles/barony.dir/all' failed
make[2]: *** [CMakeFiles/barony.dir/all] Error 2
CMakeFiles/Makefile2:116: recipe for target 'CMakeFiles/barony.dir/rule' failed
make[1]: *** [CMakeFiles/barony.dir/rule] Error 2
Makefile:131: recipe for target 'barony' failed
make: *** [barony] Error 2
 
That Barony game remind me a bit of Eldrich...

Anyway, I don't own the game, so not sure I want spend time on that one.

But looking quickly in the sources, it may still run with GL 1.5 (so gl4es). I see some setup for Generic Vertex Arrays (in the generateVBOs() function from init.cpp, that cause the link error), but no Shaders to use them (the create_shaders() from opengl.cpp function is commented out).
So you can simply try to comment the calls to glVertexAttribPointer and glEnableVertexAttribArray in generateVBOs(), it may simply works with gl4es afterall.
 
Samuel Villareal released the source code of his reverse engineered Powerslave enigne it seems begin of 2017.
https://github.com/svkaiser/PowerslaveEX

Wasn't available to public up to now to my knowledge.

(PC version demos/shareware as data source is available http://dukertcm.com/knowledge-base/downloads-rtcm/powerslave-shareware/ but not sure if compatiblity as this version is based on the PSX version...)

(PS: his engine KEX ( https://doomwiki.org/wiki/Kex_2 ) seems not up to date with later versions (TurokEX etc) but he announced he is willing to give support and accepting patches... so maybe he will do backports if he sees that the community uses his source code.)
 
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