ptitSeb
Serial Porter
"go" is a launcher, to handle go project. It worked for me when I tried a few days ago, but I'm using gcc 8.2+, I think I still have to update the codeblocks pnd with latest build.
I ported the Magical Broom Extreme to SDL+OpenGL(ES) (the source code is on GitHub), but the game is far from fullspeed on classic Pandora (I don't have 1GHz Pandora to test it on). Should I put the pnd on repo ?some more games which seems not ported (taking a look at the repo)
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Magical Broom extreme, JP shooter ( directx) https://web.archive.org/web/20070911164727/http://www.twin-tail.jp:80/contents/game/mbx/index.htm
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Any update on this?I have a few things on my pipeline that I want to finish first, but I'll re-take a look at this after that yes.
I tried again some time ago. As expected, the build system download a "toolchain" for armhf, wich then fail to run because I'm missing some version of ICU in the armhf ABI. I need to grab one from some of my ODroid or Pyra experiment and see if it will then generate some armel binary.Any update on this?
https://www.hanselman.com/blog/Inst...ryPiAndBlinkingAnLEDWithSystemDeviceGpio.aspx
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I took a look at OpenHydorah, and, unfortunatly, it's not the complete stuff. More like WIP engine re-implementation (mixing C++ and D), but far from complete, and inactive for 5 yearswhile discussed years ago, there seems to be a open source port for linux now, based on SDL & engine replacement for hydorah (original https://locomalito.com/hydorah.php)
https://github.com/OpenHydorah/OpenHydorah
https://code.google.com/archive/p/hydorah-reborn/
thanks for testing... but that's the good thing about open source stuff, someone could take it up somewhen and finalize it. (there was a half year of heavy activity https://github.com/OpenHydorah/OpenHydorah/network and source files look not so stubb'ish)I took a look at OpenHydorah, and, unfortunatly, it's not the complete stuff. More like WIP engine re-implementation (mixing C++ and D), but far from complete, and inactive for 5 years
You can still try with latest codeblock, and see if the rust compiler inside is new enough... Also gl4es will cover the desktop gl part, as long as it's not OpenGL 3.x that is needed...Voloren looks interesing. Looks like it requires an up to date rust compiler. I'm trying to figure out if it requires desktop GL, but I don't see evidence either way yet.
https://gitlab.com/veloren/veloren/tree/master
EDIT: Okay it looks like it uses gfx_device_gl , so GLES support might now be straightforward.
EDIT: HOWEVER, the package that utilizes gfx_device_gl has gl listed as a "feature", which I would think means they allow you to compile without gl support.