Hi there,
I am the original author of “prison break”.
I found this thread this morning trying to figure out why all of a sudden I had an spike of visitors coming from here. I am very glad to know that someone took the time to port the game to Pandora, something I had in mind to do once we received our unit (actually, I didn't pre-order a Pandora; my employer did. But he will let me “play with it” ^_^)
I would like to ask slaeshjag if he is willing to send me back the modifications that had to be done in order to make “prison break” work on Pandora. I would like to add these modifications, along with the proper credits, into prison break's bitbucket repository, so they don't get lost ;-). Either send me an email (you'll find the address inside the README file) or upload the sources somewhere I can fetch them.
Regarding the scaling issue, I don't remember why I forced the game to use a 320x240 resolution on all platforms. Usually, I find it too small to play on a desktop computer and I use bigger resolutions, “configurable” at compile time the game with a flag (SCREEN_SCALE). I even added the logic to the CMake scripts to do so…
When loading the resources, the game tries to use a “scale” function to, well, scale the graphics. If you look any of my other games, you'll see something like this in main.cpp:
Code:
resources.setGraphicScaleFunction(
boost::bind(benzaiten::fastScale, _1, SCREEN_SCALE));
“benzaiten::fastScale” does a linear scaling of the image, where SCREEN_SCALE is usually 1 (no scale), 2 (double), 3, etc. Once the “scale function” is “installed”, there's no need to change anything else, because the resource loading automatically returns the images scaled and I believe that the game's logic is “size agnostic” in the sense that it always checks the images' width and height instead of assuming things. (This is because I wanted to make the game “scalable”, but somehow I didn't manage to do so…)
Again, thanks for the port and if I can be of any help, don't hesitate to ask me anything either by mail or here.
Regards,
Jordi