Beta ptitSeb's Beta Lair

Discussion in 'Software Releases' started by ptitSeb, May 13, 2016.

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  1. ptitSeb

    ptitSeb Serial Porter

    Joined:
    Aug 15, 2012
    Messages:
    8,149
    Location:
    France, near Lyon
    Here are some various PND that are not in the repo for various raisons. It can be that's the PND is not enough tested, that the resulting PND is a duplicate of some working version on the REPO, or just that the PND is not ready for repo (and maybe will never be ready for repo).

    Beeing Beta and Experimental, expect bugs and/or slow, glitchy version...

    This 1st post will be updated with new entry / or removed one (when pushed to the repo).

    AdvanceMAME
    ======

    [​IMG]
    Here is AdvanceMAME (and AdvanceMENU), current version. This is using OpenGL2 for rendering (so shaders for CRT / scaline effect are availble) and is compatible with all driver. After a first launch to create default configuration, you will need to change parameters of appdata/advancemame/home/.advance/advmame.rc and appdata/advancemame/home/.advance/advmess.rc to add folders for ROMS (and snap, title, etc..) or you will be stuck with the TI/99 samples included with AdvanceMAME. Default configuration should be usable, but feel free to adapt to your own tastes.

    download: PND.
    BloodCM
    ======
    [​IMG]

    Here is an updated pnd of the Blood Total Conversion for eduke32 engine: BloodCM (formely known as BloodTC). I used the exact eduke32 revision advised, but I still found some (very anoying) freeze when new graphics are shown or when entering new area. Maybe it's an issue with the Polymost way of handling texture (with the disk cache stuff). Anyway, it seems playable.
    download: PND.

    Codeblocks
    ======
    [​IMG]
    Codeblocks PND is back in the Beta thread. This time with a fresh build GCC 7.3, and Qt 5.11 Also, using some cross-compile intermediary build, the Ada compiler is now available (untested yet). along with a a few updated lib. And clang/llvm 7.0 is now also there.
    And adding yet another language: Rust v1.23, along with cargo, is also available.
    Note the arm-linux--unknow-gnueabi is a target triplet that is virtualy unsupported/unknown for Rust (but arm-android-unknown-gnueabi and arm-linux-unknown-gnueablhf are). So some dependancies may failed to compile, complaining about missing import. In that case, you'll need to alter the Cargo.toml file and use a local copy of the lib, and you'll need to alter the Cargo.toml of the lib to add the dependancie for arm-linux-unknown-gnueabi.
    Changelog in the spoiler.
    Code:
    ********* 04/05/2017
    * isl             0.18
    
    ********* 07/05/2017
    * gcc            7.1
    + libpcap        1.8.1
    * mygui            rebuilt with gcc 7.1
    + xa            2.3.7 (6502 cross assembler)
    + libsidplayfp    1.8.7
    + sidplayfp        1.4.3 (with only alsa enabled)
    * libpulse        back to header only, + libpulse-simple.so
    * bullet        latest from git (static only)
    * harfbuzz        1.4.6
    
    ********* 08/05/2017
    * nspr            4.14
    * nss            3.30.2
    * sqlite        3.18.00
    * FFmpeg        latest from git
    
    ********* 08/05/2017
    * libpng        1.6.29
    
    ********* 11/05/2017
    * gcc            7.1 again, but with ada too
    * SDL_image        1.2.12 rebuilt, just in case
    * poppler        0.54.0
    
    ********* 13/05/2017
    + luarocks        latest from git (for luajit env, not lua that is the 5.2)
    + moonscript    latest
    
    ********* 14/05/2017
    * pulse            added back some libs
    
    ********* 14/05/2017
    ******** Codeblocks 2.40.16 beta
    
    ********* 15/05/2017
    + gconfmm        2.6
    
    ********* 20/05/2017
    + liba52        0.7.4
    
    ********* 28/05/2017
    * libtiff        4.0.8
    
    ********* 02/06/2017
    * taglib        1.11.1 (latest from git)
    
    ********* 03/06/2017
    * cairo            latest from git (without egl, glx or qt)
    * librsvg        2.40.17
    + libcamberra    0.30 (only alsa enabled)
    
    ********* 04/06/2017
    * guile            2.2.2
    * munt            lastest from git
    
    ********* 06/06/2017
    * curl            7.54
    
    ********* 09/06/2017
    + rust            1.17
    + cargo            latest from git
    
    ********* 10/06/2017
    ******** Codeblocks 2.40.16 new beta
    
    ********* 13/06/2017
    * gdb            fixed installation of 7.11
    * openmpt        fixed installtion
    
    ********* 15/06/2017
    * libsndfile    latest from git
    
    ********* 25/06/2017
    * make            4.2.1 (with change to force /bin/bash as default shell)
    + libev            latest from cvs
    + xcb-util        0.4.0
    + xcb-util-renderutil    0.3.9
    + xcb-util-cursor        0.1.3
    + xcb-util-keysyms        0.4.0
    + xcb-util-wm    0.4.1
    + xcb-util-xrm    latest from git
    + libstartup-notification    0.12
    * libfreetype    2.8 (with vfpv3)
    + frei0r-plugins 1.6.0
    
    ********* 26/06/2017
    * opus            1.2
    * libmpg123        latest from svn
    + libmodplug    latest from git
    * openal-soft    latest from git
    * sqlite        3.19.3
    * poppler        0.56.0
    
    ********* 27/06/2017
    * openssl        1.2l
    * gnutls        3.5.13
    
    ********* 28/06/2017
    * libSDL_image    1.2.12 (rebuilt so it use libpng16)
    
    ********* 03/07/2017
    * SDL_sound        rebuilt
    * SDL2_sound    rebuilt
    
    ********* 04/07/2017
    * Qt            5.9 (but without QtWebEngine), QtWebKit is a separate build
    + SDL2_gfx        1.0.3
    
    ********* 04/07/2017
    * QtWebKit        5.9
    
    ********* 05/07/2017
    * rust            1.18
    * cargo            latest from git
    * yaml-cpp        rebuilt
    
    ********* 09/07/2017
    ******** Codeblocks 2.40.16 new beta
    
    ********* 10/07/2017
    * libass        latest from git
    * xcb-proto        1.12 (rebuilt with python3 in codeblocks, python2 in wxpython)
    * libxcb        1.12 (rebuilt, still with -mfpu=vfpv3 to avoid bus error)
    
    ********* 21/07/2017
    * gstreamer        rebuilt, with all plugins
    + gst-ffmpeg    0.10.13
    
    ********* 23/07/2017
    * wxWidget        3.0.3
    * codeblocks    latest from svn
    
    ********* 01/08/2017
    ******** Codeblocks 2.40.16 new beta
    
    ********* 03/09/2017
    * gcc            7.2.0
    * wxWidget        3.0.3 rebuilt with gcc 7.2.0
    * codeblocks    latest from svn
    
    ********* 05/08/2017
    ******** Codeblocks 2.40.16 new beta
    
    ********* 12/09/2017
    * dee            1.0
    
    ********* 16/09/2017
    * tcsh            latest from git (and added a symlink csh -> tcsh)
    * imake            1.0.7
    
    ********* 15/10/2017
    + assimp        latest from git (but without IFC import, and qt viewer probably broken)
    
    ********* 17/10/2017
    * git            2.15.0-rc1
    
    ********* 02/12/2017
    + libGD            latest from github
    
    ********* 03/12/2017
    + Little CMS    1.19
    + gexiv2        latest from github (0.10.6)
    + LibRaw        0.18.5
    
    ********* 09/12/2017
    + uchardet        latest from git
    + netpbm        latest from svn
    * docbook        added export XML_CATALOG_FILES
    * giflib        latest from git
    
    ********* 29/01/2018
    * wxWidget        3.0.3 without Assert (at last)
    
    ********* 01/02/2018
    * codeblocks    latest from svn
    
    ********* 04/02/2018
    * libpng16        1.16.34
    * sqlite        3.22
    * rust            1.18 -> 1.23 (cross-compiled)
    
    ********* 05/02/2018
    * cargo            latest from git (0.26)
    
    ********* 06/02/2018
    * gcc            7.2.0 -> 7.3.0
    
    ********* 08/02/2018
    * libzip        1.4.0
    
    ********* 18/02/2018
    * tcl            8.6.8 (and now in /mnt/utmp/codeblocks/usr and not lib)
    * tk            8.6.8 (same remark)
    
    ********* 19/02/2018
    * gdb            8.1
    
    ********* 10/03/2018
    * SDL2            2.0.8
    * SDL_image        2.0.3
    
    ********* 12/03/2018
    + polarssl        1.3.7 (old, I know)
    
    ********* 25/03/2018
    * ninja            1.8.2
    * cmake            3.10.3
    
    ********* 25/03/2018
    * harfbuzz        1.7.6
    
    ********* 27/03/2018
    * gdb            8.1 (rebuilt, with python this time)
    
    ********* 02/04/2018
    * smpeg-2        0.4.5 (rebuilt, without threaded audio)
    * SDL_mixer-2    2.0.1 lastest version from mercurial (no dlopen, mpg123 for mp3)
    
    ********* 21/04/2018
    * valgrind        3.13
    * libevdev        latest from git
    
    ********* 26/04/2018
    * sqlite        3.23.1
    
    ********* 30/04/2018
    + joe            4.6
    
    ********* 09/05/2018
    + sox            latest from sourceforge git
    
    ********* 11/05/2018
    + clang            v7.0 latest from svn, with llvm, libcxx...
    
    ********* 12/05/2018
    ******** Codeblocks 2.40.16 new beta
    
    ********* 15/05/2018
    * gawk            4.2.1
    
    ********* 19/05/2018
    * gcc            8.1 (with everything, including Ada and D)
    
    ********* 03/06/2018
    * libarmucontext    (libc hack) added a getauxval implementation from boringssl
    
    ********* 04/06/2018
    * sqlite        3.23.1 rebuild with -DSQLITE_ENABLE_COLUMN_METADATA 
    
    ********* 09/06/2018
    * Qt            5.11.0 (without QtWebEngine, it doesn't want to build for now)
    + hyphen        latest from github
    
    ********* 23/06/2018
    * SDL_mixer        for SDL2, latest from mercurial
    
    ********* 28/06/2018
    * clang            v7.0 latest from svn, with llvm, libcxx... Rebuilt on Pandora with "codeblocks" hack. -isystem & co not needed anymore
    
    ********* 05/07/2018
    * QtWebKit        latest version from git (5.212), built with clang
    
    ********* 08/07/2018
    * libogg        1.3.3
    * libvorbis        1.3.6
    * libtheora        latest from git (1.2.alpha)
    * libtheoraplay    latest from git, hacked to use tremor for audio
    + oggvideotools    0.8a
    
    ********* 21/07/2018
    ******** Codeblocks 2.40.16 new beta
    
    

    download: PND.

    DooM 3

    ======
    [​IMG]
    DooM 3 is too heavy for the Pandora, even the Gigahertz model. It's mainly the GPU that is slowing everything down. I have reduced the rendering area (it's now a small framebuffer of 512x307, making text mostly unreadable). Still, the game is playable but way too slow. You need a swapfile, and 4.10 driver for it to run. You also need original Doom3 (non-BFG) data to play. Don not expect much on Pandora (just a taste of what the Pyra will enable us to play).
    download: PND.

    DxX-Rebirth

    ======
    [​IMG]

    [​IMG]
    DxX-Rebirth engine has been updated. It's now in beta for v0.60, with many improvement... I did a fresh compile using gl4es here (as a test, I know the gles backend of DxX-Rebirth works well).So here are the PND. The will use the same appdata path as teh DxX PND from the repo, and I wont upload them to the repo as I think @Pickle will probably update his build at some points. Speed here is very good, sporting more than 40fps most of the time with all eye candy on (first screenshot is D1X with transparency and colored lightning). You can even activate 4X multisampling, but then the fps will be around 25fps (2nd screenshot s D2X with 4X multisamples), the game still nicely smooth (all this number on a Gigahertz, other model will have lower fps).
    download: D1X-Rebirth . and D2X-Rebirth.


    Frontier

    ======
    [​IMG]

    Here is GLFrontier, the remakeport of Frontier: Elite. This is based on a disassembly of the AtariST version (so there is no texture like for the PC version). The sources and details of this port can be found here: http://tom.noflag.org.uk/glfrontier.html.
    The default renderer is the Software mode. It's the fastest and more accurate. With Ctrl-E you can swtich from Software/Wireframe/GL mode. But be aware that the GL mode is much slower, and missing a few things (planet details mainly, and some polygon doesn't appear). It's not specific to the Pandora port.
    Also, Frontier is quite a complex game, I suggest to take a look at this tutorial if you don't know the game: http://jfturner.free.fr/pages/tutorial.html
    download: PND.
    Homeworld

    ======
    [​IMG]
    This version of HomeworldSDL use latest sources, and glshim (I was too lazy to activate GLES support). It will be compatible with all video drivers, and is also compatible with the original ".bik" video. I haven't taken all keymap from the version on the repo, but the shoulder buttons works as mouse buttons.
    download: PND.

    Lariad

    ======
    [​IMG]
    Here is Lariad, an opensource Plateformer. It use OpenGL and lua (so gl4es and luajit on the Pandora). Speed seems fine on Gigahertz, but I haven't tested on any other model (and not much even on my Gigahertz anyway)
    download: PND.


    Me-TV

    ======
    [​IMG]

    And a beta of Me-TV. It's completly untested on my side, as I have no DVB hardware handy. Also, don't forget it's a Pandora, so HDTV content will probably be not really accessible. I'm not even sure MPEG2 content will decode fluently. Also, I think me-tv will save it's config to the NAND (check /home/USER/.gnome2/apps/me-tv ). Not sure how to change that behaviour.
    download: PND.

    MySQL

    ======
    [​IMG]
    Here is a pnd with MySQL. it contain all command line stuff, including deamon and dev lib/headers. You can create a database, query, etc. Next verison of codeblocks will automount it. Like Nodejs or Monort, this PND is designed to be automounted by other pnd in runtime. CC models will need a swap file for the Deamon to start on default config. Other model should be fine without.
    download: PND.

    Node.js

    ======
    [​IMG]
    This build of Node.js is not much tested. npm do runs, but electron doesn't. The PND itself is untested.
    download: PND.


    Pacifi3D
    ======
    [​IMG]

    You will need some pacman roms to run this emu (complete non-merge set, unzipped in it's folder, but zipped file should be unzipped automaticaly by the runscript).
    One of puckman puckmana puckmanf pacman pacmanf puckmod pacmod hangly hangly2 hangly3 newpuckx
    There was a beta of it already in the forum, but here is a newer version. I have reworked a few things (added frameskip code, downsampled sounds, put sound in a separated thread), making the game playable now.
    Controls are:
    • Cursors / Joypad moves pacman
    • 1/2 - Start game
    • 5/6 - Add coin
    • F1 - Cycle between views.
    • F2 - Reset Pacman
    • F3 - Toggle sound
    • F11 - Toggle fullscreen
    • F12 - Save numbered screen capture (snapXXXX.bmp)
    • Escape - Quit Game
    • Mouse - If you click and drag the mouse on Pacifi3d then movements will tilt the maze in 3rd person view.
    download: PND.

    PicoLove
    ======
    [​IMG]

    This is an early build of PicoLove, the Pico8 engine in Löve. This version has no particular GUI. To play cartridge, download the cartdrige p8.png and put it in appdata/picolove then type "DIR" if needed, and simply type "LOAD xxxxx" where xxxx is the game number (no need to type .p8.png) then "RUN". You can use ctrl-q to quit (the data are embeded in the png picture). Note that, like most of the time with GLES2, it doesn't seem the CC model can handle this one, and stay on a black screen, regardless of the version of the SGX I used. Note that it seems that the prefered driver for this one is the 4.08.
    download: PND.

    Quod Libet

    ======
    [​IMG]
    Quod Libet is media player / cataloger in Python. You will need latest version of wxPython for this one.
    download: PND.

    ResidualVM
    ======
    [​IMG]
    There is another thread for this one, but I want to centralise all my beta in one big thread. This ResidualVM works with GLES2, and has a few hack to make it playable (on the 3 games it support fully).
    download: PND.

    Revenge of Titans
    ======
    [​IMG]
    Another launcher PND, but for a Java game. There is already an old Thread about this one. You need the linux data for it. Main issue is ... the speed, again. At 8fps, it's barrely playable (I updated all the libs since last beta, but no significant change in execution speed).
    download: PND.

    Stellarium
    ======
    [​IMG]
    This version of Stellarium is more recent than the one in the repo. It use Qt5 and GLES2, and will not be compatible with drivers > 4.03. It also seems to make CC driver to crash. On Gigahertz it should work fine.
    download: PND.

    Sunrider - First Arrival

    ======
    [​IMG]
    This game was my test game for the RenPy engine that is inside the wxPyton PND. It's a big game that use many of the RenPy functions, and speed a lot of time to have RenPy runing with GLES2 and compatible with newer drivers (using FBO to avoid blinking textures). I'm not sure if I'll put this one on the repo, but it should work. This pnd use wxPython as runtime. I know there a free version on Steam of the following: Sunrider - Mask of Arcadius, but this one needs a newer RenPy that I haven't ported. This game is designed for FullHD screen, so some text can be very small.
    download: PND.

    System Shock
    ======

    [​IMG]
    Here is a beta build of System Shock. It's based on the "Shockolate" sources. Gameplay is implemented, sounds too. I have hacked .xmi music support using WildMidi. But the keymap is vanilla for now, and not completly Pandora friendly (use R/V to look up/down, ctrl-q to quit). Not even sure is load/save works (I don't think it does). Most menu are missing now, so it's just the core gameplay experience for now.
    You will need the data from the System Shock Enhanced Edition: put the "res" folder inside appdata/systemshock
    Note that the PND setup nubs as left for mouse buttons, right for mouse mouvement by default.
    download: PND.


    To The Moon
    ======
    [​IMG]
    This PND will allow you to play the full version of To The Moon, using the full data from the GoG Linux version. The The Moon is a really nice game, that is more about the Story telling than the game mecanics. It's an easy and short game (can be completed in 3h) with a Story. This pnd use mkxp (like the linux version of the game). mkxp use Shaders and SDL2, so CC model will probably not be able to use it. Also, I own only the GoG version of the game, so the unpacker only works for this version. For the Steam and Humble bundle version, you have to copy the data yourself (all goes to appdata/tothemoon, in a folder named, agin, tothemoon). Also, the engine (mkxp) use a Ruby interpreter, making the game a bit slow, with weird pause on each dialog, making it less fun to play (or maybe it's a GLES2 issue?). And a last remark: it seems that the prefered driver for this one is the 4.08 (like for picolove).
    download: PND.


    Warzone 2100

    ======
    [​IMG]
    Here is the latest version of Warzone 2100. It's the 3.2.3 and use shaders. The version seems playable on a gigahertz model, even if on the slow side. When not too many things are on screen, you get 10fps. On the screenshot above (1st mission of the Beta campaign), it is slower, but a lots of things is happening here. It's still seems playable. Not sure if it will be playable on Rebirth (even less sure on CC, because GLES2 is always glitchy on this model).
    download: PND.


    Yabause

    ======
    [​IMG]
    here is a new beta of Yabause. A lot have changed in upstream, but there were some that broken the Dynarec. I have fixed those and it seems to be running fine now. The Qt version is the prefered one. The SDL version works, but there seems to be no sound.
    download: PND.


    Zelda Classic

    ======
    [​IMG]

    Here is the latest version of Zelda Classic (2.50.3-RC1), fresh from the github. It's mostly a vanilla build, with just the default audio frenquency lowered to 22050 Hz. Keymap is adapted to Pandora, with Start as {Start}, A/B to {X}/{B}, L/R to {A}/{Y} and Map to {Select}. You may need to wipe clean previous appdata/zeldaclassic folder if you upgraded from previous PND. I haven't tried custom quest, but they should works (just put the files in appdata/zeldaclassic)
    download: PND.


    ZEQ 2 lite

    ======
    [​IMG]
    There is already an old thread for this one. It's a fighting game, based on the Dragonball Z universe, and using idTec3 engine. The game works correctly (some slowyness can be felt on large explosions), but the main issue is the absence of Bots. You are alone, unless you join / create a Network and play with other human. So I didn't push it to the repo.
    download: PND.
     
    Last edited: Sep 23, 2018
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  2. Farox

    Farox Certified Guru

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    Nice works....when i readed the title...for a moment...i was expecting some pyra pre-release.
     
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  3. PokeParadox

    PokeParadox Founder of Pirate Games - Penjin Coder Staff Member

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    For DooM3 can you pin the slowness down to particular effects? (IIRC the shadows were the main culprit when it was released on desktop.)
     
  4. ptitSeb

    ptitSeb Serial Porter

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    No, not really. In (very) closed space, you get playable speed (more then 10fps), but as soon as you face other room, it slow down. It's the whole rendeding that make the GPU sweat..
     
  5. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    @ptitSeb : it's Christmas time ! Too bad you missed my birthday by only one day :p

    (I turned 34 yesterday...)

    Cheers, Magic Sam
    --- Double Post Merged, May 13, 2016, Original Post Date: May 13, 2016 ---
    Regarding DooM 3, did you turn all the eye-candy down (or even off) ? And are you still using that GLES2 port of id Tech 4 ?

    Cheers, Magic Sam
     
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  6. TrashyMG

    TrashyMG Sarcasm Dispenser Staff Member

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    I remember a Doom3 hack to get it playable on a voodoo 2, it looked pretty horrible though, no shadows or anything.
     
  7. ptitSeb

    ptitSeb Serial Porter

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    Yes, it's still basicaly the Dante project, using GLES2 (not much choice here, Doom3 needs shaders). I may try to work on the BFG version of Doom3 at some point, but not sure when I'll start working on that.

    (happy birthday)
     
  8. Linux-SWAT

    Linux-SWAT Hardcore Member

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  9. ptitSeb

    ptitSeb Serial Porter

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    It's slower but less glitchy on the pandora! I supposed all shaders are gone to make it run on Voodoo2, as it's a fixed-pipeline 3D Card.
    --- Double Post Merged, May 13, 2016, Original Post Date: May 13, 2016 ---
    I added ResidualVM and Homeworld to the 1st post.
    Those are 2 PND that have already working version on the repo, so I'll probably not upload them. But with those build I make sure I'm ready to build them for the Pyra ;)
     
  10. ingoreis

    ingoreis Advanced Member

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    Another Idea ist running Doom 3 PND from the Pandora bootet in Cli Mode.
    No X is running in Backround and we have more real Ram.

    And when that work we can maybe make a Doom3 Special Bootable SD Card where only Doom3 is booting?

    Btw:
    Is Doom3 realy for free now or do i need the Data Files like the some Games?
     
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  11. ptitSeb

    ptitSeb Serial Porter

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    @ingoreis : no, DooM3 is not free, you need Data Files, like with the Jedi Knight series or other games.
    --- Double Post Merged, May 14, 2016, Original Post Date: May 14, 2016 ---
    Added Revenge of Titans, a Launcher of the commercial Java game (way too slow to go to the repo), and Search and Rescue II, a chopper simulation (need some changes to go to the repo, but will probably be pushed there one day).
     
  12. ptitSeb

    ptitSeb Serial Porter

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    Added Action DooM 2, Sunrider: First Arrival and ZEQ 2 lite.

    Don't hesitate to put some feedback on the pnd you downloaded and tested.
     
  13. ptitSeb

    ptitSeb Serial Porter

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    Added fresh build of PPSSPP and Reicast.
     
  14. M-HT

    M-HT Very Active Member

    Joined:
    Nov 30, 2007
    Messages:
    599
    Location:
    Bratislava
    You can apply this diff to game.c for a small speed increase (about 5% in my testing):
    Code:
    --- game.c    2016-05-11 22:51:50.000000000 +0200
    +++ game-new.c    2016-05-15 16:18:27.752887899 +0200
    @@ -759,7 +759,7 @@
       }
     }
     
    -SDL_Surface* load_img(char* filename) {
    +SDL_Surface* load_img(char* filename, int alpha) {
       SDL_Surface* loadImg = NULL;
       SDL_Surface* optImg = NULL;
     
    @@ -767,7 +767,11 @@
     
       // Create the optimized image
       if (loadImg != NULL) {
    -    optImg = SDL_DisplayFormatAlpha(loadImg);
    +    if (alpha && loadImg->format->Amask) {
    +      optImg = SDL_DisplayFormatAlpha(loadImg);
    +    } else {
    +      optImg = SDL_DisplayFormat(loadImg);
    +    }
         SDL_FreeSurface(loadImg);
       }
     
    @@ -888,23 +892,23 @@
       char bkgstr[512];
     
       // Load images
    -  tilesheet = load_img(RESOURCE_PATH "images" DIRSEP "tilesheet.png");
    -  spritesheet = load_img(RESOURCE_PATH "images" DIRSEP "spritesheet.png");
    -  invbackground = load_img(RESOURCE_PATH "images" DIRSEP "inventory.png");
    -  background = load_img(RESOURCE_PATH "images" DIRSEP "bkg1.png");
    -  teleguide = load_img(RESOURCE_PATH "images" DIRSEP "teleguide.png");
    -  title = load_img(RESOURCE_PATH "images" DIRSEP "title.png");
    -  credits = load_img(RESOURCE_PATH "images" DIRSEP "credits.png");
    -  mapbkg = load_img(RESOURCE_PATH "images" DIRSEP "mapbkg.png");
    -  pit = load_img(RESOURCE_PATH "images" DIRSEP "pit.png");
    -  lvlnumbkg = load_img(RESOURCE_PATH "images" DIRSEP "lvlnum.png");
    -  gameselect = load_img(RESOURCE_PATH "images" DIRSEP "gameselect.png");
    -  msgback = load_img(RESOURCE_PATH "images" DIRSEP "msg.png");
    -  optback = load_img(RESOURCE_PATH "images" DIRSEP "opt.png");
    -  getinputback = load_img(RESOURCE_PATH "images" DIRSEP "getinput.png");
    +  tilesheet = load_img(RESOURCE_PATH "images" DIRSEP "tilesheet.png", 1);
    +  spritesheet = load_img(RESOURCE_PATH "images" DIRSEP "spritesheet.png", 1);
    +  invbackground = load_img(RESOURCE_PATH "images" DIRSEP "inventory.png", 0);
    +  background = load_img(RESOURCE_PATH "images" DIRSEP "bkg1.png", 0);
    +  teleguide = load_img(RESOURCE_PATH "images" DIRSEP "teleguide.png", 1);
    +  title = load_img(RESOURCE_PATH "images" DIRSEP "title.png", 1);
    +  credits = load_img(RESOURCE_PATH "images" DIRSEP "credits.png", 1);
    +  mapbkg = load_img(RESOURCE_PATH "images" DIRSEP "mapbkg.png", 0);
    +  pit = load_img(RESOURCE_PATH "images" DIRSEP "pit.png", 1);
    +  lvlnumbkg = load_img(RESOURCE_PATH "images" DIRSEP "lvlnum.png", 1);
    +  gameselect = load_img(RESOURCE_PATH "images" DIRSEP "gameselect.png", 0);
    +  msgback = load_img(RESOURCE_PATH "images" DIRSEP "msg.png", 0);
    +  optback = load_img(RESOURCE_PATH "images" DIRSEP "opt.png", 0);
    +  getinputback = load_img(RESOURCE_PATH "images" DIRSEP "getinput.png", 0);
       for (i=1;i<=5; i++) {
         sprintf(bkgstr, "%simages%sfade%d.png", RESOURCE_PATH, DIRSEP, i);
    -    fades[i-1] = load_img(bkgstr);
    +    fades[i-1] = load_img(bkgstr, 1);
       }
     
       // Load fonts
    @@ -1600,7 +1604,7 @@
         if (curbkg > 0) {
           SDL_FreeSurface(background);
           sprintf(filestr, RESOURCE_PATH "images%sbkg%d.png", DIRSEP, curbkg);
    -      background = load_img(filestr);
    +      background = load_img(filestr, 0);
         }
       }
     }
    

    Also I wouldn't remove SDL_Delay(...) in the main loop, but replace it with SDL_Delay(0), because currently you are just calling SDL_GetTicks() in a loop.
     
  15. ptitSeb

    ptitSeb Serial Porter

    Joined:
    Aug 15, 2012
    Messages:
    8,149
    Location:
    France, near Lyon
    Thanks @M-HT , I have updated the package with your change. I have also put an SDL_Delay(0) instead of nothing.
     
  16. ingoreis

    ingoreis Advanced Member

    Joined:
    Mar 7, 2012
    Messages:
    3,023
    Location:
    49.491276,8.423518
    Hi little bad Report to Reicast.
    The rescent Repo Version and this Rescent fresh compiled Beta Version have a not nice Audio Delay here.


    here with an older Version (0.0.r6.10) without Audio Delay:


    Tried many many Settings and i cannot change this.
    This Audio Delay is ever here with the newer Versions.
    Maybe because SDL2?
     
  17. ptitSeb

    ptitSeb Serial Porter

    Joined:
    Aug 15, 2012
    Messages:
    8,149
    Location:
    France, near Lyon
    @ingoreis : thanks. Yes, I have noticed this lag in the sound. I haven't investigated yet. I tried to build with Alsa sound instead of OSS, but it was silent. I have to dig more to understand what's going on here.
     
  18. ptitSeb

    ptitSeb Serial Porter

    Joined:
    Aug 15, 2012
    Messages:
    8,149
    Location:
    France, near Lyon
    Removed Beret, as it's on the repo now.
     
  19. ElPoco

    ElPoco Very Active Member

    Joined:
    Feb 16, 2012
    Messages:
    625
    Location:
    Paris, France
    Thanks for ActionDooM 2, I wanted to try it but couldn't get it to work with the zdoom pnd. :)
     
  20. Binky

    Binky Death's Steed Staff Member

    Joined:
    May 28, 2003
    Messages:
    6,813
    Location:
    16A (TO)
    @ptitSeb

    This has just reminded me:

    A while ago, I asked about the possibility of pnd-packaging Quod Libet.
    The conclusion was that it would be possible, pending a new version of wxpython - and I see v3.0 is now on the repo!
    Any chance of getting a quod libet pnd? I would be most awfully grateful.
     

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