Beta ptitSeb's Beta Lair


I have added "Hydraslayer graphical version" to the 1st post. It's not really a beta, but while the repo is down, I'll put stuff here...

I have also updated HomeworldSDL with a fresh build and updated libs.
 
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Hi all,

@ptitSeb : I'm trying to update Dave Gnukem using your Code::Blocks package as usual.

So far, the compilation fails quickly at the very beginning, and I don't understand why (yet):

pandora:/media/Pandora1/dev/dave_gnukem$ make
g++ -ffast-math -O3 -pipe -mcpu=cortex-a8 -mfpu=neon -mfloat-abi=softfp -ftree-vectorize -fsingle-precision-constant -fuse-ld=gold -fuse-linker-plugin -fsigned-char -Wall -DPANDORA -DHAVE_SOUND -DDATA_DIR=/mnt/utmp/davegnukem-magicsam/data -I/mnt/utmp/codeblocks/usr/include/SDL -c src/main.cpp -o src/main.o
src/main.cpp: In function ‘int DaveStartup(bool, bool, const std::map<std::__cxx11::basic_string<char>, std::__cxx11::basic_string<char> >&)’:
<command-line>: error: expected primary-expression before ‘/’ token
src/main.cpp:297:23: note: in expansion of macro ‘DATA_DIR’
297 | if (!djFolderExists( DATA_DIR ))
| ^~~~~~~~
<command-line>: error: ‘mnt’ was not declared in this scope; did you mean ‘int’?
src/main.cpp:297:23: note: in expansion of macro ‘DATA_DIR’
297 | if (!djFolderExists( DATA_DIR ))
| ^~~~~~~~
<command-line>: error: ‘utmp’ was not declared in this scope; did you mean ‘tm’?
src/main.cpp:297:23: note: in expansion of macro ‘DATA_DIR’
297 | if (!djFolderExists( DATA_DIR ))
| ^~~~~~~~
<command-line>: error: ‘davegnukem’ was not declared in this scope
src/main.cpp:297:23: note: in expansion of macro ‘DATA_DIR’
297 | if (!djFolderExists( DATA_DIR ))
| ^~~~~~~~
<command-line>: error: ‘magicsam’ was not declared in this scope
<command-line>: note: in definition of macro ‘DATA_DIR’
<command-line>: error: ‘data’ was not declared in this scope
<command-line>: note: in definition of macro ‘DATA_DIR’
<command-line>: error: expected primary-expression before ‘/’ token
src/main.cpp:300:119: note: in expansion of macro ‘DATA_DIR’
300 | note this is in a separate repo - see the ReadMe.md for details.\n",DATA_DIR);
| ^~~~~~~~

Looks like GCC 9.1 has become "picky" about details it didn't care about before...

What am I doing wrong ?

Cheers, Magic Sam
 
I think your are either missing double-quote in DATA_DIR definition, -DDATA_DIR=\"/mnt/utmp/davegnukem-magicsam/data\"
or you need to use #DATA_DIR, like with
Code:
if (!djFolderExists( #DATA_DIR ))

I don't think it's gcc 9.1 related, more like something changed in your build system.
 
On first post, I have just added a link to the Demo of Descent 3. That was the only "Descent" game in the serie not running on the Pandora, so this is fixed now.
The PND contains the Demo data along with Loki binary, and runs with Box86 and gl4es. It is very smooth on my gigahertz and seems to run perfeclty, only in 640x480 instead of 800x480.
So go grab this PND and try it (you'll need to configure Keymap, I haven't done this for you this time).
descent3demo_1.png
 
I assume if we wanted to play the full game with this we could at least give it a go, although the official faq suggests we need the linux data files[/url] and that the old ones from the windows CD will not work.

Repordedly the steam client has the linux x86 build and data files, although having just checked gog I note they're only selling a windows install there, disappointingly.
 
I assume if we wanted to play the full game with this we could at least give it a go, although the official faq suggests we need the linux data files[/url] and that the old ones from the windows CD will not work.

Repordedly the steam client has the linux x86 build and data files, although having just checked gog I note they're only selling a windows install there, disappointingly.
I can create a PND that could extract GOG windows data and put Loki Linux binary. It should not be too difficult to do, if that help (I assume binaries for the full and demo version are different).
 
Yeah, but according to the faq the linux data and the windows data (all x86) is differing somehow. It's probably not impossible to work out the conversion, but I doubt it's really worth it until we've found someone who wants to play it all the way through.
 
Yeah, but according to the faq the linux data and the windows data (all x86) is differing somehow. It's probably not impossible to work out the conversion, but I doubt it's really worth it until we've found someone who wants to play it all the way through.
I have tried that on my Pandora with GoG Windows version: it just work, it's not complaining about anything. Only thing needed is some renaming (uppercase -> lowercase) of some "hog" files.
 
Do you think I should put the Descent 3 Demo PND on the repo instead of here? And should I work on the Descent 3 Full PND too? (you is everyone that feels concerned about this)
 
If the license allows D3 demo to be packaged, yes. It's always nice to have a play-ready stuff.
 
Do you think I should put the Descent 3 Demo PND on the repo instead of here? And should I work on the Descent 3 Full PND too? (you is everyone that feels concerned about this)
I thought the intent was you put everything up here and promote things to repo releases once people have tested it? I'm not in a situation to test Pandora software currently, unfortunately, so you'll have to look elsewhere for that I'm afraid. In terms of a full release I assume you mean something that will take a dump from gog or steam or out old CDs and attempt to patch them up to run.
 
If the license allows D3 demo to be packaged, yes. It's always nice to have a play-ready stuff.
Yeah, but I don't see anything related to distribution in the demo archive... (you can have a look in the PND, maybe I overlooked something).

I thought the intent was you put everything up here and promote things to repo releases once people have tested it? I'm not in a situation to test Pandora software currently, unfortunately, so you'll have to look elsewhere for that I'm afraid. In terms of a full release I assume you mean something that will take a dump from gog or steam or out old CDs and attempt to patch them up to run.
Yep. Not sure people had enough time to test indeed. For the full, yes, that what I meant (well, only unpacking the GoG release, for other media, I let the user do the unpacking / copying, and the PND will just do the upper->lower case if needed).
 
@ptitSeb I'd love to see the Demo on the Repo; It's pretty small, and a good companion to the Descent2 pnd already in the Repo. But to be honest, I'm not a real fan of Descent (and that's mostly because I can not orient myself; also my nubs are old and broken).

Defining the keys is challenging. It does map them, but some keys leave no character when defined. (for example "Turn left" with directional pad left)

This worked for me: The keypad is for thrust and turning. And the buttons are for sliding in any direction:

Forward: keypad up
Reverse: keypad down
Afterburner: BSPC (delete)
Slide left: Button A
Slide right: Button B
Slide up: Button Y
Slide down: Button X

bank left: keypad left
bank right: keypad right

I tried to find the saved configuration, but could not find it.
 
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The updated Codeblocks PND is uploaded. The link is on the 1st post. I think it will be time, soon, to upload it to repo too.

Not much things new, but the ccmake and other curses program issues are fixed. Also, this version feature latest EMACS, and latest box86. Note that the Dynarec version is box86t (because it's the Trace enabled build). box86 (without "t") is still the old non-dynarec version.

Enjoy (a 4Gb download)
 
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