ledow
Member
An update to the earlier Beta 1 on my efforts to port Simon Tatham's Portable Puzzle Collection to the GP2X. This is a a set of 27 addictive logic and puzzle games. Some are old favourites (like sudoku, sliding puzzles and minesweeper) and others you may not have seen before.
This is the second beta release of the entire collection of the games, which I now call "STPPC2x". This beta has 26 fully-working games, the only remaining one is completely unplayable on the GP2X - mines, a minesweeper clone. I'm trying to get help from Simon Tatham himself to fix this as I think it may be that the "Portable" puzzle collection isn't as portable as you might think.
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If you tried the earlier Beta 1, all of the working games are working much faster, cleaner and better. I've revamped cursor control again and hope that it works properly for touchscreen (however, I'm still working blind without a F-200 myself and without help from many F-200 owners). The full changelog from the previous Beta includes items such as:
http://www.ledow.org.uk/gp2x/. I'm also looking for help from any SDL/C coders to create a nice standalone menu program, add some more features, etc.
Note that this is an unofficial port - so please don't bother Simon Tatham with any problems, although he is aware of the project's existence.
You can download STPPC2x here: http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,25,2543[/cut]
This is the second beta release of the entire collection of the games, which I now call "STPPC2x". This beta has 26 fully-working games, the only remaining one is completely unplayable on the GP2X - mines, a minesweeper clone. I'm trying to get help from Simon Tatham himself to fix this as I think it may be that the "Portable" puzzle collection isn't as portable as you might think.
[cut]
If you tried the earlier Beta 1, all of the working games are working much faster, cleaner and better. I've revamped cursor control again and hope that it works properly for touchscreen (however, I'm still working blind without a F-200 myself and without help from many F-200 owners). The full changelog from the previous Beta includes items such as:
- Slightly improved status-bar drawing
- Coloured the whole background on startup instead of just the puzzle background.
I may revert this, I'm not sure yet. - Narrowed down mines behaviour to ARM peculiarities.
ARM's signedness and endianness are different and this causes problems with the only
game to use signed/unsigned char's (specifically comparison to negative integers) and
bit-shifting. So it looks like this is outside the scope of this port until the
upstream files are fixed. I've sent an email to the author for help with this problem. - Added code and a new font to support monospaced fonts.
Nothing uses it yet but this is for completeness in case anyone adds new games to the
puzzle collection that requires monospaced fonts. - Fixed a slight bug which could see information from a free()'d surface used.
Although a "victimless" bug so far, it was possible that a temporary surface for text
would be free()'d and then the size of that surface used to calculate how much screen
to "blank" next time (often ending up by blanking nothing at all). Re-ordered the code
to stop it doing that (strange that nothing complained, though). - Re-jigged mouse cursors again
Hopefully put a stop to the F-200 touchscreen / USB mouse weirdness. Also, I changed
some timings back now that I've stopped timing-related mouse problems. Smoother
animation may or may not result. - Moved the initial mouse cursor to the centre of the puzzle instead of the top-left corner.
- Added font alignment.
Only seems to be used for tents and only produces a slight shift to the bottom row
of text. But, again, for the sake of completeness, it's done. - Fixed map's and inertia's drag-drop display problem.
- Fixed pegs and sped up all games by putting screen updates in the right places.
Also, implemented proper "partial updates" instead of full updates all the time. - Implemented re-use of loaded fonts.
Increases speed of text games at a cost of memory. - Better descriptive text for errors/startup.
You won't see them unless you are using Sterm / Telnet to run the games but when
something goes wrong, you're more likely to get a useful error message. - More error checking and bailing out with a nicer error on certain failures.
e.g. fonts not being present, blits failing, etc. - Made sure that the cursor doesn't linger after the game has quit.
- Updated to SVN 7977.
Nothing new, except for some hidden new style of solo that you can't play yet.
Just for the sake of making sure that upstream changes don't break anything from a
development point of view.
http://www.ledow.org.uk/gp2x/. I'm also looking for help from any SDL/C coders to create a nice standalone menu program, add some more features, etc.
Note that this is an unofficial port - so please don't bother Simon Tatham with any problems, although he is aware of the project's existence.
You can download STPPC2x here: http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,25,2543[/cut]