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Re: New Games possible?
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@All
I upload on os4depot final port of "Super Tux Kart". No more crashes/freezes/lockups on exit (they was because of that the same problem called "minigl not check on present/unpresent state to avoid overhead, but many coders think that opengl should do that for them (well, on linux/win32 it is)", so i just comment out few "delete", and while it will eat some memory on exit, it will works without lockups (ugly fix, but better than lockups). Of course bugs still possible, so feel free to say about and i will try to fix them.

The whole archive are 110mb, with all data included , what mean you not need to download anything else (like data files) from somethere, just download archive, unpack and test.

Be sure that you have the latest OS and MiniGL (maybe it will works on other than 4.1 u 2, but becase of the past bugs which was fixed, the last version of OS are the best choice as usual). Game compiled statically, without refering to any .so , so all what you need its right libs and latest aos.

Be carefull, game are pretty slow even on Pegasos2 with 1ghz, due to our slow OpenGL realisation. In 640x480, few tracks are pretty playable (for example "Around the LightHouse" or "Snow Mountain"), but others mostly un-playble slow (5-10 fps) even on 1ghz. That all happenes because of our OpenGL, which for first do Transformation, Lighting and Clipping in software mode (i.e. by CPU), and because of that, CPU speed are matter, and for second it works over old interfaces (like warp3d). But even with that realisation of OpenGL, even single core at 1.8ghz will be more than enough (fingers crossed for x1000 tests)

If you want to see how fast (or slow) it works on peg2/1ghz/radeon9250, i make a little video and put it on youtube:

video in action

In others, all what you need its unpack, and run.

Enjoy !

@Joeled

Quote:

Did you try to play egoboo? Is it hard to play? Any chance of a youtube video?


Sorry for very late answer (i miss your question, only see it for now). For the moment Egoboo are unplayable, but not because it slow, it just not works at moment. These screenshots which i show, its just by some luck somehow loaded texture data, but other texture data are totally fucked up. I contacted with authors on their forum, but looks like they can help much, and they think that problem somethere in our opengl. I almost trace where bugs and why happenes, but for last time not works on it (hope soon).

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Re: New Games possible?
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@kas1e

Hope you upload the source. I think I tried porting this once.

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Re: New Games possible?
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@MickJT
Nope, no sources, it was a bit mess (with all those fixes, pathes, plib-dependences, missing includes/declarations and so on). But if you want i can upload it somethere for you just for check.

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Re: New Games possible?
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@kas1e

Thanks mate, i will try as i come back at home

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Re: New Games possible?
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@kas1e

Thank you for the update on Egoboo. I hope you get it working before X1000 arrives Are you and the Egoboo community close to solve the problem?

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Re: New Games possible?
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@Joeled

You can follow the progress here


Edited by kas1e on 2010/10/7 13:43:00
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Re: New Games possible?
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@kas1e

Excellent!!

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Re: New Games possible?
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@kas1e


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Re: New Games possible?
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@samo79

How is your porting going?

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Re: New Games possible?
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@Joeled

My project is stopped, no time at the moment but it's not dead, just in pause

Keep in mind that i'm not a "real developer" so for all my "actions" i need constant feedbacks from my devs friends

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Re: New Games possible?
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@kas1e


What do you think about this game? Possible to port?

http://www.energietycoon.de/en/

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Re: New Games possible?
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FWIW I started work on porting "Penumbra: Overture". I got pretty far with compiling the OALWrapper but got stuck because of lack of swprintf function in OS4 SDK.

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Re: New Games possible?
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@salass00

And the screenshots look pretty hot.

@kas1e

Did you manage to successfully port SuperTuxKart or is that still on-going?


Edited by djrikki on 2010/10/8 12:08:36
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Re: New Games possible?
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@salass00

Dont give up now!

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Re: New Games possible?
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@djrikki

Quote:

Did you manage to successfully port SuperTuxKart or is that still on-going?


Did you miss post 207 ?:) (there is all the info, video in action, and it also uploaded to os4depot already).

@salas00
Quote:

FWIW I started work on porting "Penumbra: Overture". I got pretty far with compiling the OALWrapper but got stuck because of lack of swprintf function in OS4 SDK.


Did you try already to rip off "swprintf" from unix, and just add it to SDK ? (i do it for few functions already, but maybe swprintf its something not so easy?).

Btw game looks very fresh. Did it use only plain opengl, without shaders ?

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Re: New Games possible?
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@kas1e

I must have done. xD

Edit: http://www.youtube.com/watch?v=i-s1x-PWNyg

Shows a console window on the left of the screen... is this visible in the final release?

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@djrikki

Another one for my still to be unrevealed web site. :)

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Re: New Games possible?
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@Joeled
Quote:

What do you think about this game? Possible to port?

http://www.energietycoon.de/en/

I downloded source, and in the readme:

Quote:

To compile Energy Tycoon you will need the following development libraries:

- boost library (Version 1.38 or higher)
[http://www.boost.org/]

- tinyxml library (Any version)
[http://www.grinninglizard.com/tinyxml/]

- OGRE graphics engine (Version 1.6.4 or higher)
[http://www.ogre3d.org/]

- irrKlang audio engine (Version 1.2.0 or higher)
[http://www.ambiera.com/irrklang/index.html]

- OIS input library (Version 1.2.0 or higher)
[http://sourceforge.net/projects/wgois/]

- MyGUI gui library (Version 2.2.2 with modifications, INCLUDED)
[http://www.mygui.info/]

- Editable Terrain library (SVN revision 51 with modifications, INCLUDED)
[No longer available]


While no problems with tinyxml, all other stuff looks new to me. If i remember right OGRE was ported (but maybe not), but i cant found it on os4depot for now (maybe it was ODE, do not remember).

All other libs maybe will be not so hard to port , but "boost" one are the problematic one (for me). Because when authors say "need boost library", they not point what exactly libs from boost are need it for (there is many). And while some of them are can be compiled fine (i know that afxgroup compiled few already, and hunoppc compiles few), still need only check manually all the stuff to understand what exactly are need it for.


I also check the all the sources on words "shade" (for shaders checking), and while in game itself i not found it, i found it in the "Editable Terrain Library". I check the source, and its indeed use shaders:

Quote:

program->setParameter("profiles", "ps_1_1\nfp10\nglslf");
else if (sm == SM_14)
program->setParameter("profiles", "ps_1_4\nfp20\nglslf");
else
program->setParameter("profiles", "ps_2_0\narbfp1\nfp30\nglslf");
fragmentHeader(s, sm, numSplatMaps, numTextures);


So, there is 2 ways: wait for mesa port (i hope it not so far for now), and trying to just cut off shaders stuff, and trying to build it without, to have it "almost working" but with bugs :)

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Re: New Games possible?
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@djrikki

Quote:

Shows a console window on the left of the screen... is this visible in the final release?


If you run it from shell - then yes. If you will run it from icon - then not (but if yes, it can be swithed off from the icon if i remember right).

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Re: New Games possible?
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@salass00

Good luck mate, Penumbra can be the best 3D game on Amiga

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