@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:
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).
@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.
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 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 ?
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:
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 :)