I don't know what that ODE error is, but it doesn't seem to affect anything.
You know what'd be good? Some sort of zooming tool for any public screen, like Compiz Fusion can do on Linux. That way you can get a faster FPS by lowering the res, then zooming in.
Anything like that possible or available for OS4.1?
Pretty funny one. Looks very similar by desing, sounds and idea as simcar. Simcar a bit better than skunks in terms of control, but skunks are nice too, i have some fan with it for now. There is my benchmarks:
320x240 with cars/car1 tracks/track1 : 16 fps 640x480 with cars/car1 tracks/track1 : 7 fps
strange that is so slow , looks very close to simcar (which are fast, and its just plain SDL). Looks like that ODE itself are unoptimised a bit.
Yep, you are right , they boch done by mattey_v. Well, anyway on screenshots these games looks better than in real :) No music, boring sounds, no any kind of menu, just some code to handle cars/tracks.
ODE provides physics maths routines. I doubt that has anything to do with the difference between 320x240 and 640x480. Unless you referring to some other aspect of the game other than framerate?
From screenshot was expected that it will be very fast, so can be funny. But of course, such 80th game and at so slow speed are strange. If that not ODE problem, then something wrong with game-code at all. Some busy loops maybe, or kind.. Or maybe its just very very alpha.
But yep, without normal sound, without music, and so slow, its not interesting, but thanks to MickJT anyway for try :)
@MickJT
Btw, MotoGT looks pretty nice/funny on video , maybe worth of porting. Not so modern and quality, but with music, sounds and with nice design. Its done on c++ and use SFML libs. Maybe you can try ?
SFML needs to be ported by someone who can code. It expects X11 and Linux joystick headers... (and unicode, but that likely can be commented out easily).
For those wondering where the source is, it's SFML-1.6-sdk-linux-32.tar.gz
@all I compiled Warzone 2.0.8rc1 (2 years old release). I choice it because Fab port it as latest version (as i see on his page), and after that looks like authors introduce all that problematic stuff.
For now have binary, but it crashes heavy on loading, so need some time for debuggin/etc. But i have binary, that mean that half of problem in the past.
For sure, not aproblem is not the last version but explain why on the readme (if this game for AOS4 will be finished) for not receiving lots of requester for the last version
A1200+Mediator+VooDoo3+060/50+96mo+IIYAMA 17"+CD,CDRW,ZIP SCSI-KIT SAM440EP on Mapower 3000+AOS4.1
This was "my" project, but it seems you anticipate me
If you want i can send you current source code and you can continue with it, and fix bugs in code because of which it crashes for now :) I will be only happy if someone can make a working binary, and i will do something else :)
Quote:
If needed we can merge from my configure and see if we can working togheter in some kind
All that configure/makefiles different for all the versions of all the games. Purposes of configure: making makefiles. Purposes of makefiles: build all the sources to the objects with right params (which founds by configure) and make the final linking. I.e. if version 2.0.8 have that and that sources, and that and that options for compilation/linking, then other and newer versions will have new objects, new options, new files (for which, you need of course new configurations and new makefiles).
Building of makefile , it's the most easy thinks in all the porting. There you not need to know how to code, you just need understand what files to compile, and how. And you can easyly write your own bat_file , where will be all the lines , like:
Of course when projects start to be compilcated, worring with bat scripts can be not so easy, but still, if configure/makefiles not works by some reassons, it can be done like that.
By all of this i mean that there is nothing what we can merge, because there its the same as merging x86 assembler and 68k assembler. Of course not the same difference, but almost like that make no sense.
But porting (as some ppls start to think in last time), its not only ./configure; make. None of the big-projects can be compiled like this imho, and working after that. The real "work" start when you even start to compile objects: some includes are wrong, some includes are not present on current SDK, some functions are redefined, some symbols in aos4 sdk are reserved, and project can't use the same names, some functions are defined at wrong place, some "extern" not done, and on our SDK it suck, but works on win32/linux ones, some types are defind in aos4 sdk in exec/types.h, but in project it redefined (like BOOL, int32, uint32 and so on), some fucntions just not present at all (like wchar or kind) and so on and so on. And that only about compiling an objects. Then linking (mostly the ease part, just need to found right libs, but some times there is heavy problems as well, but not so offten). Then you have a binary, which for sure will not works, crashes, and then, real work starts : understand why it crashes, found by debugggin (or by printfs() ) part in code where it crashes, understand what its do, and fix it. There you need to know programming anyway.
With that version of Warzone , there was few bad externs, few redefinations of types, some redifinations of some symbols (game use some names which are reserved in aos4 sdk, like for example SCREENTYPE value). Also on linking stage it fucks from time to time in terms of all that lex/bison stuff, so i a bit change few files to make it linking.
And then i have binary, which on running ask for rc8/users/default directory, then after creating it runs, and crashes on the function "scan data dirs", which mean there is all those problems with ./ / PROGDIR: and alt (i hope there is only that problems). So need to build debug version, and check it more deeply.
The most interesting thinks as well will starts after you will have "almost working binary". It will runs , show something for example, and then crashes. Or have bad textures, and then, need to worring about opengl, warp3d , found where is problems and why it buggy and alt. I am almost sure that "scan dirs" bug it's not the last one which we will have there :)
Btw, i use crosscompiler setup on win32/cygwin to make all makefiles , and for compilation/linking as well, because our bison (old one, and new one, which port salas00 in warzone thread), not works because of some error, while crosscompiler one works fine.
@Mrodfr As far as i know, 2.0.8rc1 are pretty playable on morphos, and in 2008 year it was one of the best games for morphos (in some charts). So even that version will be not bad imho.
Its version 2.0.8rc1 (2-3 years old). I choice it because that version was ported to morphos, so i assume that better start with that one. Will do some more tests today/tomorrow and if all will be ok will upload archive tomorrow. Will try to build more newer versions later.
Off course, i never intended to working on it alone, you know i'm learning atm and maybe this is not the ideal project from a beginner, aniway thanks for the port and for your explain
Nice work as always Kas1e, like the other great ports you are bringing out I look forward to including them on AmigaOS.net.
You are choosing great games to port which highlight what AmigaOS is capable of now in 2010 and fit in perfectly with the ethos behind AmigaOS.net.
I commend you on your efforts, you, me and everyone else will be looking forward to native Gallium/Mesa 3D support in AmigaOS and I trust and hope this will spear you on so that when that day arrives you can revisit some of the older games that you wanted to port, but could not due to sdk, graphic and whatever other limitations AmigaOS currently possesses.
it's written using SDL so a port should be fairly straight forward. it's more advanced that AHX, it could be fun to tinker with. a tunenet plugin for music playback would be cool too.
Screenshots looks absolutly un-modern :) Like just zx-spectrum graphic. With those ugly rare-font looks :( Or maybe there possible to set aliasing/scaling to make looks of programm modern and not retro-related ?