GP2X Madness
Displaying 1-20 of 24 total.
12
next
Ness
|
So I set out to port V3 to the GP2X. Using the mac port as a starting point, I blindly comment and attacking code untill it compiled, and eventully worked (somewhat.)
What you see is not Sully, it's just a testing program I made using the Sully map so I could test inputs. (Yeah you can't talk to Sancho. It saddens me too.) I actually got V3 games compiling on it, but it gets runtime errors on games that use structs it seems.
<somewhat_offtopic>I tried to make a gallery to hold the image, but it seems that the gallery code is el bustedo.</somewhat_offtopic>
Posted on 2006-04-02 18:27:16 (last edited on 2006-04-16 22:33:10)
|
adderd
|
Congratulations!
You now get to be officially inducted into the porter's hall of fame. Consisting of at least you, me, and most importantly, the guy who wrote the mac port (Jessy or something?)
However, the GP2X is a linux device. So, I wonder, how much of what you and I have done overlaps? I wrote a linux port and basically so did you, but for a different platform (PC for me, GP2X for you). So, it seems like maybe we should get together and try to get one codebase that works for both, if such a thing is possible. However, my linux stuff uses SDL and OpenGL and I'm not sure how well that works on the GP2X (I know nothing about it other than it runs linux).
Posted on 2006-04-02 20:16:51
|
mcgrue
|
Mmm. Porter's hall of fame. With a delicous dark brew statue.
...the screenshot section will hopefully be working again tonight.
Posted on 2006-04-02 21:23:39
|
Ness
|
I didn't use OpenGL, I could probably grab one of those open source OpenGL ES things, but as the GP2X dosen't have any 3D hardware I'm not sure there would be much of a benefit.
Everything so far is SDL (sound is STUB'D! - fmod requires an .so and oakra didn't feel like compiling)
The more I think about it having common code for linux specific stuff is probably a good idea, tho I'm not sure how much can be shared - email me at some point or something [gyasi DOT grey AT gmail DOT COM] probably have the GP2X port use as much shared code as possible then use it's own stuff for the specifics (keyboard, joystick etc)
Posted on 2006-04-02 22:07:21 (last edited on 2006-04-02 22:08:37)
|
adderd
|
Well opengl doesn't really add much to the linux port either. Really, it's pretty slow. FMOD is working in linux though.
I was supposed to commit the linux port to SVN today but well... work calls and I need to do that instead. So, look for the linux port to show up in SVN at some point. Then you can see if there is a way to reconcile my code with the GP2X. Linux uses SDL for keyboard, joystick, mouse so most of it might work right away.
Posted on 2006-04-03 19:12:26
|
resident
|
Holy poop on a stick!
You have NO IDEA how glad I am to see this!
I've not really been up to much lately, but Oblivion has been somewhat inspiring to me, and this GP2X has just been sitting on my desk taunting me since I got it.
I'm all up for tinkering around with a 2X version of VERGE!
Posted on 2006-04-04 08:08:40
|
mcgrue
|
How fast does the paradise-island demo run on that thing right now?
Posted on 2006-04-04 08:34:52
|
Ness
|
The FPS counter seems to cap at 50, almost like there is a frame limiter somewhere. I wanted to run vergemark on it, but it crashes at runtime (unknown operand combiner - the linenumber it gives points to the start of a struct).
Posted on 2006-04-04 09:52:09
|
mcgrue
|
50, eh? So it's smooth?
Any idea why structs are causing it to bite a fat dick?
Posted on 2006-04-04 10:01:15
|
resident
|
Where would I get hold of a pre-compiled binary of the thing?
Posted on 2006-04-04 10:19:16
|
Ness
|
I'm thinking it's more unaligned read/write voodoo - (the processor can't do it, had similar problems when I was trying to get VergeC to compile, had to change the code in the crippled directive to get things to work) - but it's more or less a shot in the dark right now.
Frame rate seems ok on the games I got to run, thinice's matrix demo circa v3 alpha runs really nice. I got P7 to do it's logo fadein before crashing/burning/dying, but it was very slow, so there might be problems with lucency.
Posted on 2006-04-04 10:24:58
|
Ness
|
Quote: Originally posted by resident
Where would I get hold of a pre-compiled binary of the thing?
I'll put it up on the site once I get home tonight.
Edit: Linkage - I also put the sully demo in there so you can walk around and hit strange obstructions that aren't supposed to exist! All the buttons should work, and I made Start + Select + R the quit combo (like Alt + X in windows)
Posted on 2006-04-04 10:57:38 (last edited on 2006-04-04 17:21:15)
|
sabernet
|
I am a GP2X user and have been hoping for this for a long time.
AWESOME!:)
Sully on the Road, all the frikkin' way:)
Posted on 2006-04-16 09:08:43
|
Ness
|
Yay! More GP users!
So minorish update - I fixed lots of crap, Sully is now mostly playable (you can't enter bumsville, if you do it goes all crashy), I'll post up a new version once I get the volume controls fixed up.
Posted on 2006-04-16 14:04:42
|
sabernet
|
Quiet, Ness. They need not know we GP2X users' plans for world domination are underfoot....let them wallow in their ignorance!
MUAHAHAHA*cough*cough*
Posted on 2006-04-16 14:10:59
|
mcgrue
|
Geez, and they're cheap too...
Ness, you had much luck improving the system? I'm not committing until I know that the fully Sully Experience will be there.
...and the BS is somewhat intensive :(
Posted on 2006-05-08 20:45:44
|
Ness
|
I wanted to reply and say "raaaa! The gp will load bumsville!"....but alas..
I got it to work by setting gamerate to 50....but ofcourse then everything runs at half speed.
Posted on 2006-05-20 20:47:49
|
mcgrue
|
So v3's currently too beefy for it?
Posted on 2006-05-20 20:55:21
|
Ness
|
It looks like so, I'm going to keep poking untill I figure out what is going on. (Like why it caps its fps to 50 and such)
Edit: And you V3 hack of the day (I've got 3 minutes! I can still log it as Saturday!)
void TimedProcessEntities()
{
int runtill = systemtime;
if (entitiespaused)
return;
while (lastentitythink < runtill)
{
As I understand it, TimedProcessEntities() makes all the entities think for the time we've been waiting for the renderer and everything else to do its stuff, in the original code it also made the entities think for the time that entities were thinking. My hack took out entities waiting for entities to keep the loop for running forever. I ran this once on the PC and once on the GP so I'm not to sure about compatibility.
Anyway it allows me to enter bumsville on the gp, gets a pile of lag spikes but atleast it dosen't stall.
Posted on 2006-05-20 22:44:03 (last edited on 2006-05-20 23:24:25)
|
resident
|
V3 was, lets face it, never designed to be run on linux, or on a handheld device. The fact that it works at all is nothing short of stupendous.
Running Verge games on a dual-core 240mhz handheld was always going to impose a few more limitations than a single core PC that very probably runs at over 1ghz.
Edit: Is it just the number of entities in Bumville that slows it right down?
It's just it occurs to me that Bumville is a very oddly designed area. It's got a huge vertical resolution, at least a third of which is unused, as well as a lot of scripting.
Posted on 2006-05-22 23:36:40 (last edited on 2006-05-23 10:38:37)
|