Author Topic: Native ports  (Read 6261 times)

Offline Harteex

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    • Harteex Productions
Re: Native ports
« Reply #15 on: July 01, 2011, 10:58:13 PM »
On my way adding support for the Gemei A330 in Dingoo-SDK I have this at least:

Final version of the Minesweeper sample:
http://www.harteex.com/files/gemei_a330/MineSweeper.zip
Astrolander (but missing sound currently):
http://www.harteex.com/files/gemei_a330/AstroLander-nosound.zip

Both games made by flatmush.

Offline Harteex

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Re: Native ports
« Reply #16 on: July 04, 2011, 06:49:40 PM »
SameGoo 1.21 brings Gemei A330 support:
http://www.harteex.com/?page=samegoo



This is built by Dingoo-SDK, but I have not yet commited the changes required to compile it. I'm going to discuss some things with flatmush first how we are going to separate things (makefiles, defines etc).

Offline Nenoboy

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Re: Native ports
« Reply #17 on: July 04, 2011, 07:50:19 PM »
Great game with cool music and great fun
^^
(Lagg on higscores but is not relevant)

Offline Harteex

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Re: Native ports
« Reply #18 on: July 04, 2011, 08:36:58 PM »
Great game with cool music and great fun
^^

Thanks :)

(Lagg on higscores but is not relevant)

How do you mean? If there are any problems, even small, please do tell so I can fix it :)

Offline Nenoboy

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Re: Native ports
« Reply #19 on: July 04, 2011, 10:48:42 PM »
Some lagg on the music in highscores...
Nothing to worry

Offline cex

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Re: Native ports
« Reply #20 on: July 07, 2011, 10:13:45 AM »
Updated first post with all ports available now (maybe I forgot something, so feel free to tell me).


Offline zibrom

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Re: Native ports
« Reply #21 on: July 08, 2011, 11:16:40 AM »
That behaviour suggest that it does not find the .WAD files.
Make sure you have the latest firmware (build 3), and the file has the .C3S extension. Renaming to .CC makes it fail (at least with latest firmware), as it search for files in a:\ instead of the current folder.
I have tested with 1.1 build 3 with game in a:\game\ folder and it works fine.
Anyway it is strange, as it finds the splash file (Are you seeing the new splash logo?).
I'm not sure what could be happening, but will get back if I think of something.
Maybe a stupid question, but how to get prboom working with other .wad files?
Prboom exits after "Native pors" picture if i put .wad file in the folder with it.
I tried to to run it in "games\3D" on sd card and in internal memory with the same result.

After that i tried to build prboom from sources using sdk.
It successfully builds a .cc file and packs with two  .wad files and a pictire into a one .c3s file and it works!
When i replace doom1.wad with a full doom.wad the resulting .c3s file don't run.
What am i doing wrong?


Offline cex

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Re: Native ports
« Reply #22 on: July 08, 2011, 12:30:42 PM »
The sources allow these valid names:

const char *const standard_iwads[]=
{
  "doom2f.wad",
  "doom2.wad",
  "plutonia.wad",
  "tnt.wad",
  "doom.wad",
  "doom1.wad",
  "doomu.wad", /* CPhipps - alow doomu.wad */
  "freedoom.wad", /* wart@kobold.org:  added freedoom for Fedora Extras */
};

So it should work.
Just make sure your file is and IWAD and not a PWAD.
Other option is modify the prboom_loader.c to pass the wad file as a parameter.

Also try to run your .CC after a hardware reset (turn off and on using the power switch) as if run after other application leads to failure.

In any case if you upload your .CC to Sendspace (I have problems with other servers) and PM me the link I can check the serial console for the error reported.

Regards.

Offline zibrom

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Re: Native ports
« Reply #23 on: July 08, 2011, 07:46:09 PM »
Thaks for info.

I saw this code in sources tree. I think it't yours :)
Tomorrow i'll try to compile prboom one more time.

The .wad file was in the dos game dir and it is almost 12 megabytes so it is a IWAD file.

I'm not a great programmer, the build with uncommented args in prboom_loader.c hanged my gemei :(

How did you get serial console that you mentioned?
With it i could get answers using my console.

And another stupid question.
Where will prboom search for IWAD if i finally pack into a .c3s only logo and prboom.wad ?

Best regards
« Last Edit: July 09, 2011, 07:32:20 AM by zibrom »

Offline cex

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Re: Native ports
« Reply #24 on: July 09, 2011, 09:59:39 AM »
The serial console hack is explained here:

http://www.dingux.com/2010/11/ga330-serial-console.html

But I would think twice if you haven't got excellent soldering skills (the pads are wuite small).

The game searchs for files in the folder from it is executed (for example a:\game\) if the extension is .C3S and it searches in a:\ if the name is .CC (using the firmware 1.1 build 3).