I have been working on a port of BZFlag
to the GCW Zero. I'm pleased to announce that it is in release candidate status, and just waiting on some testing until I have enough confidence in it for a stable release. BZFlag is a tank game originally created in the 1990s, but still has a following today.
An .opk binary and the source code are provided at https://github.com/macsforme/bzflag-embedded/releases/tag/v2.4.6.gcw0.1-RC1
. You are welcome to build it from source, but due to several external dependencies it is complicated to do so. See the file "README.Embedded" in the source code for instructions.
There are a few factors to keep in mind:
* The playing controls can be found in the "Help" section which you can access from the main menu.
* There is a set of servers just for GCW Zero users, which is what you will get by default. If you want to play with desktop users, on the "Join Game" screen, go down to "Protocol" and toggle it from "GCW Zero" to "Desktop." Keep in mind that some of the more popular maps for desktop clients have some very complicated geometry which will slow the GCW Zero down to a crawl, so stick with simple maps.
* This client uses the main BZFlag game list server, which was already a bit flaky at times and even more so with the sluggishness of the GCW Zero processor compared to desktop computers. When you select "Find Server," occasionally it may fail, so if nothing comes back after 20 seconds or so, back out and try again.
* This same list server uses an authentication system for registered players (you would register an account at http://forums.bzflag.org
and enter the same username and password in the game). Trying to authenticate with a registered account seems to compound the above flakiness, so it's best to try an unregistered name and stick with that (if the game kicks you after you join, you might be using someone else's name, so try a different one).
* While porting this game, it was a significant effort to adapt the menus, controls, and rendering code for a console system, and I encountered several driver issues and bugs that required workarounds. Nevertheless, I've worked hard to polish it and I believe everything is now working pretty well. If you do encounter any issues, it would help me out significantly
to have these reported to me so I can try to iron them out prior to the stable release.