Author Topic: Frogatto and Friends?  (Read 5908 times)

xXFrostXx (OP)

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Frogatto and Friends?
« on: January 02, 2015, 02:31:12 am »
I recently found this game and heard that it was opensource. It was programmed in C++. I'm still checking into it, but I was wondering if this could possibly be ported. I know it had a Pandora release.

http://www.desura.com/games/frogatto

Only problem is that the website seems to be non-existent, so I've had no luck in finding the source.
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codingcampbell

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Re: Frogatto and Friends?
« Reply #1 on: January 02, 2015, 02:38:14 am »
I'm not a porter but it looks like the source is hosted (or at least mirrored) on GitHub: https://github.com/frogatto/frogatto

edit: and it looks like the game engine source is here: https://github.com/anura-engine/anura
« Last Edit: January 02, 2015, 02:42:40 am by codingcampbell »

xXFrostXx (OP)

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Re: Frogatto and Friends?
« Reply #2 on: January 02, 2015, 02:50:50 am »
I'm not a porter either, unfortunately. Thanks for the help in finding this!

Now that we have the source, I know a few people who may be willing to port it, however, I need to see if the game would be able to run on the Zero. From what I've seen so far, it could.
« Last Edit: January 04, 2015, 11:06:21 pm by xXFrostXx »
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Nebuleon

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Re: Frogatto and Friends?
« Reply #3 on: January 03, 2015, 03:26:45 am »
It was programmed in C++.

Quote
    Ruby 55.8%
    Perl 16.6%
    Python 16.2%
    Shell 9.3%
    Makefile 2.1%
~ GitHub language statistics for Frogatto

Yes, C++.

xXFrostXx (OP)

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Re: Frogatto and Friends?
« Reply #4 on: January 03, 2015, 03:38:49 am »
It was programmed in C++.

Quote
    Ruby 55.8%
    Perl 16.6%
    Python 16.2%
    Shell 9.3%
    Makefile 2.1%
~ GitHub language statistics for Frogatto

Yes, C++.

Quote
The game is programmed in C++. It is cross-platform, and runs on Linux (including OS flavors running on Nokia n900 handheld devices), AmigaOS4, AROS, Mac OS X, Microsoft Windows, iOS and BlackBerry Tablet OS.

In contrast to their previous project, The Battle for Wesnoth, the Frogatto team did development as a small centralized team, with the intention of building a solid engine and a game to showcase that engine, before trying to build a community around the game.

Indeed.

I have no idea then. Here's what I took that from though.
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codingcampbell

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Re: Frogatto and Friends?
« Reply #5 on: January 03, 2015, 03:43:39 am »

Nebuleon

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Re: Frogatto and Friends?
« Reply #6 on: January 03, 2015, 05:34:24 am »
Ah, that'd be it then. :)

marcavis

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Re: Frogatto and Friends?
« Reply #7 on: January 03, 2015, 06:52:50 am »
Its engine (https://github.com/anura-engine/anura) is 82% C++
Heh, was about to point this out, forgot to post earlier.

Yeah, our website is www.frogatto.com, but it's down for maintenance currently. Still lively at #frogatto on Freenode, though.
@marcavis
Frogatto Team

xXFrostXx (OP)

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Re: Frogatto and Friends?
« Reply #8 on: January 03, 2015, 07:11:54 am »
Wow, what a surprise! I had no idea someone from the Frogatto Team was on Dingoonity.

I was wondering what was going on with the site, thanks for letting us know.

Do you think you could get the team to work on a port, marcavis? Out of all of us, you're no doubt the most familiar with the source.
« Last Edit: January 03, 2015, 07:19:35 am by xXFrostXx »
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marcavis

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Re: Frogatto and Friends?
« Reply #9 on: January 03, 2015, 01:31:11 pm »
Wow, what a surprise! I had no idea someone from the Frogatto Team was on Dingoonity.

I was wondering what was going on with the site, thanks for letting us know.

Do you think you could get the team to work on a port, marcavis? Out of all of us, you're no doubt the most familiar with the source.
Hmm, I've caused a wrong impression heh - I showed up just to be sure you folks have the right info, I'm not a regular on the community.
I'm afraid that the actual porting isn't going to come from us - non-commercial ports are up to their respective communities.
Note that, unlike the code, which is under a zlib license, the content itself is not redistributable, but I think that was going to be allowed for open-source consoles? You'll have to pop up on IRC sometime to get confirmation from the team. (But it would be a straight yes or no, nothing about "licensing", etc.)

zear

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Re: Frogatto and Friends?
« Reply #10 on: January 03, 2015, 02:03:19 pm »
Won't the screen resolution be a problem? From what I remember Frogatto uses a different aspect ratio than GCW Zero's 4:3 (320x240) and any attempts to fit it within this resolution would result with either uneven scaling, or cutting parts of the screen.

computerguy

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Re: Frogatto and Friends?
« Reply #11 on: January 03, 2015, 03:25:27 pm »
On https://github.com/frogatto/frogatto/wiki/Command-Line-Options

Under --native it says, 'Sets game resolution to the native resolution of the screen, with one game pixel corresponding to one screen pixel, instead of the default double-sized mode where one game pixel is enlarged to a 2x2 square of 4 pixels. This should be set after the window dimensions are set; without setting them, this defaults to the normal 800x600 screen' and under --widescreen it says that '800x600 is a 4:3 aspect ratio'.

So wouldn't simply setting the game to output under native work for the zero?

zear

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Re: Frogatto and Friends?
« Reply #12 on: January 03, 2015, 03:56:45 pm »
So wouldn't simply setting the game to output under native work for the zero?
Aside from all the compilation dependencies which we might or might not meet, it would probably work on GCW Zero, although the resolution would be drastically scalled down to 320x240 using the IPU, which would turn the game into a pixelated mess :P

Here's the same conditions simulated on PC, after running the game with --native --width 320 --height 240


Edit:
Here's the output of --width 320 --height 240, without the --native parameter:


Much better, but still not clear enough for me to find it playable.
« Last Edit: January 03, 2015, 04:00:56 pm by zear »

computerguy

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Re: Frogatto and Friends?
« Reply #13 on: January 03, 2015, 04:00:10 pm »
Maybe people could try taping a magnifying glass to their screen?  ;)  Sounds like it would require a large rewrite to get it to display correctly at that low of a resolution then?

marcavis

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Re: Frogatto and Friends?
« Reply #14 on: January 03, 2015, 04:51:34 pm »
Nah, we have had ports in many different resolutions (e.g. 480x320 for the original iPhone port, way back then)
Supporting 320x240 ought to be simple - ask around on IRC sometime.

xXFrostXx (OP)

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Re: Frogatto and Friends?
« Reply #15 on: January 04, 2015, 05:01:25 am »
Unfortunately, I can't access the IRC. Java is blocking it for some reason. I'm running the latest version of Java as a side note. The error says that sites must now reach High security to be part of the exception list.

Hopefully whomever is willing to pick up the project can access it.
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xXFrostXx (OP)

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Re: Frogatto and Friends?
« Reply #16 on: January 04, 2015, 10:50:40 pm »
I was able to get on IRC, though I still don't know why Java was blocking it.

I talked to Krista, one of the development leads.

Edit the src/preferences.cpp and seek out where TARGET_OS_IPHONE is initialized. From there, simply add in an extra #elif.

It's a bunch of variable initializations in an anonymous namespace.


She said to try something like this:
                int virtual_screen_width_ = 480;
                int virtual_screen_height_ = 640;
               
                int actual_screen_width_ = 320;
                int actual_screen_height_ = 240;
               
                bool screen_rotated_ = false;
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Nebuleon

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Re: Frogatto and Friends?
« Reply #17 on: January 04, 2015, 11:19:32 pm »
Try doing that, yourself, then compiling it for the Zero. Our compiler is mipsel-linux-gcc.

xXFrostXx (OP)

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Re: Frogatto and Friends?
« Reply #18 on: January 08, 2015, 10:48:15 pm »
Frogatto doesn't meet the Zero's compilation requirements. Turns out it can't be ported then.
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pcercuei

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Re: Frogatto and Friends?
« Reply #19 on: January 09, 2015, 07:14:38 pm »
What makes you say that?

 

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