Author Topic: Idinaloq  (Read 1975 times)

tekkaman (OP)

  • Posts: 118
Idinaloq
« on: January 03, 2015, 01:08:30 am »
Perhaps if someone speak japanese and asks the author for a source code this can be ported to the Zero.

http://www.namikaze.org/software/idinaloq/index_e.html

Gab1975

  • Posts: 1165
Re: Idinaloq
« Reply #1 on: January 03, 2015, 06:39:46 am »
I looked at this 3D shoot-em up (practically an upgraded version of Silpheed), it would be a very good addition for the GCW Zero software fleet, but (if I understood well) it's based on DirectX 6.1 and it would therefore require a total recoding to run on a GCW Zero!

tekkaman (OP)

  • Posts: 118
Re: Idinaloq
« Reply #2 on: January 03, 2015, 11:27:14 pm »
You got it. It's very similar to Silpheed. I don't know about programing. Since I saw some PC games working in the Zero I thought it was possible.

xXFrostXx

  • * Former Staff
  • Posts: 234
Re: Idinaloq
« Reply #3 on: January 04, 2015, 05:22:30 am »
I'm not a porter (rather, looking to bring some of my own games to the Zero with C++ or Python), but from what I can see, Gab is right. As far as I know, the Zero doesn't support DirectX, so rather than a port, the game would have to be rewritten from scratch. The resolution would have to be down scaled as well.

As long as a workaround can be found for DirectX, I don't see why the Zero couldn't run this game.
Dingoonity is the place to be!

Gab1975

  • Posts: 1165
Re: Idinaloq
« Reply #4 on: January 04, 2015, 07:12:42 am »
As long as a workaround can be found for DirectX, I don't see why the Zero couldn't run this game.

I think that you should convert the API calls (from DirectX to OpenGL ES)... a very difficult and heavy task!

Nebuleon

  • Guest
Re: Idinaloq
« Reply #5 on: January 04, 2015, 07:59:08 am »
I'm not a porter (rather, looking to bring some of my own games to the Zero with C++ or Python), but from what I can see, Gab is right. As far as I know, the Zero doesn't support DirectX, so rather than a port, the game would have to be rewritten from scratch. The resolution would have to be down scaled as well.

As long as a workaround can be found for DirectX, I don't see why the Zero couldn't run this game.
That's like saying "As long as a workaround can be found for the Intel assembly language code, ZSNES could run on the GCW Zero.", while the entire program needs to be rewritten because it's exclusively written for Intel processors and nothing of it can run on MIPS.

DirectX and OpenGL are very different APIs. And because it's a Windows-only program, it will probably also use the Win32 API. Might as well just reverse-engineer the game mechanics and write it anew without reading any of the original code.

pcercuei

  • Posts: 1655
    • My devblog
Re: Idinaloq
« Reply #6 on: January 04, 2015, 10:49:07 am »
Well, Mesa officially supports DirectX 9 now. But I don't know if it's possible for us to use it (it might require a X11 server, for instance).

 

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