Author Topic: Port Request: rRootage, Torus Trooper, and/or Tumiki Fighters  (Read 3202 times)

PlakRast (OP)

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Port Request: rRootage, Torus Trooper, and/or Tumiki Fighters
« on: October 19, 2013, 03:29:30 pm »
These games are all made by the same person, which is why I included them all here, but I'm not going to expect all of them to be ported necessarily. These games are all shmups, at least in the loose sense of the word, and they can run in the resolution of the GCW which is why I thought it would be a nice idea to include them. I believe they are also made by the creator of Noiz2SA, which has been ported/recompiled previously. Unfortunately I'm not sure whether the source code is available, which will probably be a large obstacle.

Each game can be found at this link:
http://www.asahi-net.or.jp/~cs8k-cyu/games/index.html#windows

There are however linux ports of rRootage and Tumiki Fighters All of these games, which have their source available (except possibly torus troopers, I can't locate the source from this link). These can be found here:http://rrootage.sourceforge.net/ here:http://tumiki.sourceforge.net/ and here:http://www.emhsoft.com/ttrooper/

The only requirements would be for the game(s) to work well with the physical controls, as they were previously only using the keyboard. Analog support would be nice as well, though it wasn't included on PC for the above reason.

Thanks, and I hope this isn't a completely impractical suggestion.  :)
« Last Edit: October 19, 2013, 03:36:39 pm by PlakRast »

fosamax

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Re: Port Request: rRootage, Torus Trooper, and/or Tumiki Fighters
« Reply #1 on: October 19, 2013, 03:50:35 pm »
I think Noiz2sa already got ported.

rRootage may be a bit more CPU intensive but could be ported with the recent support of OpenGL.

For the other games, IIRC, all of them are written in D language (and not C/C++) so you will need a compiler for that language to be available for the zero before any port could be done (or a full rewrite of the code in plain C).

Anyway, those are for sure great games.

Senor Quack

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Re: Port Request: rRootage, Torus Trooper, and/or Tumiki Fighters
« Reply #2 on: November 29, 2013, 09:22:23 am »
Sorry this is a bit of a late reply, got a bit sidetracked by life but am here all the same..

I actually have a GCW-Zero and am also the guy that ported rRootage to the GPH Wiz.  See:  http://dl.openhandhelds.org/cgi-bin/wiz.cgi?0,0,0,0,30,379‎

and

www.youtube.com/watch?v=n5qdM7QKLpA

The Wiz had a ARM CPU with no FPU to speak of (all floating-point done in software!) clocked at 533mhz but capable of 733mhz overclock in practice..  It did, however, have very basic & slow OpenGLES support.  The original PC rRootage used almost-exclusively floating point math and also was designed for a very old, completely-incompatible OpenGL spec, 1.2.

The way I got it working was to completely convert all OpenGL-related rRootage code to heavily-optimized OpenGLES 1.2.  Furthermore, to achieve playability on the Wiz, I converted most all math to software-based fixed-point rather than floating point.  There were an extremely-few small parts of the math that overflowed 16.16 32-bit fixed point and so I had to retain those few bits as software-implemented floating-point.  It was quite playable at 700Mhz for Levels up to 8 (default overclock I instituted for the program).

With the CPU of the GCW-Zero having 1GHz speed as a default, an FPU unit, DDR2 RAM, as well as a much-more advanced GPU (Once drivers become stable) rRootage should assuredly run at full-speed.  I have it on my to-do list for early 2014.  I have even already implemented re-configurable controls, optimized layout for a 320x240 rotated screen, and other customizable options. 

So, yeah, rRootage is a sure thing.    ;)

Some might now say, "Well, what about NanoGL or *insert crappy OpenGL->OpenGLES wrapper library here* but the truth is they're usually designed with a specific game in mind (think Quake) and are far from bug-free or feature-full and because of the nature of how the OpenGL 1.2 interface is so ancient compared to OpenGLES, they are slow. I actually went that path with terrible speed, stability, and visual quality until just saying "screw it, just rewrite it properly and take advantage of OpenGLES advantages" and was only then satisfied with the results.

Now, as for Tumiki Fighters, Torus Trooper, etc.. They are all written in the D language, whereas rRootage/Noiz2sa were written in C++.  There is no D compiler available for the MIPS architecture.  Therefore, those would all require not only a complete rewrite of the source code from the D language to C++, but also, like my rRootage port, a complete rewrite from OpenGL 1.2 to OpenGLES. Not exactly an easy task, and their CPU loads might be too high versus rRootage's.  Only experimentation and programmer-sweat can tell.  The chances are much more slim for these ports being completed but I already have thought quite a bit about them and looked at the source code a bit several years ago thinking about all this.  So, there's that at least hehe




« Last Edit: November 29, 2013, 09:54:51 am by Senor Quack »

TimeDevouncer

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Re: Port Request: rRootage, Torus Trooper, and/or Tumiki Fighters
« Reply #3 on: November 14, 2014, 07:38:47 pm »
Sorry for up this old post, but...about rRootage...
<a href="https://web.archive.org/web/20190313174004/https://www.youtube.com/watch?v=9rznKpou85o" target="_blank">https://www.youtube.com/watch?v=9rznKpou85o</a>

Can't wait to try it! :-* :-* :-* :-*
Look behind you! A three-headed monkey!

Gab1975

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Re: Port Request: rRootage, Torus Trooper, and/or Tumiki Fighters
« Reply #4 on: November 14, 2014, 07:50:56 pm »
I tried rRootage a few minutes ago... wow, it's really well made! Probably, now, it represents the best OpenGL ES implementation on GCW Zero! ;)

Senor Quack

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Re: Port Request: rRootage, Torus Trooper, and/or Tumiki Fighters
« Reply #5 on: November 15, 2014, 04:44:38 am »
I tried rRootage a few minutes ago... wow, it's really well made! Probably, now, it represents the best OpenGL ES implementation on GCW Zero! ;)

Thanks :)

Yes I made a forum thread in the release section now that it is out:
http://boards.dingoonity.org/gcw-releases/rrootage-for-gcw-zero/