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Author Topic: Native ports  (Read 34197 times)

cex (OP)

  • Posts: 144
Native ports
« on: June 27, 2011, 08:38:49 am »
Hello,

I open a Google Code Project for the native ports I have compiled.
The download section contains a ZIP file with single-file executable (no more need to have resources on GAME folder, al they should also run from microSD (although I have not tested this yet)), and the sources, including Makefile and build.bat).

Find them at:

http://code.google.com/p/ga330-native-ports/

I will only be updating with working versions (or at least good-enough ones).

-----------------------------------------------------------------------------------------------------------------
UPDATE [13-March-2013]: Beta versions uploaded to Google code repository: http://code.google.com/p/ga330-native-ports/
Uploaded sources for Space Invaders, SMSsdl, PocketSNES and GNUboy

Find here under-development versions:

+ Space Invaders with Kryptofacist artwork: http://www.sendspace.com/file/ymoboe

+ SMSsdl: http://www.sendspace.com/file/9dre6a
* SMSsdl with menu (allows changing volume): http://www.sendspace.com/file/tg6haf

+ PocketSNES: http://www.sendspace.com/file/fus2yr

------------------------------------------------------------------------------------------------------------------

Find here ports by other forum members:

+ lua-5.1.4-ga330.7z by Minexew: http://www.mediafire.com/?jhz6uqc6bdot38p

+ Minesweeper sample by Harteex (game by Flatmush): http://www.harteex.com/files/gemei_a330/MineSweeper.zip

+ Astrolander (but missing sound currently) by Harteex (game by Flatmush): http://www.harteex.com/files/gemei_a330/AstroLander-nosound.zip

+ SameGoo 1.21 by Harteex: http://www.harteex.com/?page=samegoo

----------------------------------------
Hope you'll find this post useful.

« Last Edit: March 13, 2013, 08:02:03 am by cex »

cex (OP)

  • Posts: 144
Re: Native ports
« Reply #1 on: June 27, 2011, 08:41:44 am »
Current ports in GoogleCode:

- Sudoku
- Sokuban
- PrBoom with alternative controls:
    + L and R shoulders for strafe.
    + START for menu
    + SELECT for enter
    + A for fire
    + B for use
    + Y for weapon selection
    + X for RUN


 
« Last Edit: July 07, 2011, 09:58:44 am by cex »

Kryptofacist

  • Posts: 217
Re: Native ports
« Reply #2 on: June 27, 2011, 09:00:15 am »
Wow, those are exactly the PrBoom controls I hoped for!
Can't wait to test.

[edit]
Just tested. It works really well and appears to work more reliably than the other PrBoom available. (that one often crashes or completely freezes my gemei when I try to load it).
There is some sound lag though. It is the same as the other PrBoom in that respect.

Overall, great work!
« Last Edit: June 27, 2011, 09:22:17 am by Kryptofacist »
"The problem with internet quotes and statistics is that often times, they're wrongfully believed to be real."
- Abraham Lincoln

nardich

  • Posts: 25
Re: Native ports
« Reply #3 on: June 27, 2011, 10:01:40 am »
Great! Google code is the idea!

Sound delay still present in re-compiled PrBoom means that there is something wrong with the code that is also for the emulators, excepted for the SNES one.

1wiierdguy

  • Posts: 218
Re: Native ports
« Reply #4 on: June 27, 2011, 10:37:19 am »
PrBoom will not run for me. It shows the native port flash screen the just boots me back to the menu. I tried renaming to .cc and I've tried lauching from different folders. No joy. I'm on the official 1.1 firmware.

cex (OP)

  • Posts: 144
Re: Native ports
« Reply #5 on: June 27, 2011, 10:57:29 am »
PrBoom will not run for me. It shows the native port flash screen the just boots me back to the menu. I tried renaming to .cc and I've tried lauching from different folders. No joy. I'm on the official 1.1 firmware.

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.

Kryptofacist

  • Posts: 217
Re: Native ports
« Reply #6 on: June 27, 2011, 12:58:40 pm »
PrBoom will not run for me. It shows the native port flash screen the just boots me back to the menu. I tried renaming to .cc and I've tried lauching from different folders. No joy. I'm on the official 1.1 firmware.

Not sure why, but with the old version of PrBoom (not made by cex), I found it was more likely to work if I booted up another 3D game (eg. Hell Striker 2) and quit it before trying to run Doom. I haven't needed it for this port, but it might help you.
"The problem with internet quotes and statistics is that often times, they're wrongfully believed to be real."
- Abraham Lincoln

Minexew

  • Guest
Re: Native ports
« Reply #7 on: June 27, 2011, 01:03:59 pm »
Might be related to the not-working (AFAIK) BSS initialization. This is also true for the framebuffer (it contains the image painted by the previous application, unless you clear it yourself)


UPDATE:
As I haven't found any pre-build libjpeg or libpng libraries, I built the latest versions myself from the original sources. As I believe this could be also useful for other people, here you go:

libjpeg-v8c-ga330.7z : http://www.mediafire.com/?31avmm5dj88s276
libpng-1.5.2-ga330.7z : http://www.mediafire.com/?9vhqjx64uzccfp3

I tried them out with the build of SDL_image posted in another thread in this forum. However, both PNG and JPEG images failed to load. At the moment, I don't know whether that SDL_image build just omits jpg/png support or there is something wrong with my libjpeg/libpng builds. I'm gonna try to load the image directly, avoiding SDL_image at all. Will report the results of course.


UPDATE2:
nvm, I got it working
if anyone cares, I can post the HOW-TO
  it's a bit more complex though  (the problem is the horribly outdated headers & sources in the GA330 SDK)
« Last Edit: June 27, 2011, 05:42:30 pm by Minexew »

cex (OP)

  • Posts: 144
Re: Native ports
« Reply #8 on: June 28, 2011, 07:03:32 am »
PrBoom will not run for me. It shows the native port flash screen the just boots me back to the menu. I tried renaming to .cc and I've tried lauching from different folders. No joy. I'm on the official 1.1 firmware.

Hello,
I've been able to reproduce this behaviour.
If I turn on the console and execute PrBoom it works fine, but if I execute my space invaders (still porting) and then run PrBoom it fails as you described. From the console output it looks like something is uninitialised. I'll try to fix it and will let you know if I succeed. In the meantime try to turn the console off usinf the power switch, and execute PrBoom as the first program after startup.

Console output when working:

Code: [Select]
R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables R_I
nitPatches
P_Init: Init Playloop state.
I_Init: Setting up machine state.
I_InitSound: FILE:../sdl.c LINE:78 COMMEMT:SDL_OpenAudio
 configured audio device with 1024 samples/slice
I_InitSound: sound module ready
S_Init: Setting up sound.
S_Init: default sfx volume 8
S_Init: default sfx volume 8

When failing:

Code: [Select]
R_Init: R_InitPlanes R_InitLightTables R_InitSkyMap R_InitTranslationsTables R_I
nitPatches
P_Init: Init Playloop state.
R_TextureNumForName: SQ˜N¢K# not found
R_TextureNumForName: SQ˜N¢K# not found
ccdl_res_deinit
libheap_deinit
cpu set low!

Regards.

1wiierdguy

  • Posts: 218
Re: Native ports
« Reply #9 on: June 28, 2011, 07:29:17 am »
 Thanks. PrBoom will launch  if I run it first after startup. A bit strange that. Thanks also for the SMS/GG emulator. Once someone works out the sound problems the GA330 scene should really start to pick up.

Minexew

  • Guest
Re: Native ports
« Reply #10 on: June 28, 2011, 07:10:45 pm »
lua 5.1.4 for everyone out there, enjoy
some basic functionality tested, works without any problems

lua-5.1.4-ga330.7z
http://www.mediafire.com/?jhz6uqc6bdot38p

btw, Cex, are you ok with me posting these libraries in your thread? I just thought it was quite on-topic :)

cex (OP)

  • Posts: 144
Re: Native ports
« Reply #11 on: June 29, 2011, 07:23:25 am »
lua 5.1.4 for everyone out there, enjoy
some basic functionality tested, works without any problems

lua-5.1.4-ga330.7z
http://www.mediafire.com/?jhz6uqc6bdot38p

btw, Cex, are you ok with me posting these libraries in your thread? I just thought it was quite on-topic :)

Thank you, I'll download it later and check it.
Of course I have no problem with other people porting other games/emulators and posting in this thread.
I can copy your link in the first post of this thread if you wish, or add the file to the Google Code (but this second option only if you are going to post the sources, as I pretend the Google Code Project to be a knowledge base for other developers).

Regards.

Minexew

  • Guest
Re: Native ports
« Reply #12 on: June 29, 2011, 11:40:22 am »
Full source, Makefile and compile+install scripts are all included in the package :)
Also, it's public domain (except the source code which is licensed under the MIT License), so do whatever you wish with it :)

flud

  • Posts: 19
Re: Native ports
« Reply #13 on: June 29, 2011, 02:22:39 pm »
lua 5.1.4 for everyone out there, enjoy
some basic functionality tested, works without any problems

lua-5.1.4-ga330.7z
http://www.mediafire.com/?jhz6uqc6bdot38p

Love2D  :)

Minexew

  • Guest
Re: Native ports
« Reply #14 on: June 29, 2011, 03:26:43 pm »
Love2D  :)
Unfortunately, this doesn't seem doable at the moment.
The only rendering backend in L?VE uses OpenGL which simply isn't available on the GA330.
-(unless I'm mistaken - anybody knows how the pre-loaded chinese 3D game does its rendering?)-
It might be possible to use a full-software implementation or something like that, but that really isn't anything I'd want to mess with now.
You can find the full dependency list at http://love2d.org/wiki/Building_L?VE

Harteex

  • * Administrator
  • Posts: 713
    • 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.

Harteex

  • * Administrator
  • Posts: 713
    • Harteex Productions
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).

Nenoboy

  • Posts: 74
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)

Harteex

  • * Administrator
  • Posts: 713
    • Harteex Productions
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 :)

Nenoboy

  • Posts: 74
Re: Native ports
« Reply #19 on: July 04, 2011, 10:48:42 pm »
Some lagg on the music in highscores...
Nothing to worry

 

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