Porting games
  • Order of the Butterfly
    Order of the Butterfly
    Fraggle
    Posts: 203 from 2012/9/2
    No but it`s worth a try...What else can I do but ask?
    Fraggle
  • »18.09.12 - 08:16
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    Crumb
    Posts: 732 from 2003/2/24
    From: aGaS & CUAZ Al...
    I already pointed to the following shader compiler: http://dri.freedesktop.org/wiki/R300Compiler

    it's supposed to be more or less driver independent: "no code in the compiler may depend on any headers that are part of Mesa or of Gallium3D. All data structures are specific to the compiler. This causes some unfortunate minor code duplication, but it also allows us to be more flexible in changing our data structures.

    The compiler is written in plain C99; it uses no additional external libraries (it might use some GNU C extensions; not sure about that). "
  • »18.09.12 - 09:00
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  • Order of the Butterfly
    Order of the Butterfly
    Fraggle
    Posts: 203 from 2012/9/2
    So maybe there`s a good chance Kiero will say yes then - once the R300 driver is done!
    Fraggle
  • »18.09.12 - 09:06
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  • Moderator
    guruman
    Posts: 461 from 2003/7/21
    I think kiero and bigfoot already did some preliminary work in this regard for the MorphOS 3.0 release, rewriting a good part of the lower levels of TinyGL if I understood correctly. I do hope they will update it with shaders support and and updating to at least partial OpenGL 2.0 level, and then I am sure that more sw will be ported (for instance by BSzili, but also kiero and bigfoot themselves). Personally, I would contact Paolo of Virtual Grand Prix fame, last time I did this we got a very nice VGP2 port, so it would be good to do. But I have been waiting for the infrastructure of the OS to be good enough (R300 drivers, shaders and OpenGL 2.0...).
    To be short: at this point kiero (the megahero!) and bigfoot are the guys to get motivated ;-)

    Kind regards,
    Andrea
  • »22.09.12 - 17:44
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  • Order of the Butterfly
    Order of the Butterfly
    Fraggle
    Posts: 203 from 2012/9/2
    I already contacted the VGP guy, no joy yet though but I haven`t properly looked for him yet.
    Fraggle
  • »24.09.12 - 09:30
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  • Caterpillar
    Caterpillar
    nemesiswar
    Posts: 37 from 2012/11/12
    Is Everquest 2 something impossible to port?
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  • »13.11.12 - 17:20
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12150 from 2003/5/22
    From: Germany
    > Is Everquest 2 something impossible to port?

    Yes, it is.
  • »13.11.12 - 23:24
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Yasu
    Posts: 1724 from 2012/3/22
    From: Stockholm, Sweden
    Would this game be possible to port?

    http://www.smokin-guns.org/
    AMIGA FORUM - Hela Sveriges Amigatidning!
    AMIGA FORUM - Sweden's Amiga Magazine!

    My MorphOS blog
  • »19.04.14 - 20:53
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Jupp3
    Posts: 1193 from 2003/2/24
    From: Helsinki, Finland
    Quote:

    BSzili wrote:
    I don't know when the R300 driver will be out, so I can't answer that :-) First I have to investigate if the game would run at a playable speed on a powerbook. The rendering is quite CPU-heavy, especially the shadows. Which model do you have exactly?

    Doom on Voodoo 2

    Also got a version of XU4, still needs some work, and probably should write better installation instructions (everything needed to play is free, but I think I can't include it all with the port anyway)
  • »19.04.14 - 21:13
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    BSzili
    Posts: 559 from 2012/6/8
    From: Hungary
    I know about that "patch", I think I might even tried it in the mid-2000s when I still had my Voodoo2 SLI setup. It's a heavily customized GL driver, which delegates most of the work to the CPU, and uses the Voodoo as a triangle rasterizer. It was an interesting gimmick, but it's not very fast, and the game looks terrible without the normal and specular maps.
    This is just like television, only you can see much further.
  • »20.04.14 - 08:24
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Yasu
    Posts: 1724 from 2012/3/22
    From: Stockholm, Sweden
    @BSzili

    Can you port Smokin Guns?
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  • »20.04.14 - 12:31
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    BSzili
    Posts: 559 from 2012/6/8
    From: Hungary
    It uses the ioQuake3 engine, so I probably could, but the game only has a handful active players so it's not worth the effort.
    This is just like television, only you can see much further.
  • »20.04.14 - 16:38
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Yasu
    Posts: 1724 from 2012/3/22
    From: Stockholm, Sweden
    It looked like a fun game, but it's a good reason not to port it.
    AMIGA FORUM - Hela Sveriges Amigatidning!
    AMIGA FORUM - Sweden's Amiga Magazine!

    My MorphOS blog
  • »20.04.14 - 18:37
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  • Order of the Butterfly
    Order of the Butterfly
    defender
    Posts: 248 from 2011/4/24
    Does anybody know if SuperTuxKart has made it into a running Version or if it is still in development ?
    Because its that kind of games i really miss - like Flyin'High for example.
    PowerMac 3.6 - Radeon 9000_64Mb - 1,5Gb Ram - SB Live - MorphOS 3.9
    CD32 TF330 SILP Wifi- PowerBook 1,67GHz 1GB/100GB - MorphOS 3 reg. 1455 IMac Isight
  • »20.04.14 - 22:08
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  • Jim
  • Yokemate of Keyboards
    Yokemate of Keyboards
    Jim
    Posts: 4977 from 2009/1/28
    From: Delaware, USA
    I'd dig up a copy of Smokin Guns to play that under MorphOS.
    I really like the quality of games created with that engine.
    "Never attribute to malice what can more readily explained by incompetence"
  • »20.04.14 - 22:39
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Yasu
    Posts: 1724 from 2012/3/22
    From: Stockholm, Sweden
    @Jim

    Yeah, and there seems to be some buzz about it at the AOS 4 camp as well. Maybe it will become a NG Amiga game in the end? :-)
    AMIGA FORUM - Hela Sveriges Amigatidning!
    AMIGA FORUM - Sweden's Amiga Magazine!

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  • »20.04.14 - 22:46
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12150 from 2003/5/22
    From: Germany
    > Does anybody know if SuperTuxKart has made it into a running Version or if
    > it is still in development ?

    http://www.pegasosforum.de/viewtopic.php?p=52368#p52368
  • »20.04.14 - 22:54
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    XDelusion
    Posts: 602 from 2010/10/27
    I love threads like this. Still got my fingers crossed for DOOM 64 EX. Though of course Odamex 0.7 will certainly keep me busy in the mean time! :)
    "I hope life isn't a big joke, because I don't get it." - Jack Handey

    Registered MorphOS user, Amiga user, and Atari 8-bit user.
  • »20.04.14 - 23:01
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    Jambalah
    Posts: 820 from 2008/3/30
    From: Roma, Italy
    @Yasu:
    Smoking Guns can be played on Quake III since it is a mod for that engine. It was developed as Western Quake III before it became a stand alone game.
    I tried quickly on G5 and it works.. better it works until my Quake III arena crashes (it crashes even when I'm playing the Quake game).
    Download it here:

    http://www.fileplanet.com/158369/150000/fileinfo/Quake-3:-Arena---Western-Quake-3-beta-v2.2-[Full-Client]

    unzip and place directory inside Q III directory. Then run Q III and select the mod.
    Last minute news:
    I read somewhere that is possible to run the stand alone version inside Q III arena too. Investigating....

    Edit:
    Sorry... With the mod I linked above I only managed to play two games (Canyon and Hang me high). For team games and other I obtained always a "hunk_alloc failed on <number>" error.
    The game keep on crashing on the G5.....
    I tried with the Smoking Guns 1.1 stand alone version and since there are only team games inside the hunk error was the only result. Let's try it on the G4.... =)

    [ Edited by Jambalah 21.04.2014 - 15:35 ]
    Pegasos II 1 ghz
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    Powermac G4 MDD single 1.25 ghz, silenced for ears health...
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  • »21.04.14 - 11:49
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  • Order of the Butterfly
    Order of the Butterfly
    Daff
    Posts: 243 from 2003/4/5
    Jambalah : Quake 3 based games crash on MorphOS + Power Mac G5. So your crashes are "normal". :-)
    Obligement - L'Amiga au maximum
    http://obligement.free.fr
  • »22.04.14 - 05:29
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    BSzili
    Posts: 559 from 2012/6/8
    From: Hungary
    Exiting with the hunk_alloc failed error is not a crash. Most of id's engines allocate a piece of contiguous memory, and manage it internally. id Tech 3 has two types of memory, the zone and the hunk. The original limits are way too small for new mods. You want to increase the latter with com_hunkMegs, preferably from the command line, so it takes effect before the memory system is initialized.
    This is just like television, only you can see much further.
  • »22.04.14 - 06:23
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    Jambalah
    Posts: 820 from 2008/3/30
    From: Roma, Italy
    @Daff:
    yes I know but I hoped it didn't.... well =)

    @BSzili:
    thanks for the suggestion man! Now I'm playing with the game almost flawless: some slow motions for a few seconds and not so frequently, nothing that makes the game unplayable.
    I started Quake III via shell using "quake3 +set com_hunkmegs 256" and that was enough to start all kind of scenario inside the mod. On PMac MDD game goes well, about the G5... well, as Daff wrote above crashes are usual inside Q III...
    Pegasos II 1 ghz
    Powermac G4 Quicksilver with Sonnet Encore 1.8 ghz
    Powermac G4 MDD single 1.25 ghz, silenced for ears health...
    Powermac G5 dual 2.7 ghz I'll be back...
    Powermac G5 dual 2.0 ghz
    Powerbook G4 1.67 ghz 17
  • »22.04.14 - 15:17
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  • Butterfly
    Butterfly
    WB_Coder
    Posts: 66 from 2014/5/1
    What about the recent news that the AmiDARK Engine sources are up for sale?

    http://amigaworld.net/modules/newbb/viewtopic.php?topic_id=39012&start=0&post_id=733830&order=0&viewmode=flat&pid=733827&forum=15#733830

    Have any MorphOS developers evaluated the current status, and the future potential of the AmiDARK Engine GDK, to see if it is worth supporting and using in the future?

    What kind of games might we expect could be created or ported to MorphOS, and that will run well on our currently supported hardware, if/when a stable 1.0 release of the AmiDARK Engine is finished?

    Edit: Is Fraggle still around here? If the best MorphOS programmers think that the AmiDARK Engine is a viable GDK that would be a useful tool to many existing and/or future MorphOS programmers, I would like to see it become an Open Source project. We could encourage a bounty to buy the source code, unless Fraggle wants to fund it all by himself.

    [ Edited by WB_Coder 09.05.2014 - 15:03 ]
    WB_Coder = Wanna Be Coder
  • »09.05.14 - 21:50
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12150 from 2003/5/22
    From: Germany
    > Is Fraggle still around here?

    "Last Login: 2013/4/15 0:34"
    https://morph.zone/users/3726.html
  • »09.05.14 - 22:10
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    Andreas_Wolf
    Posts: 12150 from 2003/5/22
    From: Germany
    > Is Fraggle still around here?

    Sad if true:

    http://amigaworld.net/modules/news/article.php?storyid=7293&start=20#94081
    http://euaejit.blogspot.com/2015/01/a-sad-day.html

    [ Edited by Andreas_Wolf 12.01.2015 - 19:06 ]
  • »06.01.15 - 20:48
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