Porting more games to MorphOS
  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    Posts: 979 from 2003/6/28
    Hello

    I see some new games that epic interactive are porting to Mac for example, and no port to MorphOS. Why not port these games to MorphOS ? ;-)

    And others games ? I know that MorphOS isnt a OS for gamers ( or it is? ;-) ) but a lot of people plays sometimes ( or all time, hehe ) and not always with the OS.

    There are some games that arent maked by known companies and could be easier a port to MorphOS.


    Regards,
    timofonic
  • »10.11.03 - 09:31
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Jupp3
    Posts: 1193 from 2003/2/24
    From: Helsinki, Finland
    There are LOTS of Open Source games out there, feel free to start porting any of those :-)

    Better still, there are many Open Source games already ported to classic amigas, but no MorphOS version (Some do work, but native port couldn't hurt)

    Games, such as Descent, Heretic, Hexen, Doom (ok, there are 2 MOS ports, but Amiga ports are better imho)
  • »10.11.03 - 10:39
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  • Just looking around
    Desolator
    Posts: 17 from 2003/8/7
    From: Lund, Sweden
    Well, I think that Epic interactive are porting quite great games. Northland for example will last for a looong time.. and Divine Divinity seems to be just as great.. :)

    So I'm happy. It's definitly better than nothing, and the longevity on those games are above standard.
  • »10.11.03 - 15:56
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  • Targhan
    Posts: 2833 from 2003/2/8
    From: USA
    Epic makes great games! I'm hoping that I can get them to create a
    banner for MZ. They deserve to have a spot (the SB inclusion rule for
    banners apply here).

    I encourage everyone to download a demo of an epic game, so they can
    see for themselves.

    /me takes off marketing hat

    Seriously, there are a lot of games out there, and when we have REBOL
    native we can have more! ;-)
    :idea:Targhan

    MorphOS portal? www.MorphZone.org
  • »10.11.03 - 16:04
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    poundsmack
    Posts: 1346 from 2003/6/8
    From: USA California
    wow and can u believe it it wasn't even me who started this thread. if u want a list oh highly profecinal opensource games that would be good ports i will list 10 in this forum. anyone want me to?
    "Poundsmack, official morphzone thread creator" -LorD
    "Wanna be lord of the avatars." -JKD
  • »10.11.03 - 19:38
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  • HAK
  • Order of the Butterfly
    Order of the Butterfly
    Posts: 225 from 2003/2/24
    From: Austria, Vienna
    @ poundsmack,

    Well, I personally would be interested in such a list (can be more then 10 also).


    Bye HAK
  • »10.11.03 - 22:32
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  • Targhan
    Posts: 2833 from 2003/2/8
    From: USA
    @poundsmack

    Indeed, I'm going to have to subtract 10 points from your total for letting someone else make *this* post! :lol:
    :idea:Targhan

    MorphOS portal? www.MorphZone.org
  • »11.11.03 - 00:00
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    poundsmack
    Posts: 1346 from 2003/6/8
    From: USA California
    @ Targhan haha i know can u believe someone beet me to it. shame on me.
    as for the rest here is the list of wonderfull open source gamesin my order od what i think we "need" (take need any way u want)
    1. "planeshift" (requires teh crystalspace engine, a wonderfull engine.) (late alpha)
    2 "Vendetta" absolutly incredible game. (still in beta)
    3. Legends (just like quake 3 but soon to be better. early beta)
    4. Dark Horizons: Lore (cooool)
    5. Flight Gear Flight Sim
    6. racer (http://www.racer.nl/)
    7. Magnant (work in progress look it up on happypenguin.org)
    8. Vega Strike ( one of the best sould be at 5 but i am to lazy to switch the nubers)
    9. Siege of Avalon (yes it is written in pascal but go to freepascal.org, this is the website for Siege of Avalon, http://soaos.sourceforge.net/news/NewsPage.htm )
    10. netPanzer (like comand and conquer)
    11. FooBillard (its just so fun)
    12. GL-117 just good fun

    well i did 2 more than i had planned but ok there we go all in ordre of what we "need" if u switch vega strike and flight gear sim that sould be about right. tell me what u think.

    ps all these games except racer and be found at happypenguin.org
    "Poundsmack, official morphzone thread creator" -LorD
    "Wanna be lord of the avatars." -JKD
  • »11.11.03 - 07:39
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    poundsmack
    Posts: 1346 from 2003/6/8
    From: USA California
    one more game has won me over by its quike rate of development and that fact that it is all sdl (easy port) Battle for Wesnoth very very fun and enticing game. look it up on happypenguin.org. see ya
    "Poundsmack, official morphzone thread creator" -LorD
    "Wanna be lord of the avatars." -JKD
  • »11.11.03 - 16:27
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  • Targhan
    Posts: 2833 from 2003/2/8
    From: USA
    I would like to see a game based on the open D20 system ported to MorphOS. There are several out there, with built in chat clients and the like.
    :idea:Targhan

    MorphOS portal? www.MorphZone.org
  • »11.11.03 - 16:30
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  • Caterpillar
    Caterpillar
    Posts: 24 from 2003/4/21
    crystal space 3D engine homepage:
    http://crystal.sourceforge.net/tikiwiki/tiki-view_articles.php

    planeshift: (based on crystal space)
    http://www.planeshift.it/pics.html

    thoses grab looks awsome O_o ..
    there's lots of projects based on that engine.
    could be really profitable to have a mos port..
    dunno if it's really possible, but we can dream ^_^
  • »11.11.03 - 16:49
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    poundsmack
    Posts: 1346 from 2003/6/8
    From: USA California
    it is very posible. it is a very portable engine.
    "Poundsmack, official morphzone thread creator" -LorD
    "Wanna be lord of the avatars." -JKD
  • »12.11.03 - 02:05
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    poundsmack
    Posts: 1346 from 2003/6/8
    From: USA California
    hey targhan can we make a polllist those 12 games and we can vote for who wants em? poll?
    "Poundsmack, official morphzone thread creator" -LorD
    "Wanna be lord of the avatars." -JKD
  • »12.11.03 - 03:20
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    Posts: 979 from 2003/6/28
    --from amiga.org
    Hyperion states on their website that Gorky17 will also be ported to PPC, meaning that the game will probably run on AmigaOS4 aswell.
    --
    Hyperion with Epic Interactive? LOL

    Who makes the port? epic interactive or hyperion?

    http://www.hyperion-entertainment.com/_linux/news_031107.html

    http://www.epic-interactive.com/english/projects/projects.html


    Hyperion should make a mess of ports, that seems make a kind of emulation on it or something of windoze apis..., seems be crap
  • »12.11.03 - 08:48
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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...
  • »12.11.03 - 10:36
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    Posts: 979 from 2003/6/28
    Do you see by example the game shogo ? :P
  • »12.11.03 - 11:54
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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...
    What's up with Shogo?

    No one has done a win32 api source code wrapper for AmigaOS/MorphOS, sorry. That's pure fantasy.

    It's faster to write some things from scratch.

    Hyperion games are quite optimized if you keep in mind the context switches etc... The next OS4 pure ppc versions will probably run faster on the same hardware.

    Now think again about what you are saying and remember that most of the few AmigaOS3.x ppc games available were done by Hyperion.

    If you think that they should run faster even on a pure ppc OS keep in mind again that CyberstormPPC/BlizzardPPC don't have 2nd level cache.
  • »12.11.03 - 17:26
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    poundsmack
    Posts: 1346 from 2003/6/8
    From: USA California
    Shattered Galaxy
    http://www.sgalaxy.com/
    is the most amazing game ever! well thats not entilry true but it is pretty cool. i am talking with the developers trying to get a morphos port. it relies heavily on directX but it can be worked around. go there nad tell me if u would use the game. thanks
    "Poundsmack, official morphzone thread creator" -LorD
    "Wanna be lord of the avatars." -JKD
  • »14.11.03 - 01:48
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Jupp3
    Posts: 1193 from 2003/2/24
    From: Helsinki, Finland
    Quote:

    The next OS4 pure ppc versions will probably run faster on the same hardware.

    Some of their games already run faster on same machine running on MorphOS.

    Timofonic:
    If some game has files with .dll extension, it doesn't "automatically" mean, that it would use some kind of windows emulation...
  • »14.11.03 - 05:20
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  • Cocoon
    Cocoon
    Posts: 48 from 2003/5/13
    Quote:


    Jupp3 wrote:
    There are LOTS of Open Source games out there, feel free to start porting any of those :-)



    Unfortunately, for all games using 3D we still miss a SDK to start programming OpenGL stuff.

    The audio part would be easier to learn with a new and complete doc on AHI too.
  • »14.11.03 - 13:14
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  • Just looking around
    Posts: 1 from 2003/12/19
    My game Njam (multiplayer modern pacman clone) is ported to MorphOS. I have placed morphos binary for download. Check it out:

    http://njam.sourceforge.net
  • »19.12.03 - 09:05
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  • MorphOS Developer
    Henes
    Posts: 507 from 2003/6/14
    All games using 3D don't need OpenGL.
    For example: Planeshift uses the Crystal engine and doesn't require an OpenGL API to work.
    So, any motivated people could start working on it right now and port the OpenGL part later (it shouldn't take more than a few days).

    There are a lot to do first: input, display, other I/O, etc...

    Corto, do you want to port it now that you finally know it doesn't require any OpenGL to have a cool game like this one ? :)
    And it would be even more usefull because several other projects are also using the Crystal engine.
  • »19.12.03 - 12:25
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  • Cocoon
    Cocoon
    Posts: 48 from 2003/5/13
    Henes : Hi, my cruel friend !

    I know there are other parts than 3D in a game. But OpenGL is a standard and it has been promised for a long time.

    I don't know Crystal and PlaneShift and I don't have time for a new project. You found one game that doesn't require OpenGL ... great ! But it decently can't be accepted as an excuse for the lack of an OpenGL support.

    About I/O and other (you miss sound), I feel myself concerned because it is the topic I am working on. I am not an idiot and I don't waste my time waiting for this OpenGL that will arrive one day ("soon" or "the next week", if I remember ;).

    About input management : the lowlevel.library is rather basic and we don't even know if something else is planned ... but I don't want to find excuses from my side :)

    What I'm fed up with is not missing things but the secret about things that will come. Don't be afraid, it's not an obsession for me, I will spend great Christmas holidays and I wish you the same.
  • »19.12.03 - 13:58
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  • Order of the Butterfly
    Order of the Butterfly
    td741
    Posts: 224 from 2003/4/2
    Well this isn't really a port. But I've been playing working on making a Puzzle Link Clone in using Hollywood. (Just something to spend an hour or two a week on.)

    In case you're wondering... Puzzle Link is a puzzle game for the Neo Geo Pocket. It's a bit difficult to describe. Essentially, your player is on the bottom of the screen and has full left-right movement. As your playing there is a line of random blocks that shows up on the top of the playing field. When a new line shows up, it pushes any blocks down. Once a block reaches the bottom on the screen, the round is over. Your player can destroy blocks by connecting a block of the same types together with a pipe. Now, the trick is, if the blocks will only blow up if they are not part of the same group... err... Now a group is a bunch of blocks of the same type that are directly touching one another... As the blocks blow up, they cause any blocks underneath them to crawl back up. If those blocks end up touching another group of blocks that of the same type then it causes a chain reaction and they blow up. ;)

    The game has 3 play modes. A survival mode in which you just do the above, and the game gets harder by introducing more blocks, and getting faster. There's a puzzle-mode where the player is broght in front of a static screen with a pattern, and the player has to clear all blocks from the screen using the least amount of connections. However, it gets tricky as the player always needs two seperate groups of the same block type in order to clear a type of block. So in some cases you might end up with a bunch of single groups of the same block. :) The normal game mode has several levels with varying amount of different blocks, wait times for new lines to come in. Once the player blows up a specified amount of blocks, there are two special "exit" blocks that the player needs to blow up in order to end that level. If the player does it before a timer runs out, they get a special prize (a card with a weird character on it.) In Puzzle Link 2, there is a play mode where the player can actually play a game with the cards he/she has won.

    Here's a review of the original game:
    Link to ign.pocket review.

    And here's where I am with it: Link to screen capture

    The graphics will get replaced. I just went into Cinema4D and rendered a bunch of primitives in different colours. At the moment, I've got the blocks creeping down, the player can move left and right. The fire button shoots a pipe (that's the weird red thing, the screen cap didn't quite get it as it's in movement). There is an algorithm that groups similar blocks together.

    My next step is to make the pipe the player shoots blow up the a group block, have the blocks underneath move up and cause any chain reactions that should occur.

    After that I need to actually have the pipes work properly and enforce the rule that the player needs to connect at least 2 groups of the same kind of block together (and handle the possibility of three groups as that can happen in the game. :P) Then it's the extra work of putting in the menus, the other play modes (puzzle mode), having a tutorial, and see if I can cram in an intro.

    I'm also torn about what to do for the graphics, music and sound. I'm not very good at graphics or music. I'm kind of toying with the idea of seeing if I can use sprite rips and samples from the real game to make it like the real game. However, I do want to make this game play in 640x480 in 24 bit with 16 bit sound. I could base myself on all of the same and see if I can reproduce something more upscale, but I'm not sure.

    Opinions?
    Steph
  • »19.12.03 - 14:52
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  • Order of the Butterfly
    Order of the Butterfly
    Wishmaster
    Posts: 342 from 2003/6/29
    Port this port that, timofonic is getting a bit annoying.
    Pegasos PPC
  • »20.12.03 - 01:54
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