Wanted : MorphOS developers for No Gravity port
  • Just looking around
    execom_rt
    Posts: 5 from 2005/6/1
    Details here:

    http://www.realtech-vr.com/nogravity

    The game has been already ported to :

    - Windows
    - MacOS X 10.4
    - Amiga OS 4
    - Linux
    - BeOS

    using OpenGL/SDL or with a custom build software renderer.

    If some developer are interested, they can grab the GPLed source from.

    I guess doing the MorphOS port should takes few hours...

    http://sourceforge.net/projects/nogravity/

    The game was working on a BeBox dual 66Mhz with 16MB of RAM.
  • »01.06.05 - 16:38
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  • Butterfly
    Butterfly
    Posts: 65 from 2003/2/10
    From: France (Agen 47)
    You know, lot of things are already ported to MOS, but can't be available because they require elements that will only be present in MOS1.5...
    N'cha, LorD
    http://www.lordfpx.com/
  • »01.06.05 - 16:56
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  • Butterfly
    Butterfly
    alfie
    Posts: 96 from 2005/3/25
    From: Italy
    Wanted!

    Original and extraordinary MorphOS software!
  • »01.06.05 - 17:11
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    DJBase
    Posts: 744 from 2003/4/6
    From: Germany
    Quote:


    You know, lot of things are already ported to MOS, but can't be available because they require elements that will only be present in MOS1.5...



    I wonder where they all got MorphOS 1.5 to port all the things for it. But its nice to see things are ported for 1.5 so in 5 years I can use it.
    Mac mini, PowerPC G4 1.5 GHz, ATI Radeon 9200 64 MB, 1 GB RAM, 80 GB HDD, MorphOS 3.18
    PowerBook, PowerPC G4 1.67 GHz, ATI Radeon 9700 128 MB, 2 GB RAM, 250 GB mSATA HDD, MorphOS 3.18
  • »01.06.05 - 19:01
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    Jupp3
    Posts: 1193 from 2003/2/24
    From: Helsinki, Finland
    Quote:

    I wonder where they all got MorphOS 1.5

    Probably most developers don't have MorphOS 1.5 but rather some components of it.

    All 3D accelerated SDL programs compiled with the new powersdl SDK require new tinygl.library, for example.

    And from my personal experience (for non-SDL programs), tinygl.library 0.2 has some bugs (that are easy to avoid anyway) but the programs will work only on Voodoo cards untill MOS1.5 release (probably most users have Radeon)
  • »01.06.05 - 20:03
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  • Yokemate of Keyboards
    Yokemate of Keyboards
    magnetic
    Posts: 2129 from 2003/3/1
    From: Los Angeles
    Djbase

    lol ;-)


    However, have you not noticed the strong development activity of MorphOS lately? The update cycle has increased dramtically. It also seems that Frank Mariak is putting alot of energy into the project and Ralph Schmidt is very busy with it as well. Combined with the rest of the steady MOS team can really make some things happen. It seems that the Morphos (1.5) should be a major version of MOS and I'm hoping they will release it for the summer so that some internet hype can happen.

    :-D
    magnetic
    Pegasos 2 Rev 2B3 w/ Freescale 7447 "G4" @ 1ghz / 1gb Nanya Ram
    Quad Boot: MorphOS 2.7 | Amiga OS4.1 U4 | Ubuntu PPC GNU/Linux | OS X 10.4
  • »01.06.05 - 20:05
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  • Just looking around
    execom_rt
    Posts: 5 from 2005/6/1
    Well, my post is to let the MorphOS / PegasOS users / open source developer to be aware about the source code availability of a 3D game that works on PowerPC and which can works with or without 3D acceleration and should match the requirements of thoses operating systems.
  • »01.06.05 - 20:33
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    DJBase
    Posts: 744 from 2003/4/6
    From: Germany
    Quote:


    However, have you not noticed the strong development activity of MorphOS lately?



    In which Galaxy?
    Mac mini, PowerPC G4 1.5 GHz, ATI Radeon 9200 64 MB, 1 GB RAM, 80 GB HDD, MorphOS 3.18
    PowerBook, PowerPC G4 1.67 GHz, ATI Radeon 9700 128 MB, 2 GB RAM, 250 GB mSATA HDD, MorphOS 3.18
  • »01.06.05 - 20:41
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  • MorphOS Developer
    itix
    Posts: 1520 from 2003/2/24
    From: Finland
    You dont need TinyGL to port this game. There is software renderer option in sources.

    Unfortunately there isnt standard configure script in sources and you must create Makefile on your own. In addition I recommend using GCC3 since using GCC2 is way too much work with this.
    1 + 1 = 3 with very large values of 1
  • »01.06.05 - 20:41
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  • Just looking around
    Mr_Capehill
    Posts: 14 from 2003/3/18
    Software rendering should work well now after the author has made it more endian aware.

    You can configure for Linux and tweak the makefile a bit after that. It's better to check preferences.c, config.h and locate then endian definition somwhere (LSB or something).
  • »02.06.05 - 08:32
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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...
    Quote:

    In addition I recommend using GCC3 since using GCC2 is way too much work with this.


    Where can I get gcc3 for MorphOS?
  • »02.06.05 - 09:50
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  • Priest of the Order of the Butterfly
    Priest of the Order of the Butterfly
    DJBase
    Posts: 744 from 2003/4/6
    From: Germany
    Quote:


    Where can I get gcc3 for MorphOS?



    It is build-in in MorphOS 1.5...
    Mac mini, PowerPC G4 1.5 GHz, ATI Radeon 9200 64 MB, 1 GB RAM, 80 GB HDD, MorphOS 3.18
    PowerBook, PowerPC G4 1.67 GHz, ATI Radeon 9700 128 MB, 2 GB RAM, 250 GB mSATA HDD, MorphOS 3.18
  • »02.06.05 - 10:24
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  • Just looking around
    execom_rt
    Posts: 5 from 2005/6/1
    You need to defines LSB_FIRST in config.h (located in /rlx32/include)

    Probably you need a #ifdef MORPHOS or something.

    If someone can told me how to detect that a code is compiling for MorphOS, I could update the CVS for that as well.

    It should compiles with GCC 2.95 (same compiler used in BeOS).

    The code compiles well with GCC 3 and GCC 4 (used in MacOS X version).

    As said before, there is a software renderer built-in, which is optimized for the game.

    It's playable on my 1Ghz G4, even compiled for 'PowerPC' generic.
  • »02.06.05 - 10:44
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  • MorphOS Developer
    itix
    Posts: 1520 from 2003/2/24
    From: Finland
    #ifdef __MORPHOS__

    works for MorphOS.

    Edit: Ok, tried it again from CVS this time. But bootstrap doesnt work on MorphOS. Oh well, looks like I have to ssh to isoveli again.

    [ Edited by itix on 2005/6/2 12:26 ]
    1 + 1 = 3 with very large values of 1
  • »02.06.05 - 11:08
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  • MorphOS Developer
    itix
    Posts: 1520 from 2003/2/24
    From: Finland
    Ok, doesnt compile on MorphOS so I decided to give up.
    1 + 1 = 3 with very large values of 1
  • »02.06.05 - 11:54
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  • MorphOS Developer
    itix
    Posts: 1520 from 2003/2/24
    From: Finland
    @DJBase

    GCC is here. You must crosscompile sources on Linux and maybe apply few patches. I'm sure you could compile 4.1 snapshot over weekend.
    1 + 1 = 3 with very large values of 1
  • »02.06.05 - 12:16
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  • Just looking around
    execom_rt
    Posts: 5 from 2005/6/1
    You probably need libPNG and OGGVorbis, Zlib, and SDL.

    Download OGG : http://downloads.xiph.org/releases/ogg/libogg-1.1.2.tar.gz

    Download VORBIS: http://downloads.xiph.org/releases/vorbis/libvorbis-1.1.0.tar.gz

    Download LibPNG: http://prdownloads.sourceforge.net/libpng/lpng128.zip?download

    Download SDL: http://www.libsdl.org/download-1.2.php
    or
    http://www.lehtoranta.net/

    Download ZLIB: http://prdownloads.sourceforge.net/libpng/zlib-1.2.2.tar.gz?download

    Thoses are probably not available by default on the MorphOS, so it needs to be downloaded and installed.

    Can you give some details of what's went wrong ?

    [ Edited by execom_rt on 2005/6/2 12:55 ]

    [ Edited by execom_rt on 2005/6/2 12:59 ]

    [ Edited by execom_rt on 2005/6/2 13:04 ]
  • »02.06.05 - 13:54
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  • Paladin of the Pegasos
    Paladin of the Pegasos
    SoundSquare
    Posts: 1213 from 2004/12/1
    From: Paris, France
    I played No Gravity on MacOS and i have to confess that i got bored after a few minutes. I played for an hour just to see if i could get some excitement after a few stages but it's only a lovely but boring game. My opinion on the game.
  • »02.06.05 - 14:12
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  • MorphOS Developer
    itix
    Posts: 1520 from 2003/2/24
    From: Finland
    In file included from ../../rlx32/src/v3xscene.c:39:
    ../../rlx32/include/v3xdefs.h:130: warning: unnamed struct/union that defines no instances
    ../../rlx32/include/v3xdefs.h:139: warning: unnamed struct/union that defines no instances
    ../../rlx32/include/v3xdefs.h:153: warning: unnamed struct/union that defines no instances
    ../../rlx32/include/v3xdefs.h:162: warning: unnamed struct/union that defines no instances

    etc etc

    It seems to depend on GCC extension which is not present on GCC2.
    1 + 1 = 3 with very large values of 1
  • »02.06.05 - 14:20
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  • Just looking around
    execom_rt
    Posts: 5 from 2005/6/1
    Yes, it is using 'anonymous' struct usage.

    There is a patch for GCC for fixing that.

    It's just warnings, not errors, so you can still compile the code.

    On BeOS, I used to force the C++ compiler usage in order to get ride of thoses warnings.

    There is a page for compilation instructions :
    http://www.v3x.net/forums/viewtopic.php?t=270

    And I've updated the CVS with #ifdef __MORPHOS__ in config.h

    [ Edited by execom_rt on 2005/6/6 14:29 ]
  • »06.06.05 - 15:28
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