Notices


Reply
Thread Tools
Posts: 58 | Thanked: 9 times | Joined on Feb 2008
#61
Thanks for the file list.

free reports 24MB memory free. Maybe I'm out of memory?

Here's my strace
mmap2(NULL, 2948952064, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = -1 ENOMEM (Cannot allocate memory)
mmap2(NULL, 2949083136, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = -1 ENOMEM (Cannot allocate memory)
mmap2(NULL, 2097152, PROT_NONE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_NORESERVE, -1, 0) = 0x4093d000
munmap(0x4093d000, 798720) = 0
munmap(0x40b00000, 249856) = 0
mprotect(0x40a00000, 135168, PROT_READ|PROT_WRITE) = 0
mmap2(NULL, 2948952064, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = -1 ENOMEM (Cannot allocate memory)
fstat64(5, {st_mode=S_IFREG|0644, st_size=651265, ...}) = 0
_llseek(5, 18446744073620815872, 0xbead1e20, SEEK_SET) = -1 EINVAL (Invalid argument)
--- SIGSEGV (Segmentation fault) @ 0 (0) ---
rt_sigaction(SIGSEGV, {SIG_DFL}, {0x4257a6d0, [], 0x4000000 /* SA_??? */}, 8) = 0
write(2, "Fatal signal: ", 14Fatal signal: ) = 14
write(2, "Segmentation Fault", 18Segmentation Fault) = 18
write(2, " (SDL Parachute Deployed)\n", 26 (SDL Parachute Deployed)
) = 26
futex(0x4093c4d8, FUTEX_WAIT, 1562, NULL) = -1 EINTR (Interrupted system call)
+++ killed by SIGSEGV +++
Process 1561 detached
~ $

Last edited by cyberbillp; 2008-02-14 at 16:53.
 
Posts: 58 | Thanked: 9 times | Joined on Feb 2008
#62
Originally Posted by LordFu View Post
That looks great, IMO.


That's off from mine.

13 Folders, 180 files
860.5 MB

I have regular JA2. What version are your files from?
gold version. digital download. i'll find a cd set and reinstall.
 
Posts: 58 | Thanked: 9 times | Joined on Feb 2008
#63
Originally Posted by Bundyo View Post
@cyber, what fs do you have on mmc1?
vfat nothing special about it.
 
Posts: 882 | Thanked: 1,310 times | Joined on Mar 2007
#64
Originally Posted by pipeline View Post
I got it running, looks great...

I noticed its tricky examining items, any way to adjust keybindings? Maemo hardware buttons are F8, F6, F8, F4 and ESC (since appears its not used). You using those for anything?

I noticed the desktop version lets you hold control down while clicking left mouse button and you only move if theres something to examine? That might be nice to bind to hardware button.

I'm looking at source and its too bad its all hardcoded but maybe you could edit sgp/Input.c QueueKeyEvent and add something like if (Key == K_F6) ModifierState |= CTRL_DOWN;

The rest of the keys bindings are elsewhere but you might be able to translate them here too. if (Key == K_F8) Key = 'x'; or whatever.

Otherwise looks fun... realtime and turn based strategy games are my favorite actually, but i never got around to this game before so its all new.

BTW i think Steam version does -not- work. I bought steam version and the files appear different structure so i 'acquired' a compliant version to make up for this.
You wanna take a swing at it? I bet it would take you way less time if you are familiar with sdl. It would also be nice to the get right mouse button working with some kind of toggle button. Game should compile right out of the box too so it shouldn't be too time consuming.
 

The Following User Says Thank You to ukki For This Useful Post:
pipeline's Avatar
Posts: 693 | Thanked: 502 times | Joined on Jul 2007
#65
Well i download source all the time so i was just curious. I tried to do the bind i mentioned earlier (except it was SDLK_F6) and it didn't seem to do anything noticable.

I might try some more later, if i find anything i'll pass it your way since keybindings likely to be only a few lines of code.

Maybe someone who's familiar with the game knows what the best binding of buttons should be?
 
LordFu's Avatar
Posts: 151 | Thanked: 11 times | Joined on May 2007
#66
Well, here's my $.02 on controls. I've been re-reading the instruction manual to refresh my memory. Right-click is pretty important, it would appear.

I have zero technical capabilities, so I have no idea if this would work. The stylus works fine for left-click, as far as I'm concerned. Could you leave the cursor visible on screen, rather than invisible as it is now, and then move the cursor with the d-pad, which I think is how it is now, or clicking with they stylus as it is now, but make the center button right-click?

Since, you could see where your cursor is, and make small adjustments with the d-pad, the center button would let you access all the right-click functions as you do with a normal mouse. And, you could still use the stylus for left click, in the same way as it's done now.

Does that make sense, and, more importantly, is it possible?
 
Posts: 14 | Thanked: 11 times | Joined on Jan 2008
#67
Right clicking is a must for the game. You need it to aim accurately.
I'm a regular player myself and I think it would be best suited to enable
right clicking by holding one of the hardware buttons and tapping with
the stylus. If that's even possible.

The problem with the d-pad cursor, I think, is that most of the game is
done with the stylus anyway. Using the pad only for aiming seems
inconsistent

Imho another binding should be Ctrl - that's used for picking up items,
opening doors and using stuff in general. Hovering the cursor over a
door/item/lever will do the same, but it doesn't work well with certain
small items or with several items lying close to one another.

I'm sorry that I can only offer theory here, I'm not a particularly able
programmer.
 

The Following User Says Thank You to bayowar For This Useful Post:
ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#68
Feedback from someone who knows the game is very useful. Please stick around.
 
LordFu's Avatar
Posts: 151 | Thanked: 11 times | Joined on May 2007
#69
Originally Posted by bayowar View Post
Right clicking is a must for the game. You need it to aim accurately.
I'm a regular player myself and I think it would be best suited to enable
right clicking by holding one of the hardware buttons and tapping with
the stylus. If that's even possible.

The problem with the d-pad cursor, I think, is that most of the game is
done with the stylus anyway. Using the pad only for aiming seems
inconsistent

Imho another binding should be Ctrl - that's used for picking up items,
opening doors and using stuff in general. Hovering the cursor over a
door/item/lever will do the same, but it doesn't work well with certain
small items or with several items lying close to one another.

I'm sorry that I can only offer theory here, I'm not a particularly able
programmer.
Yeah, that's much better than my suggestion. I like it.
 
Posts: 14 | Thanked: 11 times | Joined on Jan 2008
#70
Thanks, and no worries .. I'm not going anywhere

For science, I installed and played the game once more. Right clicking
is also needed to view detailed info on mercenaries and their items
(right clicking on a merc's head shows the inventory, right clicking on
that shows the description of an item).

In theory one could fully play the game without xkbd. You'd have to
remove the IMP code in the beginning completely and add Alt+S & Alt+L
for quickloading and -saving as bindings. That would make the game
very playable on all three ITs, as far as I know. Maybe I'm missing
another instance of keyboard input, though.

Last edited by bayowar; 2008-02-12 at 16:38.
 
Reply

Thread Tools

 
Forum Jump


All times are GMT. The time now is 17:38.