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ArnimS's Avatar
Posts: 1,107 | Thanked: 720 times | Joined on Mar 2007 @ Germany
#61
Originally Posted by Hedgecore View Post
Tell ya what, just for you I'll take out every other ship using just a Pkunk Fury.
Good grief.

Ok i just solved the onscreen button problem with shifting finger off button before release

now it runs just about perfectly - but the hildon integration and the packaging remain, and that's a pain in the ***.
 
iball's Avatar
Posts: 729 | Thanked: 19 times | Joined on Mar 2007
#62
Originally Posted by ArnimS View Post
Good grief.

Ok i just solved the onscreen button problem with shifting finger off button before release

now it runs just about perfectly - but the hildon integration and the packaging remain, and that's a pain in the ***.
And you'll be making this new build/package when?
 
Posts: 6 | Thanked: 0 times | Joined on Jul 2007 @ Aliso Viejo, CA
#63
Anxiously waiting for packaged version!

Thanks!
 
iball's Avatar
Posts: 729 | Thanked: 19 times | Joined on Mar 2007
#64
Arnim, anyway to compile TWO versions of Ur-Quan, one with the [/url=http://uqm-mods.sourceforge.net/]time hack and invasion mod .diffs applied[/url]?

Tried compiling it myself but it kept tripping over SDL netlibs or something and I don't feel much into debugging it at the moment.
 
ZerionSeven's Avatar
Posts: 68 | Thanked: 84 times | Joined on Mar 2007 @ Lappeenranta, Finland
#65
Sorry I sort of disappeared after making those few packages of uqm for the N800, but I kind of forgot the whole thing.

But I did remember this again, and I noticed there still doesn't seem to be any better packages around than the ones I made earlier, though ArnimS work looks promising, I hope you'll finish it someday.

In the meanwhile, I thought I'd finish a simple change I started some time ago to make the game render to an YUY2 overlay (I think the N800 uses Xv to draw this), and the game now has fairly nice smooth scaling, and can be stretched to any size and still runs fairly well.

I've updated the packages on my site at http://www2.lut.fi/~thietan1.

I did not test it all that thoroughly, but the game didn't crash once or any such during what little I did.

I think currently the largest slowing factor is the RGB->YUY2 conversion I wrote, and if someone had the ability and time to optimize it, the game could probably run considerably better, but I struggled to get it working at all, so I probably won't be doing it any time soon atleast.
 
El Amir's Avatar
Posts: 487 | Thanked: 152 times | Joined on Aug 2007 @ London, UK
#66
on this website:
http://sc2.sourceforge.net/downloads.php
the debian contents ae not available no more...
any other links?
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Posts: 503 | Thanked: 267 times | Joined on Jul 2006 @ Helsinki
#67
Originally Posted by ZerionSeven View Post
I think currently the largest slowing factor is the RGB->YUY2 conversion I wrote, and if someone had the ability and time to optimize it, the game could probably run considerably better, but I struggled to get it working at all, so I probably won't be doing it any time soon atleast.
Well, I already commented that in quake2 thread Judging from N800 hardware capabilities, software RGB->YUY2 conversion is just a useless waste of cpu cycles. The only reason to use it is the missing software interface to support this feature (Xv only supports YUV formats). RGB hardware scaler is also exposed through pixel doubling API, but is somewhat more limited as it is restricted to 2x scaling only and does not have tearsync enabled (BTW, xserver patch to force tearsync for pixel doubled screen updates is trivial). What do you think, is it worth submitting a feature request asking for some API for RGB hardware scaling support in maemo bugzilla? Technically there are many ways to achieve that, for example RGB565 color format support could be added to Xv, looks like NVidia already supports 32bpp RGB color formats, so using Xv for RGB formats is not something completely new: http://osdir.com/ml/video.vdr.softde.../msg00022.html).

The only drawback is very slow deployment of these improvements to end users as they will require xserver update and it is only updated with new firmware releases. But without doing anything now, we may just wait forever and be forced to keep using inefficient screen update methods for the games which need low resolution
 
ZerionSeven's Avatar
Posts: 68 | Thanked: 84 times | Joined on Mar 2007 @ Lappeenranta, Finland
#68
Originally Posted by Serge View Post
Well, I already commented that in quake2 thread Judging from N800 hardware capabilities, software RGB->YUY2 conversion is just a useless waste of cpu cycles. The only reason to use it is the missing software interface to support this feature (Xv only supports YUV formats). RGB hardware scaler is also exposed through pixel doubling API, but is somewhat more limited as it is restricted to 2x scaling only and does not have tearsync enabled (BTW, xserver patch to force tearsync for pixel doubled screen updates is trivial). What do you think, is it worth submitting a feature request asking for some API for RGB hardware scaling support in maemo bugzilla? Technically there are many ways to achieve that, for example RGB565 color format support could be added to Xv, looks like NVidia already supports 32bpp RGB color formats, so using Xv for RGB formats is not something completely new: http://osdir.com/ml/video.vdr.softde.../msg00022.html).

The only drawback is very slow deployment of these improvements to end users as they will require xserver update and it is only updated with new firmware releases. But without doing anything now, we may just wait forever and be forced to keep using inefficient screen update methods for the games which need low resolution
It would obviously be better to have scaling of the RGB formats directly and not have to waste time with the color conversion, and I don't see how it could hurt to have a request for the feature. I'm fairly new to all this maemo stuff, and software development in general, so it would probably be better if someone with a bit more knowledge about these things than me would write the request.

Actually as I've written in the quake2 thread, I've optimized the conversion to a point, where even with overhead caused by it, the SDL_DisplayYUVOverlay with a 400x240 image scaled to 800x480 seems to be so much faster than doing SDL_UpdateRect with XSP pixel doubling that it actually gets better fps with the overlay. Also, with overlay, I can do partial screen updates, which I believe is broken with XSP. Though I've not yet made an version of UQM to use the faster version, since it will need some changes to make it work with 16-bit surfaces, where quetoo uses only 8-bit, and I've been a bit busy with other things lately.

Originally Posted by El Amir View Post
on this website:
http://sc2.sourceforge.net/downloads.php
the debian contents ae not available no more...
any other links?
The content links are working fine for me. They are not debian specific, but the .uqm files at the bottom half of the page, atleast the uqm-0.6.0-content.uqm is needed to play the game. Or if you're looking for the N800 debian packages for the game program itself, you can get that from http://www2.lut.fi/~thietan1.
 
ZerionSeven's Avatar
Posts: 68 | Thanked: 84 times | Joined on Mar 2007 @ Lappeenranta, Finland
#69
I've posted an updated version of my packages to http://www2.lut.fi/~thietan1/ that have a faster version of the color conversion and also fixes the menu icons not appearing properly.
 
El Amir's Avatar
Posts: 487 | Thanked: 152 times | Joined on Aug 2007 @ London, UK
#70
Originally Posted by ZerionSeven View Post
The content links are working fine for me. They are not debian specific, but the .uqm files at the bottom half of the page, atleast the uqm-0.6.0-content.uqm is needed to play the game. Or if you're looking for the N800 debian packages for the game program itself, you can get that from http://www2.lut.fi/~thietan1.
thanks, but just to be sure:

i have the loader on my n800 but cant seem to find the files to load...
where do i find those???
is it this?
http://www2.lut.fi/~thietan1/repo/di...n800_armel.deb

thanks
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