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JFX's Avatar
Posts: 111 | Thanked: 3 times | Joined on Feb 2008 @ NY
#11
ok the SDL file is the executable? Also how do i move the files to the user folder and home? On a pc? Or can i do it all in file manager i tried both, also i didnt download the source only the first file you listed, the extractable. Thanks for your help. Ive repped you, A deb is an auto installer right?? That would be awesome too.
 
Bundyo's Avatar
Posts: 4,708 | Thanked: 4,649 times | Joined on Oct 2007 @ Bulgaria
#12
Yes, the sdl is the executable. You can extract it on a PC, and then copy the files over, but then the executable wouldn't be executable anymore. Maybe just wait a few hours for me to create a deb.
 
JFX's Avatar
Posts: 111 | Thanked: 3 times | Joined on Feb 2008 @ NY
#13
ALright, not sure how to execute that sdl, im very new at all this obviously. I will wait for your deb file. Sounds very promising. Oh and did you learn porting on your own and how long did it take you to learn as much as you know? Im a 3d graphic designer but id like to program for maemo sometime.. did i say that?
 
Posts: 213 | Thanked: 97 times | Joined on Jan 2008
#14
Hey, Bundyo, I got everything set up fine, but I'm getting the following error:

Code:
Error Not enough strings in text file - expecting 621, found 514

Error Not enough strings in text file - expecting 621, found 514
Is some .config editing in order?
 
Bundyo's Avatar
Posts: 4,708 | Thanked: 4,649 times | Joined on Oct 2007 @ Bulgaria
#15
Porting a SDL application is very easy since SDL's purpose is to be portable. The libraries available for Maemo are with almost exact functionality as the ones for the other platforms. However using the pixel doubling on Maemo is a little problematic, since most games are not meant to use it. Programming on some language is a must since you need to modify the source to some extent.
 
Bundyo's Avatar
Posts: 4,708 | Thanked: 4,649 times | Joined on Oct 2007 @ Bulgaria
#16
@CyberCat: Are you using the trial? It has different data files and requires recompilation. I'm planning that soon too.
 
Posts: 213 | Thanked: 97 times | Joined on Jan 2008
#17
Originally Posted by Bundyo View Post
@CyberCat: Are you using the trial? It has different data files and requires recompilation. I'm planning that soon too.
OH! Yeah, I had actually just grabbed the first descent files I found in my DOS games directory, which, as you noticed, was actually the demo! Wups, fortunately I actually have all the Descent games, 1, Levels of the world, 2, Vertigo series, mission builder, and 3.

Great port, works great! Very playable, I'd say it's consistently 15fps easy, probably more. Feels really nice. Stylus play is a little awkward for me, so I changed to keyboard only which is a little better. I think we need some analog joysticks on our NITs!

Great job, and thanks for your work!
 
Posts: 41 | Thanked: 3 times | Joined on Oct 2007
#18
Imagine this if the tablets had accelerometers. (Think Nokmote or ShakerRacer).

Man I miss this game. I should dig out my old copy.
 
Bundyo's Avatar
Posts: 4,708 | Thanked: 4,649 times | Joined on Oct 2007 @ Bulgaria
#19
Look for the deb in the first post.
 
Pushwall's Avatar
Posts: 373 | Thanked: 110 times | Joined on Jul 2007
#20
Bundyo, this game runs very smooth and looks awesome! This is my favorite type of game!! However, my problem is the game doesn't play very long. I'll be around 30-60 seconds in the first level as trainee and the game bombs out and I'm back to the Nokia screen. Very strange. I wish I could play longer in this game since it does look great!

One other thing.....any way to adjust the stlyus sensitivity on guiding the ship? I tried increasing the sensitivity of both the mouse and joystick in the Controls menu but that didn't seem to have any effect. I find that I have trouble turning quickly when close to walls and an increased stylus sensitivity would help greatly.

Thanks for a great port and I appreciate all your efforts!
 
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