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воскресенье, 11 декабря 2011 г.

TheGoonies, now for AROS/i386 as well

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This is the remake of one of Konami classic: The Goonies.

This game was made by Konami in 1986. There were both a NES version and an MSX version of the game; this remake is based on the MSX Version.

SpotUP was made a port to AmigaOS4 in 2008 (in that times SDL+OpenGL combo do not works in window mode, and that was the reasson why i recompile it in 2010 again, to make it works with new SDL/GL in all the resolutions and win/fullscreen modes). Somethere in beetwen, in 2009, Hak was made port to MorphOS, and so, again only AROS lack the port of this good game (because only about year ago SDL and GL on AROS start to works fine).


Game are based on SDL, SDL_mixer (mikmod, ogg), SDL_gfx/SDL_image (png, jpeg), ttf/freetype and OpenGL/GLUT. Window and fullscreen modes, music, sounds, detailed graphics and more or less modern resolutions make feel of fully completed and nice to play game. 

For AROS compilation was very easy, just because i re-use the port which i compile for AOS4 year ago, and all amiga-like related fixes (there was not only PROGDIR: changes, but also some code-reworking have place) was already done by SpotUP back in the past. The only parts which i fix, its makefile in terms of gcc/g++ and right stubs. 

Negative note is that on Vmware game feels very-very slow (sure, that Vmware and SW mesa rendering can make differences, but still on aos4/morphos on peg2/1ghz it works very fast) and very possible that AROS realisation of SDL/GL combo can show some problems again (as in case with CadogAdventure). Cross the fingers that not, and if someone can check it on real HW with real HW acceleration, plz put a comment-note about speed.


As usual i386/abiv0 , and you can get the full game here. 12 mb of size.

Pachi el Marciano. AROS/i386

Today i found that team who do Dragon Memory , do some other games, one of which called Pachi el marciano , and which is a platform game inspired by classic games like Manic Miner and Jet Set Willy (remember that old zx-spectrum game from Mathey Smith ?)


The game already ported to AmigaOS4 (can be found on os4depot.net) and to MorhpOS (can be found on morphzone.org) , and so, only AROS not have it. Plain SDL (without direct opengl usage), good and fun music/sounds, "complete" levels design and normal design of game itself, make all of this worth of porting. 

Porting process was easy enough, through, configure scripts again ask for auto-tools and for easy-way (to avoid manual creating of makefiles) i just use cygwin/winxp crosscompiler. 

Changes in terms of code was usuall PROGDIR: stuff , as well as manual change in all the sources of all pathes to make all works fine with PROGDIR. I.e for example was DATADIR"/gfx/something", and that translates to PROGDIR:/gfx/something => so removing of first slash are must. And as usuall few tweaks to make it compiles in terms of right libs (like sdl_mixer with mikmod support, ), flags and co.  In other words, nothing hard, but still spend some time to make it right.

Binary are i386-abiv0 (as for now the only one and main aros is abiv0).

Get the full-game here

пятница, 9 декабря 2011 г.

sdlquake1 for AROS/i386


Yesterday on aros-exec , Nikolaos ask someone to compile sdlquake (yeah, that old and first version of the quake) and while no one do it, i give a look at this, just in case of interest, to see, if  any kind of problems can be here.

The compilation process was easy, the main problem was only in the building of makefiles, as configure script want aclocal, autoconf, automake,autoheader and makeinfo, all of which not present on aros natively, and because of which i use my cross-compiler env (winxp/cygwin), with providing some uber line like:

./configure --build=i686-pc-cygwin --host=i386-aros --disable-sdltest

Still makefile builds a bit wrong, and some tweaks was done (like chaning "gcc" on "i386-aros-gcc", adding of necessary stubs on linking stage, and remove some specific flags).

In the terms of sources, game also have some function called Sys_MakeCodeWriteable(), which use mprotect() and getpagesize() functions. And while getpagesize() aros have (in the libiberty.a), mprotect() are not, and after fast check i found that whole Sys_MakeCodeWriteable() uses only for linux, and the fast and safe way its just comment the whole function out.

Few tweaks was done in terms of networks related code (thanks to Serk) , but by some reassons its still crashes when running without -nolan option, and so, that to be fixed if it will necessary for anyone later.

So, at the moment it just works without lan, and the running lines are:

aros shell:> stack 1000000
aros shell:> sdlquake -basedir "/quake/" -nolan -fullscreen -winsize 800 600

or for running in a window: 

aros shell:> sdlquake -basedir "/quake/" -nolan -winsize 800 600


You should have of course packs from the game and put them to root directory.

Get the binary here

Dragon Memory AROS/AOS4/MOS

Dragon Memory is a simple, but fun memory game with very detailed graphics and addictive gameplay. AROS, AmigaOS4 and MorphOS version.




The game was developed with openGL and libSDL libraries, what mean that without opengl drivers (like in case with aos4 and radeonHD cards) game will not works, or, only via software renderers like Wazp3D (untested).




AROS user who not have HW accelerated ogl drivers, will automatically switch to softpipe version of opengl (done by aros itself), which are slower, but as i386 HW are fast enough, such simple game should works fast on software rendering pretty fine.

And for morphos also working opengl are must.

All the differences which was done for amiga/amigalike oses its changing of amiga pathes (PROGDIR: and stuff), and one small fix at the exit (adding of missing SDL_Quit();, which looks like workorounds by linux/win32 sdls, but not by SDL on any of our oses).

Icons done as plain .png (to avoid mess with different formats). So, for aos4 you should have png icon.module installed, for morphos all come by default to support png icons, and for aros some kind of png-icon support should be used as well (if present).

Download game here