According the the docs, putting them in a lib subfolder from the cwd should enable x86 libs to be discovered, but I can't find a configuration that lets you load ARM libs from the parent OS. Probably they need a kind of shim to translate the x86 library calls into ARM calls but I don't really know what that would involve to be honest.
Don't waste time adding those libs for now, Hollywood player 7 works fine on console (even without GTK libs), and for Pyra we could (i hope) use the Linux ARM HF version already available from the author.
GTK is use by more stuff then Hollywood 8 But yeah, that's huge and not in my top priority...
And, for a few more vid / pictures:
Here is the demo from the full version of Descent 3 running. I changed a but paramters to boost details and overall quality....
Here is Guacamelee... Of course it's too slow, but still, nice that it can be launched at all on the Pandora!
And now a few more pictures
So yeah, Unreal Tournament 99 runs now. It's not super smooth yet, but hopefully I can optimize Dynarec later for it.
This one comes from "Desperados, Wanted dead or alive". I cheated a bit there. There are a few shaders programs (like 5), but there are in OpenGL 3.0. There are accessible so I converted them to OpenGL 2.0, et voilà, the games runs on the Pandora with gl4es. Well, as you cen see, text is barrely readable, so not practical... But hey, it works!
Here, SwordAndSworcery. I think I mentionned it before, it's working, but a bit slow...
Gaurodan also I mentionned it before. I think I may package this one later.
Gaurodan (like all GameMaker2 "yoyo" runner game) needs OpenGL 2.0, so LIBGL_ES=2 is the minimum. I haven't tried on a CC model yet, but on my gigahertz, I use "LIBGL_FB=1 LIB_ES=2 LIBGL_SHRINK=11" to launch.
So, while the new beta of codeblocks is out, including a pre-built version of box86, I have continued working on stabilty/compatibilty. So yeah, the version inside codeblocks is olready outdated, and you should build your own version if you want to try everything I'm showing here.
Jamestown looks like a nice shoot'em up, but it's too slow on the Pandora.
Jelly Killer is a GameStudio2 game, so it works (a bit slow)
MoH:AA works now. It asked my quite some changes in box86, but now it run. It's too slow on the Pandora to be enjoyable, at 10fps, +/- 4fps, but it runs...
I knwo we have a native version of that one, but it was interresting to get the x86 version running. That was the occasion to fix some issue with the wrapping of libvorbisfile. Also, on my Gigahertz I have ... 100 fps when playing (dirruing that frame capture)... Not bad
Toki Tori works, but only using GLES1.1 backend of gl4es. With GLES2, it tries to use too complex shaders and crash. The game is sometimes smooth, sometime superslow.. Strange.
Va11-Hall-A is also a GameStudio2 game, so it's running fine...
With Super Hexagon, VVVVV is also running. It is slower, at around 25fps, but completly playable.
Unreal Tournament unsurprisingly runs on the unreal engine, not any variant of the iDtech engine. But with box86 not really caring what the engine is called and just translating the instructions as it comes across them (and reusing those translations over again in looping situations if the dynarec is running as I understand it), it wouldn't surprise me if that were runnable.
Also, are all those graphical glitches in the screenshot of VA11-Hall-A down to the scaling algorithm? Looks a bit fugly in places and the font rendering is all kinds of freaky, but perhaps it looks better in motion.