Release Pandora Frogatto


Farox

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Hi


I have managed to compile the Frogatto game for Pandora using the Maemo sources based on the latest 1.0.2 version.


The Maemo port is based on SDL+SDL_gles and other library.


You can download at http://www.steekr.com/n/50-2/share/LNK81904c9920e49356c/ my online storage space.


This is a very quick build and is not tested (as i don't have a Pandora yet ) .


In the archive there are the frogatto bin and the data needed (taken from the maemo package repo ).


I don't know if the runme.sh file is good enough to run the game ...


This is how the preferences are readed and writed on the source file preferences.cpp:


namespace {


int unique_user_id = 0;


int screen_editor_mode = 0;


bool no_sound_ = false;


bool no_music_ = false;


bool show_debug_hitboxes_ = false;


bool use_pretty_scaling_ = false;


bool fullscreen_ = false;


bool resizable_ = false;


bool debug_ = true;


bool reverse_ab_ = false;


std::string level_path_ = "data/level/";


bool send_stats_ = true;


.-.-.-.-.-.-.-.--.


#elif TARGET_OS_MAEMO


bool sim_iphone_ = false;


#ifndef PREFERENCES_PATH


#define PREFERENCES_PATH "~/.frogatto/"


#endif


int virtual_screen_width_ = 800;


int virtual_screen_height_ = 480;


int actual_screen_width_ = 800;


int actual_screen_height_ = 480;


bool screen_rotated_ = false;


bool show_fps_ = false;


bool use_joystick_ = true;


bool load_compiled_ = true;


bool use_16bpp_textures_ = true;


-..-.-.-.---.-


#define SAVE_FILENAME "save.cfg"


#define AUTOSAVE_FILENAME "autosave.cfg"


-.-.-.-.-.-.-.-.-.-..


namespace {


void expand_path(std::string& str) {


if(!str.empty() && str[0] == '~') {


str = std::string(getenv("HOME")) + std::string(str.begin()+1, str.end());


}


}


}


void expand_data_paths() {


expand_path(level_path_);


expand_path(save_file_path_);


expand_path(auto_save_file_path_);


expand_path(preferences_path_);


}


----------------------------------------------------------------


so if the game don't start please try to change the runme.sh file to modify the HOME dir ...


hoping that the builded game binary is ok .


This is the compilation option used under a Codeblocks project:


NO_EDITOR


SDL_VIDEO_OPENGL_ES


_GNU_SOURCE


_REENTRANT


IMPLEMENT_SAVE_PNG


TARGET_OS_MAEMO


-fno-inline-functions


-fthreadsafe-statics


-Wnon-virtual-dtor


-Wreturn-type


-mcpu=cortex-a8


-ftree-vectorize


-mfloat-abi=softfp


-mfpu=neon


-O2 optimization


-s minimizes size


and this is the lib needed to link it :


-lGLES_CM -lSDL -lSDL_mixer


-lSDL_image -lSDL_ttf -lIMGegl


-lpng12 -lboost_regex-mt -ljpeg


-lboost_system-mt -lsrv_um -lglib-2.0


-lts-1.0 -lfreetype -lTIFF -lz -lmad


-lSDL_gles -lEGL


this libs are removed as not needed


-losso -ldbus-1 -ldbus-glib-1


-lgobject-2.0 -lgthread-2.0


So if you have a Pandora please try it and let me know how (and if ) it run.


Links:


Frogatto page http://www.frogatto.com/


Maemo port by Philipp Zabel http://maemo.org/packages/view/frogatto-engine/


Maemo source code http://maemo.org/packages/package_instance/view/fremantle_extras-devel_free_armel/frogatto-engine/1.0.2-maemo2/


Main thread to discuss it is at http://www.gp32x.de/board/index.php?showtopic=56731


Farox
 
Last edited by a moderator:
As mentioned in the thread at gp32x.de (http://www.gp32x.de/board/index.php?/topic/58558-frogatto-and-friends/page__view__findpost__p__948490):


I just bundled latest svn of frogatto. It was possible to just use trunk of the frogatto svn, though I had to apply this patch to the makefile to make it compile: http://pastebin.com/YGHbaU1G


The patch will likely be applied upstream sometime soon, so that compiling should be possible without further steps. UPDATE: As of revision 4809 this patch is part of frogatto trunk.


Beside going to the latest version I also changed the packaging "setup" a little and upped the version number. The basic changes:


* Add "preview pics".


* Update the PXML.xml file to include a <package> block and validate nicely.


* Bump to latest frogatto trunk version (they should be in the state of "rc" for the next release themselves).


* Include localization files. Those are not easily usable atm, but you can do so by placing an "overlay" run.sh file in your appdata. Available translations are: de, el, es, fr, it, ja, pt_BR, ru, zh_CN. This is what the run.sh file currently looks like to make it easier for you to create your own in appdata:



Code:
#!/bin/sh


# copy default data to appdata folder

cp -r --no-clobber default/* .

cp -r --no-clobber default/.* .


# Change the LANG= var to change the translation to be used. To play frogatto

# in german, change it to "LANG=de" instead of "LANG=C". Later on this might be

# doable using picklelauncher...

LANG=C LD_LIBRARY_PATH=$LD_LIBRARY_PATH:lib/ ./game --wvga --compiled &> app-output.txt

Maybe it is possible to do this somehow using picklelauncher, so that you can select the lang you want using it. No idea though, got to ask pickle for this.


I uploaded this package into the repo, so you can get it here:


http://repo.openpandora.org/?page=detail&app=frogatto
 
Last edited by a moderator:
Love the look of this game, cheers for porting Farox.


I'll give it a try when I get my Pandora :)
It reminds me of Yoshi's island.


It plays and looks great on the Pandora.
 
Last edited:
This is a great game, but i don't want to take all the glory about the port of it.


Ok i have started this thread (and compiled a preliminary version of the game) but nowadays all the work is done by Pickle and Ivanovic, without their work, i don't think the game would be so great and playable.


Anyway on my Pandora the game crash when you die...also with this latest version.


Thank's a lot for all the work on this game guys. :)
 
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