Port: X-moto


Well,

Elastomania is closed source, shareware, old and buggy while X-Moto is free, open-source, has new features and way faster. I don´t think that X-Moto is elastomania-ripoff ;)
 
Looks like a Bike or Die clone to me. I haven't played it but it certainly looks similar.
 
Well, anyone intrested in porting this game? It would be awesome! :huh:
 
One thing is this game is difficult to control using a keyboard... it might just be a nightmare using a d-stick ;)
 
A thread about this a year ago stated that it requires a Athlon 1600 to run well, plus it requires opengl.

Now that we have opengl we are still missing the requirements. Maybe the requirements have changed since a year.
 
I had an old shareware game similar to this that ran on my 486DX2 (66MHz, no 3D hardware ;) ) So it's possible to have a game like this on GP2X... I don't know if porting this is the right way though.
 
SDL_gfx is very slow on GP2X, it will almost certainly need to have pre-rotated bitmaps or a faster rotation algorithm to work correctly.
 
Mudi posted on Feb 3 2007 at 05:38 PM said:
SDL_gfx is very slow on GP2X, it will almost certainly need to have pre-rotated bitmaps or a faster rotation algorithm to work correctly.
Hello Mudi

I it very nice to hear that xmoto actualy runs on the gp2x,
The initial port used pre rotated bitmaps and was a lot faster then the current implementation, if you want
I can dig up the code?

can you run use the -fps option to tell us the reached framerates
also would you be so kind to also run the game in -ugly mode and test what happens
if you make the screen 2 times smaller.

totally missed these posts sorry.
 
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keesj said:
Mudi posted on Feb 3 2007 at 05:38 PM said:
SDL_gfx is very slow on GP2X, it will almost certainly need to have pre-rotated bitmaps or a faster rotation algorithm to work correctly.
Hello Mudi
hmm

Actually what you are saying is that SDL_gfx is slow not xmoto
I think the xmoto code is ready to be tested on a real device
so Who can help to compile the stuff??
 
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PokeParadox posted on Feb 11 2007 at 06:49 PM said:
Possibly I can help compile it... unless there's some very strange stuff going on.
No , it is a default bootstrap configure make make install for xmoto, compiling ode might be a bit harder
checkout the xmoto code from svn

svn co svn://svn.tuxfamily.org/svnroot/xmoto/xmoto/trunk xmoto
run bootstrap
the xmoto configure requires the following code to disable opengl
--with-renderer-openGl=0 --with-renderer-sdlGfx=1 --disable-nls

there are 3 important depenencies
ode (require me to remove test and demo code because that contains opengl stuff)
lua (5.1 easy)
and sdl_gfx (easy requires --disable-mmx flag)

The new code does not use opengl and not much sdl_gfx.
If I can help in any way please tel me how
 
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Yeah you've lost me... lol I'm not too hot when using the compiler and make files and such.

It sounds like you'd be better suited to doing the actual compiling... I take it you don't have a devkit for the GP2X setup yet?

These guides tell you how to get a dev environment for the 2X setup:
http://wiki.gp2x.org/wiki/Getting_started_...P2X_development
 
PokeParadox posted on Feb 11 2007 at 07:28 PM said:
Yeah you've lost me... lol I'm not too hot when using the compiler and make files and such.

It sounds like you'd be better suited to doing the actual compiling... I take it you don't have a devkit for the GP2X setup yet?

These guides tell you how to get a dev environment for the 2X setup:
http://wiki.gp2x.org/wiki/Getting_started_...P2X_development

Ok , no problem. I just will try to get a gpx in a few month and try it myself. I don't think I will be able to manage to build a package what will work on a device I don't own.

thanks for the link, I already have an environment setup.
 
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ditto, but i doubt it will run, it requires OpenGL and the latest build that i played challenged my 2.5 ghz linux box (with a horrible (HORRIBLE!) graphics card)..... its a great game tho, but i doubt it will run at playable speeds, but still it never hurts to try
 
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