The Pandora Port Request Thread

Discussion in 'General Discussions' started by Chip, Aug 8, 2008.

  1. Magic Sam

    Magic Sam Forever Homebrew

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  2. directive0

    directive0 Very Active Member

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    Corollary to that; would it be possible to port godot 3 to the pandora?
     
  3. Magic Sam

    Magic Sam Forever Homebrew

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  4. ptitSeb

    ptitSeb Serial Porter

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    Rust/Cargo (a fairly recent version) will be on the next codeblocks (if I finish it one day). There is an older (but usable) version in latest published beta if someone want to try.
     
  5. x1212

    x1212 Member

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    I had a quick look at the Developer Bundle, and it uses an "engine.cfg", so it should be using something older than godot 3.0 (there that file would be named "project.godot") so probably some 2.1 version was used.
    I don't have my Pandora with me right now so I can't test it, but looking at the screenshots I'd say it might even work without any or just some minor adjustments (maybe some in order to make it playable on the 800x480 screen and some in case the sprite textures aren't power of 2 and have mipmaps enabled).

    Edit:
    Running it on my Laptop it seems to be working fine with many different window sizes, so 800x480 shouldn't be a problem but mipmapping seems to be enabled by default, so some GLES driver versions of the Pandora might show some Sprites in black if there are any non power of two texture sizes.
     
    Last edited: Apr 10, 2018
  6. Magic Sam

    Magic Sam Forever Homebrew

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  7. wolfgang

    wolfgang Still Fresh

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    Ye, considering there's a GP2X port.
     
  8. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    A companion to @ptitSeb's Danger from the Deep:

    http://openssn.sourceforge.net/index.php

    "OpenSSN is a submarine simulator (sometimes referred to as a subsim) for modern classes of submarine. The player is able to pilot their submarine, detect vessels and engage enemy ships. The game focuses on the tactical aspect of commanding a submarine, leaving many of the minor details up to the AI crew."

    Source (checking this one out as I type):
    Code:
    svn checkout https://svn.code.sf.net/p/openssn/code/ openssn-code
    
    EDIT: the source code on SVN seems to be lacking some files (sound.h for example). Prefer the official 1.4 release from 2013-05-22:
    https://sourceforge.net/projects/openssn/files/openssn-1.4/openssn-1.4.tar.gz/download

    EDIT 2: it compiled nicely on the Pandora thanks to @ptitSeb's Code::Blocks :) I'll try to push this one to the Repo ASAP !

    Note for self (before going to bed): export PREFIX="/mnt/utmp/openssn-magicsam" proved handy, and OpenSSN will require @notaz ' improved SDL to work in fullscreen mode:
    EDIT 3: I recompiled the game this morning while in the train, with all the optimizations frrom Code::Blocks (-O3 -ffast-math etc...). Not sure this is a great idea, considering this is a submarine simulation, with lots of advanced math involved (I could be wrong though...). The PND is almost ready, you can expect a release soon !

    EDIT 4: PND is ready, but the game has many issues (it segfaults, for one thing. Even when recompiled with -O2 only), so I'm quite reluctant to release it on the Repo as is. I'll recompile it with debug flags, see if I can understand what's going wrong...

    EDIT 5: of course, the game no longer segfaults when compiled with the debugging flags... Typical :D

    EDIT 6: OpenSSN 1.4 is on the Repo :) http://repo.openpandora.org/?page=detail&app=openssn-magicsam

    Cheers, Magic Sam
     
    Last edited: May 2, 2018
    atari_afternoon and levi like this.
  9. Magic Sam

    Magic Sam Forever Homebrew

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  10. Magic Sam

    Magic Sam Forever Homebrew

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  11. PokeParadox

    PokeParadox Founder of Pirate Games - Penjin Coder Staff Member

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  12. Magic Sam

    Magic Sam Forever Homebrew

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  13. Magic Sam

    Magic Sam Forever Homebrew

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  14. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    Yorg, anyone ?
    http://www.ya2.it/pages/yorg.html

    Cheers, Magic Sam
     
  15. dgame

    dgame Active Member

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    Hi,

    Is it possible to use the source code from Rogue Collection to compile the individual PC Rogue v1.48 found in the Rogue Collection for the Pandora?

    https://github.com/mikeyk730/Rogue-Collection
    https://github.com/mikeyk730/Rogue-Collection/tree/master/src/RogueVersions

    PC Rogue v1.48 runs in DOSBox, and it would be nice to have a native Pandora version. Thanks!

    The full set in the Rogue Collection is:

    + PC Rogue v1.48
    + PC Rogue v1.1
    + Unix Rogue v5.4.2
    + Unix Rogue v5.3
    + Unix Rogue v5.2.1
    + Unix Rogue v3.6.3

    If someone could port the entire Rogue Collection that would be awesome! Thanks again!
     
  16. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    Rexuiz (SDL2 game) ?
    http://rexuiz.top/

    EDIT: source code is on github

    https://github.com/kasymovga/rexuiz

    Cheers, Magic Sam
     
    Last edited: Jul 19, 2018
  17. JDTAY

    JDTAY Half Pepperoni, All Cheese

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    Well, since Pandora runs GINGE, it must have recursive acronym support, so I assume a Yorg port would be fine. ;)
     
  18. Wally

    Wally TrashyMG's worst nightmare Staff Member

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    Please do not try to derail this thread.. Pretty sure i've warned you about this before
     
  19. Magic Sam

    Magic Sam Forever Homebrew

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    Hi all :)

    OpenMW 0.44 is out:

    https://openmw.org/en/
    @ptitSeb : I know you already tried to port this engine to the Pandora, but do you think this new version would be worth a try ?

    Cheers, Magic Sam
     
  20. ptitSeb

    ptitSeb Serial Porter

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    I will have the same performances (so a couple of fps, at best, when outside), the "rain" fix are certainly good, but it is slow without rain anyway on the Pandora. OpenMW is too much for both CPU and GPU. I know gl4es is used on the Android port, and fps are pretty good there, but on much more powerfull phone then what the Pandora is...
    Maybe I'll package it one day, and put it in the beta thread..
     

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