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Hi Everyone !
I don't post to much around here, but I read the news daily I wanted to do a little PPC dev for my HTC P3600 with a friend of mine, and as he's using linux, we couldn't go with all the microsoft compiler solutions :s
So we just went with CeGCC and coded are own and easy library ^^
Anyways, here's one of the games we made, I'll post the others later on
Caisses is a Sokoban clone that includes 500 levels and 14 different backgrounds and themes.
The original version of Caisses is Caisses DS, a Nintendo DS homebrew coded by Kukulcan.
In this game, you are a warehouse keeper, and your mission consists in arranging boxes by pushing them onto their designated locations...
Boxes can be pushed, but not pulled, and the controls are simple : either point to the spot to move to with the stylus, or use the directional pad !
Download Caisses
Oh, beware, this is PocketPC ONLY, you need the touchscreen to exit the app :s
edit : tested on Pocket 2003SE and up, not sure how it'll go for 2002 and lower :s
I'll just up this topic a little, did ANYONE test it ? :s
Mollusk said:
I'll just up this topic a little, did ANYONE test it ? :s
Click to expand...
Click to collapse
Touchscreen is unresponsive on my QVGA device (Kaiser) for the game options (eg Play/Help etc) and I really have to press really, really hard to activate the choice I want. The graphics are awesome but I got frustrated after the first 5 min struggling to press my screen and play the game further...eventually uninstalled the game...
Here's an update which should work much better :
1.05
- CPU optimizations
- Ram optimizations
- Support for WinCE GPS
- Added Check and Cross to show which games are finished and which ones aren't in the level selection screen...
- Optimized theme changing routine (you can just move around on the theme page, you don't need to click everywhere anymore)
1.06 update : level 80 fixed !
Versioin 1.10 is out :
- Restart button when ingame to avoid having to quit and come back (triggered by the softkeys on smartphone)
- Fixed minor glitch on the selection screen
- Added full DPAD support in the menu
- 240x320 smartphones can now play 100% !
- VGA-screen friendly !
- Updated source code
great game. works great on my kaiser.
i am almost sure that levels 280 and 320 are impossible though. (there might be others but i haven't completed every level yet)
got it from freewarepocketpc.net gota say grate simple game to take up time..
thanks for tha work..
Just wanted to give everyone the heads up... n0p posted on his site a few days ago that he has been working on the aforementioned project, but he would like some help. Since this guy has already released both 0.61 and 0.63 for WM, I have a lot faith in him.
I see only two issues;
1) His site doesn't seem to have any contact info. Does anyone know him? Does he post here? If people want to help, it would be good if they posted his contact info.
2) n0p is apparently still using a iPaq 2210. We should seriously donate this guy some money to put towards newer tech. He has released so much good stuff for WM (Warcraft II, Genesis emu, PocketSNES, etc), we should try to give back to him a bit. I'll gladly be the first to donate!
PS - Sorry if this is a re-post. I could find any other references to this here.
Donate all you want but don't encourage him to get a new PocketPC! Ancient hardware equals tighter code and more optimizations for a software developer
n0p updated his site, you can find his email on the front page.
Great! Glad to hear someone got ahold of him.
Well, I'd hate to make things more complex, but at bare minimum some thought should be given to different resolutions since the vast majority of WM devices coming out now are VGA, WVGA or greater.
Some keyboard fixes would be nice too since using 'shift' or 'function' on any HTC device causes Dosbox to crash.
No one else interested in this?
I'm interested! Heh
He updated his site a few days ago, and there's a new build
Quote interested, just don't know how to help (other than donating)
There is a WIP-Build ready on his site:
http://n0p.tonych.info/download.php?DOSBoxWIP.7z
He's got an anti-leech script, so direct linking wont work. You have to download it from his site
http://n0p.tonych.info/?DOSBox_PPC:DOSBox_0.72
DOSBox 0.72 released!
Credits:
DOSBox Team for best DOS emulator ever!
Cool toolbars by Jehl Xavier
Fast update code by Yury Sidorov
Built with fastest compiler GCC 3.3.3 for PocketPC by mamaich
ARM dynamic core by M-HT
What is done:
Some speed-wise core hacks.
QVGA scalers. Full 8bpp support, partial 16bpp support (320px wide modes)
All fine goodies from previous releases.
Notes:
Normal and prefetch cores removed. Simple is combined with verysimple, as verysimple has fallback to simple. So core has three settings: simple, full and dynamic.
Memory requirements: 9MB dor DOSBox itself + memsize + 8MB if dynamic core is used.
Personally, i don't see much use for dynamic core unless you wanna run some old 4K intros - yes, it can ran them really fast!
GUS and MIDI removed.
DOSBox port now makes usage of mapper.
Quick list of PocketPC-related dosbox.conf options (they do have a description in configfile), just some notes here:
fullscreen=true - false is only for testing.
rotateright=false
kbdtoolbar=toolbar.dbk
gametoolbar=game.dbk
settoolbar=set.dbk
usescancodes=false - i think setting to true might break PocketPC hw keys compability.
sensitivity=300 - "Mouse" speed. Has effect on touchpadmouse and dpadmouse.
touchpadmouse=true
clickms=70 - increase this value if in touchpad mode your program doesn't respond to emulated "clicks".
rightclickdelay=700
dpadmouse=false
forcetoolbar=true
forcetransparent=true
forcezone=0,0,20,8 - very dumb parser used, don't add spaces between values.
forceheight=50
PocketPC mapper.txt values:
hand_mbtn_left "key 194" - Left mouse button.
hand_mbtn_right "key 195" - Right mouse button.
hand_mbtn_mdl - Middle mouse button.
hand_force_tlbr "key 193" - Toggle toolbar forced mode.
hand_mm_up "key 273" - if dpadmouse - move mouse up.
hand_mm_down "key 274" - ... down
hand_mm_left "key 276" - ... left
hand_mm_right "key 275" - ... right
Quick answer to "How can i get my key codes?" - Fire my Genesis Plus port, open ROM, press keys - their codes will be shown on screen.
Lacks:
VGA support, full 16bit modes support, 32bit modes support, new toolbar editor.
It's been updated to 0.73 for a while, and there was a new release a couple of days ago as well. Still no VGA support
You can grab it at his site: http://n0p.8bit.fm/
The site in the original post doesn't seem to work
General info:
Samsung S3C6410 processor supports OpenGL ES 1.1 and 2.0, but for some reason Samsung didn't include any proper OpenGL ES 1.0 implementation on our devices.
This is the project of creating a libgles_cm.dll library which compensates this.
So, here is the release of the OpenGL ES 3D v1 (and HTC) compatibility layer for Samsung Omnia II, Pro (Qwerty) and Giorgio Armani 2 (and M900 and...):
Installation:
ZIP download (current version):
(original GinKage material) Download it by clicking on this link.
The zip contains libgles_cm.dll, put this in your \Windows folder for activation across the entire device, or in the same folder as the EXE of the program you want to try this with.
CAB download (version 0.26):
(some additions by Chainfire) Attached!
This CAB will place the libgles_cm.dll file in your \Windows folder (unsigned). This means it will be used by all (capable) programs. I have also included libgles_cl.dll (an adaption from NuShrike's CL), which may add some compatibility for some games, but is untested in combination with GinKage's CM library.
Note:Don't forget to switch your device to HIGH performance mode or plug a charge adapter otherwise you won't get any decent performance.
Compatibility:
What works:
Xtrakt
Experiment 13
HTC TouchFlo3D v1.3, v2.0, HTC Sense v2.5
Tower Defense
Flight Commander
10 Games for Betting
S2P 0.80
Opera Mobile 9.7
glBenchmark 1.0/1.1
TestOpenGL
HG Engine (Hologram App) and HG Proton [reported by daskalos]
Known issues:
glBenchmark hangs after 10-13 tests, don't know why. So, if you want to benchmark, do it in 3-4 runs, few tests at a time. Also, 'Flat' shading mode doesn't work, everything renders as 'Smooth'.
Xtrakt has some minor texturing issues (as you may see on fonts) due to the unsupported 1024x1024 texture resolution. Although it's perfectly playable.
Some alpha-blensing issues with Spb Mobile Shell 3.5.2 and earlier, NFS: Undercover, 10 Games for Betting and Call of Duty 2.
What does NOT work:
Spb Mobile Shell 3.5.2 and earlier. Although you may switch acceleration on by registry at [HKLM\Software\Spb Software House 2\Spb Mobile Shell\Gl\], setting GlEnabed to 1, but it is really unusable: you can't tap on a panel or a message to select it, you can only swipe to rotate carousel. I don't really care, because Spb already added GL2 support in the later releases.
NFS: Undercover. Almost worked for some time, but used to hang or crash randomly, and now it won't start at all. Again, I don't really care, as there is NFS in Samsung's AppStore.
Tons of GL apps.
Remember, I DON'T actually want to know about apps that DON'T work.
What I DO want to know about, is if anything else apart from
the list above work. That would really be a surprise!
Source code
The project is open-sourced. There are three main reasons for this:
I want the project to evolve, even when I don't have enough time for it.
I want to see more GL2 applications for Omnia 2 created by third-party developers (waiting for a Samsung's GL2 SDK is some pain).
I want Samsung to finally fix their own GL2 driver (and I hope that maybe this lib's sources will help).
So, I don't really think there's any other way to make these wishes possible.
Project source is available at SourceForge here: http://sourceforge.net/projects/omnia2gl/
To build the source code you'll need Visual Studio 2008, Windows Mobile 6 SDK and GL2_SDK.zip from the Files section of the SourceForge project.
At the moment, only me (GinKage) and Chainfire are the project admins, so if you have something to commit you'll need to contact us.
You may also find Screentex source there. Simple app it is, but it may be compiled in both GL1 and GL2 modes (some time earlier, it was also D3DM-compliant, not sure about it now).
I kindly ask you not to criticize the code too much, as I haven't even tried to make it look like industrial-standard.
It was created as a hobby, a brain siesta. If you want to prettify it, do it (and send us a patch, so it would find its way to SVN).
Also, if you use some parts of the code, please do mention us (GinKage, Chainfire, NuShrike) in credits. That's all I ask in return.
Bonus (for Samsung representatives if any):
A short list of some stupid bugs found in Samsung's driver during my work on this project:
eglGetDisplay(0) fails. It should work with a zero argument, by standard, but it fails.
Calling glGetString() before eglInitialize(), crashes.
eglGetConfigs with config_size = 4096 crashes.
glBindBuffer generates GL_OUT_OF_MEMORY if buffer number is above 100 (it is an actual limit hard-wired into libGLESv2, I had to re-implement the whole buffer management by myself). And, Xtrakt needs 102 buffers...
glGetIntegerv(GL_MAX_TEXTURE_UNITS) returns 0 instead of 2. This one totally breaks NFS.
glGetIntegerv(GL_MAX_TEXTURE_SIZE) returns 2048. In reality, every texture larger than 512x512 is going to be ignored at all, with some allocaton errors in debugger output. It may be used with S3TC, but it's DXT1 only, not even DXT5. And, somehow, with a GL_RGBA_S3TC_OES format, an alpha bit is ignored at all.
And don't forget to create mipmaps, or GL_*_MIPMAP_* won't draw anything at all (it should just use the only level available)!
glAlphaFuncEXP is not iplemented in libGLESv2 (though the hardware DOES have this available), had to do a hack for this to work.
glViewport works wrong after all. If the parameters, e.g. X and Width have a larger sum than the width of the window surface, then the resulting width is clamped, which results in scaled down rendering.
eglCreateWindowSurface is a fail: it doesn't track window size change at all, so if you create a surface and change window size, your output will be of an inadequate size (e.g., in Opera 9.7 going from Widowed mode to Fullscreen, or in anything else when going from Landscape to Portrait mode).
eglSwapBuffers is slow as hell (probably because of plain BitBlt it uses), it takes about 10 ms, which limits fps to about 100 and reduces the speed of everything else (e.g., you'll get 16 fps where you could have 20, only because of this functon).
All textures have an offset by half-texel. This is probably done for mapping to the nearest texel (like, round(u + 0.5)), but it breaks everything that is drawn, for example, with glOrtho (like Opera 9.7). Well, not exactly breaks, but everything look "smoothed out".
Release history:
Version 0.2, pre-alpha (Sep 24, 2009)
Initial release (proof-of-concept)
Version 0.25 (Nov 2, 2009)
One of the nicest updates. Faster, smaller, better. That is:
It does QTC texture decompression more quickly, so Xtrakt loads a tad faster, and lags in TF3D were reduced (though haven't gone completely).
It has a smaller footprint, so Acer M900 users should be able to run Xtrakt now.
It allows to run an original unmodified TouchFLO 3D 1.3 (fixes yet another Samsung's bug, this time in glViewport). Maybe it can do even more, but that was not tested.
CFC 0.60 fully supported.
Though, if you want TF3D 1.3, I strongly advise you to use Chainfire's package with recompressed textures, as they have better quality, the package itself is significantly smaller and it runs much faster.
Version 0.256 (Nov 14, 2009)
A minor yet highly recommended update!
Introduced a minus half-texel offset for every texture coordinate that libgles renders (yet another Samsung's bug).
The difference, now, is huge. First thing you'll probably notice, is a perfect (pixel-wise) Opera 9.7 rendering.
Second, some of the irritating lines in Xtrakt are gone as well.
Third, Tower Defense gets a tiny bit more clear and sharp look.
Version 0.257 (Nov 20, 2009)
Following games are now supported:
Flight Commander
Experiment 13
Version 0.258 (Nov 29, 2009)
Yet another minor update:
adds PVRTC support (not sure if it gives anything useful, but let it be: maybe some game for Dell Axim will finally work, maybe not);
fixes minor ambient lighting issue (as seen in TestOpenGL's donut test;
removes matrix palette from extensions list (so that glBenchmark 1.1 wouldn't hang);
and fixes a crash on MindPol's Coin game from their 10 Games for Betting.
I'd say, the latter game is the only reason why anyone would want to update.
Congratulations to MindPol on getting Bronze medal in App Contest with this one!
Version 0.26 (Feb 23, 2010)
Back to the two-digit version numbers!
S2P 0.80 crash fixed;
HTC Sense 2.5 texturing and crashes fixed.
hi, is this compatible with the omnia pro b7610?
So, here is the release of the OpenGL ES 3D v1 (and HTC) compatibility layer for Samsung Omnia II, Pro (Qwerty) and Giorgio Armani 2 (and M900 and...):
Click to expand...
Click to collapse
Sure, as you can see.
Nice work !
Will you GinKage continue this project ? or 0.26 is the last version ?
ginkae please fix HTC Sense v2.5 landscape mode
Here's what I have observed after I installed the OpenGl 1.0 in my M900.
1) xtrakt and testOpenGL works fine with the current drivers.
2) When .net compact framework 3.5 is installed both applications crashed.
3) After unistalling .NET compact framework 3.5 still both xtrakt and testOpenGL crashes. Thus leaving me no choice but to hard reset the phone and re-install the drivers.
I am not sure what i am doing wrong but i wanted to know if there are known issues running both .NET framework and the openGL drivers in M900.
BTW, i am using daskalos custom lite ROM
THanks.
Can't say anything about M900, as I neither have one neither do I have any friends who has it.
And, as for Sense 2.5, I'll wait a bit, as I don't want to reflash right now, because I've finally found a good and stable firmware, and tweaked it all the way through. I'll wait for an official 6.5.3 ROM: someone says it may also have issues with Opera 9.7, so I'll have to dig through those sources once again anyway.
So, 0.26 is probably not the last version. Although I'm just not sure what else can I squeeze out of this project apart from fixing some annoying bugs.
HI
i just want to let you know that new version released , AMAZING
1.5.0 (2012-07-27)
New Games:
- Added support for Backyard Baseball 2003.
- Added support for Blue Force.
- Added support for Darby the Dragon.
- Added support for Dreamweb.
- Added support for Geisha.
- Added support for Gregory and the Hot Air Balloon.
- Added support for Magic Tales: Liam Finds a Story.
- Added support for Once Upon A Time: Little Red Riding Hood
- Added support for Sleeping Cub's Test of Courage.
- Added support for Soltys.
- Added support for The Princess and the Crab.
General:
- Updated MT-32 emulation code to latest munt project snapshot. The emulation
improved dramatically.
- Implemented support for TrueType fonts via FreeType2 in our GUI. Along
with it GNU FreeFont was also added to our modern theme. Note that not all
ports take advantage of this.
- Added Basque translation.
- Added custom game and engine options in the AGI, DREAMWEB, KYRA, QUEEN,
SKY and SCI engines. It is now possible to toggle these options via the
Engine tab when adding or editing a configuration for a game. In most
cases, you will have to run each game once or readd them all in ScummVM's
launcher in order to get the custom options tab.
- Improved predictive dialog look.
- Various GUI improvements.
add above games to previous games ( mokey island 1,2,3... )
Hope for a sticky on this post. There is already a Thread to that topic: Games you have tested and streamed through PC, but have the link in #1 would be better?
till now, editable for everyone (no login), may change that later.
https://docs.google.com/spreadsheet/ccc?key=0Al_tgDiSllFFdGhJQ3p3d1JDTU0wS3IyNjVxdDB6MVE
Lord fiSh said:
Hope for a sticky on this post. There is already a Thread to that topic: Games you have tested and streamed through PC, but have the link in #1 would be better?
till now, editable for everyone (no login), may change that later.
https://docs.google.com/spreadsheet/ccc?key=0Al_tgDiSllFFdGhJQ3p3d1JDTU0wS3IyNjVxdDB6MVE
Click to expand...
Click to collapse
I've also done a lot of editing and formatting for this doc. It'll be a good resource for bug reporting and fixes.
+1 please sticky,
edit: I sent a PM to the XDA Forum Moderator, Mike, asking if we have a dedicated Shield Mod, and to sticky this.
if games work but need workaround/small tweaks should we still put it in the not working?
I feel like we should have several catigories:
Officially Supported Game
Games that work Perfectly (just as good as supported games)
Game that work (more or less) Perfectly w/ workarounds (require disabling a pre-launch splash screen, editing a configuration etc.)
Games that work imperfectly (require a mouse/keyboards on menus, can't load multi-player etc.)
Game that don't work at all (game just refuses to launch)
but I feel like we shouldn't separate them, just make in an alphabetical list of games and have "working level" category... also I feel like my idea doesn't separate games that run but don't recognize the controller...
Trevski13 said:
if games work but need workaround/small tweaks should we still put it in the not working?
I feel like we should have several catigories:
Officially Supported Game
Games that work Perfectly (just as good as supported games)
Game that work (more or less) Perfectly w/ workarounds (require disabling a pre-launch splash screen, editing a configuration etc.)
Games that work imperfectly (require a mouse/keyboards on menus, can't load multi-player etc.)
Game that don't work at all (game just refuses to launch)
but I feel like we shouldn't separate them, just make in an alphabetical list of games and have "working level" category... also I feel like my idea doesn't separate games that run but don't recognize the controller...
Click to expand...
Click to collapse
To keep things tidy, it could look like this:
Supported
Working
Working w/ workarounds (this section would include the "work imperfectly" section, games that require mouse and/or keyboard)
Not working
hurrpancakes said:
To keep things tidy, it could look like this:
Supported
Working
Working w/ workarounds (this section would include the "work imperfectly" section, games that require mouse and/or keyboard)
Not working
Click to expand...
Click to collapse
I've taken your advice.
Shield Supported
Perfectly Working
Mostly Working
Not Working
Spreadsheet also has section for Android Emulators, how well they work, price, and notes on workarounds.
Posted a thread on nvidia.com forums asking for a sticky as well with links to here and the gdoc.
https://forums.geforce.com/default/...heet-all-games-and-emulators-with-fixes-xda-/
Also user: hurrpancakes has done a good job of formatting and populating information. +1 to you!
users on nvidia.com forums have made some great comments and edits.
i've pretty much professionalize the entire google spreadsheet to maximiz end user contribution. Thanks Lord Fi5h, and everyone!
Can Unoid or fish resize the B column? It's a bit bigger than it should be
Lord fiSh said:
Hope for a sticky on this post. There is already a Thread to that topic: Games you have tested and streamed through PC, but have the link in #1 would be better?
till now, editable for everyone (no login), may change that later.
https://docs.google.com/spreadsheet/ccc?key=0Al_tgDiSllFFdGhJQ3p3d1JDTU0wS3IyNjVxdDB6MVE
Click to expand...
Click to collapse
I might be able to help a bit. I have 631 steam games. http://steamcommunity.com/id/PR0XIDIAN/ (4TB steam drive so they are all installed as well).
Nice, I was looking for something exactly like this. Added Prototype (working perfectly), Fallout 3 (working when GFWL is removed), L.A Noire (working provided you do the Rockstar Social Club signin from a computer and save the credentials) and added a disputed note for Saint's Row The Third.
Edit:
Added (Working Perfectly):
Portal
Portal 2
Added: (Not Working):
Sonic & All-Stars Racing Transformed
Tweaked:
Sonic & SEGA All-Stars Racing
Bioshock
I added my findings to the list last night ... just one thing, why are there games listed on there that have NO controller support ... I mean there are millions of apps available on android ... if we list them all this way it will make the list near unusable
Kris
i00 said:
I added my findings to the list last night ... just one thing, why are there games listed on there that have NO controller support ... I mean there are millions of apps available on android ... if we list them all this way it will make the list near unusable
Kris
Click to expand...
Click to collapse
iOO that's correct we only want Android Native games that are either: A) Tegra 3 or 4 mentioned support) or B) Android games that support shields controls.
Some cleanup would help.
edit: we do want all android games
Bastion works perfect on my shield...not sure why it's listed as not working!
Controller works great, I think the menu must be navigated with the on-screen mouse. I launched through Steam Big Picture mode.
---------- Post added at 06:12 PM ---------- Previous post was at 06:01 PM ----------
Has anybody read about Gameloft support for the shield? I really was hoping to play some of their titles on this device (MC4, MC5, and the Wild Blood game).
I think it is alright to list games that people have tried that don't have controller support. That way people can see if something works or not without having to find out themselves.
hurrpancakes said:
I think it is alright to list games that people have tried that don't have controller support. That way people can see if something works or not without having to find out themselves.
Click to expand...
Click to collapse
I have found other games that I am not going to bother adding since someone keeps deleting "Added by i00".
I have added 10 to the android list already... so you have lost a good contributer.
Also I think that you need to add an added by and added date column so that if someone adds a game that they say works someone can contact them if they can't play a game that is listed as working... and date so that people can quickly work out what games were added since they last viewed the list
Kris
I notice that is the game have moga controller support, it will most likely work on Shield.
Kris
I'm no mod. Not a senior member like yourself, although I have been been around a long time. I've added at least 20, I have 384 games installed right now, I will be adding more. Haven't listed my name nor wanted any credit. This is us shield owners trying to help each other get the most out of our cool new devices.
Thanks for your contributions and I hope you won't give up and continue to contribute if you choose.
Loving my shield Titan combo. Just wish I could get Kingdoms of Amalur to recognize the controller. Would love to play at bedtime leisure.
Cheers
Xarrdroid said:
Kris
I'm no mod. Not a senior member like yourself, although I have been been around a long time. I've added at least 20, I have 384 games installed right now, I will be adding more. Haven't listed my name nor wanted any credit. This is us shield owners trying to help each other get the most out of our cool new devices.
Thanks for your contributions and I hope you won't give up and continue to contribute if you choose.
Loving my shield Titan combo. Just wish I could get Kingdoms of Amalur to recognize the controller. Would love to play at bedtime leisure.
Cheers
Click to expand...
Click to collapse
I don't usually put my name on things... But I just think that in a shared document it is needed for control and so that the original author doesn't steal credit.
Also I am in Taiwan ATM so can't update the document .. But here are the new controller games I have found
Star dash
Zeninova
Legends of yore
Kris
I don't want to mess with the document.
I found that
Need for Speed: Most wanted (2005) does not work.
Need for Speed: Most wanted (2012) works.
Need for Speed: World Online does not work probably because of its login box.
Can anyone add "Blitz Brigade"? It's great, the new update of the game add support for controllers.