Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - sonneveld

#61
The Rumpus Room / Re: *Guess the Movie Title*
Wed 11/04/2012 00:18:39
#62
The Rumpus Room / Re: *Guess the Movie Title*
Tue 10/04/2012 12:11:19
Guest House Paradiso
#63
Quote from: straydogstrut on Mon 09/04/2012 15:37:38
Okay, i've tried quite a few games out with the steps listed above. I didn't have a lot of success but I think that was to be expected with an alpha version :) Unfortunately where the games didn't run I didn't get any crash reports so I can't tell you very much (if you know where I can find such things, please let me know).

Thanks for testing all those games!  The engine I'm porting is the open-sourced v3.2.1 engine so there might be difficulties running older games (although the psp port seems to have overcome some).  I've found that if a plugin isn't loaded, the game won't load because those symbols don't exist...  I manually added symbols to allow for Gemini Rue to run without having to port the rain/snow and shell plugins.   

The logging is through stdout.  On my system, stdout gets logged to /var/log/system.log so hopefully you'll get a bunch of messages there.  Easiest way to view it is using the Console app.  I'll fix that so they're saved in a better spot like ~/Library/Logs.
#64
The Rumpus Room / Re: *Guess the Movie Title*
Tue 10/04/2012 01:41:28
Quote from: cat on Mon 09/04/2012 23:14:58
Bubba Ho-Tep

YUP!  your turn?
#65
The Rumpus Room / Re: *Guess the Movie Title*
Mon 09/04/2012 14:06:55
neither!  I'll check back tomorrow :)
#66
The Rumpus Room / Re: *Guess the Movie Title*
Mon 09/04/2012 13:59:13
aw what.  Well I haven't read the whole thread so I don't know if this film has been mentioned yet:
#67
Quote from: straydogstrut on Mon 09/04/2012 13:24:16
Trying to run either gives me an error like: "DemoGame cannot be opened because of a problem. Check with the Developer to make sure DemoGame works with this version of Mac OS X."

oh nice error message! I had bundled the SDL framework but I didn't fix the runpath so it was still using my system copy.  Fixed now!  Thanks for that.
Fixed dl link: http://www.agidev.com/tmp/EngineMac_fixed_2012_04_09.zip

Please let me know if it works. :)
#68
The Rumpus Room / Re: *Guess the Movie Title*
Mon 09/04/2012 13:05:51
Black Sheep
#69
I have some binaries if someone wants to test them.  I've only tested Demo Quest and Gemini Rue.  To setup a game, open up the app bundle (right click and Show Package Contents), then copy the game exe and other resources into Contents/Resources. Then rename the exe to Game.exe.  (a hack I know).

what works: graphics, mouse input
what doesn't work: sound, keyboard input, some graphics drawing, save games?

dl link: http://www.agidev.com/tmp/EngineMac_fixed_2012_04_09.zip (includes engine with no game, and DemoQuest.app with prebundled resources)
github branch: https://github.com/sonneveld/ags/tree/sdlwrap

the terribly hacky allegro/sdl wrapper is in Engine/sdlwrap/ .  You may notice that some of the drawing code is copied verbatim from allegro 4.2 (hopefully copyrights are still there, if not, that will be fixed.)

edit: updated dl link.
#70
Quote from: fuzzie on Mon 09/04/2012 10:08:39
(The performance hit for converting from 16bpp shouldn't be noticeable on that hardware - maybe your 16bpp path for transparency is slow?)

Actually, I was calling SDL_Flip after every blit.  Moving that to after every render seemed to speed things up significantly.
#71
Update:

What is it?  A port of AGS v3.2.1's engine to Mac OS X

What does it support?
- runs on latest mac os!
- ags v3.2 games
- graphics and sound
- mouse, keyboard input

What's missing?
- midi support
- backwards compatibility
- other stuff? (eg avi/flc playing)

Games tested against:
- Demo Quest
- Gemini Rue
- Eternally Us, ^_^
- Blackwell games
- Aeronuts
- Beacon
- Space quest 2
- Concurrence (seems to have weird issues with input)
- Prime Ministers Questions
- Unga needs Mumba
(any others to suggest?)

How to use?
See README for instructions.

Where to get?
dl: http://www.agidev.com/tmp/EngineMac_2012_04_26.dmg
github branch: https://github.com/sonneveld/ags/tree/sdlwrap



Hey guys,

I did a partial port of the AGS engine to the SDL library.  This enabled me to compile on the latest mac osx.  There's no sound, and obviously no plugins will work, but demo quest and gemini rue works (although slowly, probably because sdl has to convert 16bit to a 32bit surface? edit: fixed).  I only just got it working but I wanted to share some screenshots.




Cool hey?  I'll clean up the branch and commit to my repository tomorrow if anyone's interested.

Why sdl?  Allegro 4 seems to be a dead end and A5 doesn't support all the pixel drawing/palette manip stuff that the engine supports. Also it helped me figure out what parts of allegro were actually being used.  Finally, it might help if we own our own versions of the pixel drawing routines to ensure compatibility.  Later on we could write enough of an abstraction layer to port to other platforms.

The engine works by reading resources out of its own app bundle for now.

- Nick
#72
Quote from: fuzzie on Mon 19/03/2012 12:49:31
I would suggest starting with JJS's repository rather than the svn version. And you might find it simpler to just fix Allegro 4 to build properly for you, given how intermingled the graphics code is..

Edit: I'm pretty familiar with the AGS code now, so: I'm usually around as 'fuzzie' on freenode if anyone needs any help understanding bits of the code (I don't know anything about how to build it etc though).

ah whoops, I started with a fresh checkout.  I think Allegro4 is a dead end as most of the new releases are for v5, but it might be worth it if it's not too much hassle.
#73
Quote from: Sslaxx on Mon 19/03/2012 12:48:16
Sounds good. Your sources available on a site like GitHub or Gitorious?

It wasn't, but is now: https://github.com/sonneveld/ags

It's mainly just me shuffling things around at the moment.
#74
Quote from: nihilyst on Mon 19/03/2012 14:37:47
I've been trying to find out the artist and the name of the painting that (in form of a tapestry) hangs in our living room.

Used tineye, apparently it is an 18th century painting by Guardi Francesco of some Italian port.  That should give you enough to go on. :)

tineye search: http://www.tineye.com/search/a353ce3a9247a3c0eae0c28b7066129bce44236b/

results: http://www.crofteuropeantapestries.co.uk/tapestries/Mercanti-307.htm
http://www.medievalwalltapestry.com/mercanti.html
#75
Hi,

I'm interested in helping out! I have a bit of spare time at the moment and have started looking into refactoring and possibly porting the AGS engine to macosx.  I need to properly read the forums threads but it looks like:

- there are a few different forks.
- the scummvm team is porting ags over to their platform to run current and older games (scummvm is gpl, which is totally cool but prevents possible future ios ports? at least commercially <-- wrong about that, I was confused with recent VLC kerfuffle. eg, recent wolf3d ios release is gpl)
- however there is still interest in maintaining current ags and adding new features.

Right now I've just forked the svn copy of ags and started splitting ac.cpp.  My macport stalled when I realised that allegro4 doesn't even compile on macos lion.  There may need to be discussion about porting to allegro5/sdl/etc.

- Nick

edit: re gpl
SMF spam blocked by CleanTalk