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Offline gameblabla

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Re: SDL ports for Nspire
« Reply #45 on: August 05, 2015, 04:58:17 pm »
Hello,
today i'm releasing a little experiment i worked on for two days.

RoQPlayer
RoQ is a video format initially used for the 11th Hour game and later used for Quake 3.
It is similar to MPEG1 and yet it is more power efficient and it will run on i486-class hardware.
It plays fullscreen (320x240) RoQ videos ok but they are a bit slow because the code is highly unoptimised.
(Using a virtual 32-bits surface and all)

I've used it to play some videos and they all play ok, no issues apart from the slowdowns.
Hopefully i will figure out a way to support 16-bits surfaces...
I'm releasing the source code as well for anyone interested.

You can convert any videos supported by ffmpeg (or libav) to RoQ.
Here's how to use it :
Code: [Select]
With libav (mainly found on Ubuntu and Debian derivatives) :
avconv -i myvideo.avi -s 320x240 output.roq

With ffmpeg:
ffmpeg -i myvideo.avi -s 320x240 output.roq
« Last Edit: August 05, 2015, 05:06:33 pm by gameblabla »

Offline annoyingcalc

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Re: SDL ports for Nspire
« Reply #46 on: August 05, 2015, 05:00:38 pm »
Would it be possible to port ScummVM? (For most games it would require a usb stick)




Edit: I'm stupid I should have read the thread.
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Offline gameblabla

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Re: SDL ports for Nspire
« Reply #47 on: August 05, 2015, 05:01:50 pm »
Would it be possible to port ScummVM? (For most games it would require a usb stick)
rwill is already working it, he talked about it here.
Just be more patient dude, you're... annoying.

Offline annoyingcalc

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Re: SDL ports for Nspire
« Reply #48 on: August 05, 2015, 05:03:15 pm »
Sorry, I just jumped because for the last few days I had been searching for a binary of ScummVM for ipodlinux. I got too exited because I had been getting nowhere in my search and read afterwards.
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Offline gameblabla

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Re: SDL ports for Nspire
« Reply #49 on: August 08, 2015, 09:52:43 pm »
Another day, another port.

FreeBlocks

FreeBlocks is a puzzle game made by Justin Jacobs with similar gameplay to Tetris Attack.
It also has another game mode ("Jewels") that plays like Bejeweled.

Opentitus got updated too: the controls were not properly optimised for nspire, this is fixed now.

Offline SpiroH

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Re: SDL ports for Nspire
« Reply #50 on: August 09, 2015, 04:05:21 pm »
Well done! IMHO, you deserve a lot more credit.  Oh well, ppl are on beach right now, i gather. Can't blame them, though. Keep up the good work! :thumbsup:

Offline rwill

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Re: SDL ports for Nspire
« Reply #51 on: August 15, 2015, 06:25:51 pm »
Soooo....

after an unfortunate accident involving a water bottle and a Ti-Nspire ( its really hard to remove a non removable battery to prevent looming liquid damage ) I am kind regretting to not pick up multiple "rootable" Nspires when I had the chance.

Anyway - as some people are kind of interested in scummvm on the Nspire all I can do now is release a patch against the scummvm 1.7.0 source. Just copy it into the scummvm-1.7.0 directory and apply it in a Unix environment ( cygwin will do ) with the patch tool like "patch -p2 < scummvm-1.7.0_nspire.patch" and then compile with the buildme.sh script. The patch is rather small as I just did not get around replacing SDL for graphics with something native ( Yeah I lost interest ). I also strongly recommend to only enable the old scumm games as otherwise the executable is quite large and the games it supports are even larger. There are also some printfs in the code, not all are mine.

I kind of figured out some key binding that might work but its not emulator friendly, see attached picture.

You will need to create a folder on the Nspire and copy scummclassic.zip, scummmodern.zip and translations.dat to this directory, next to the executable.

You will also need SCUMM games ( Monkey Island ! ) which each should go into its own directory, possibly inside the scummvm main directory. Please do not try to use CD game version as then timing gets sometimes screwed up because the compressed CD tracks are actually not there or can not be decoded.


I will monitor here for question and - gameblabla you are our only hope !

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #52 on: August 16, 2015, 10:34:48 pm »
Hello rwill,
i compiled a working build and it works on my Ti Nspire
but i was unsucessfull to make ScummVM recognize "Lure of the Darkness" and i'm too poor to buy Monkey Island.
(By the way, you can download it here)
EDIT: See below if you want to download it.

Rwill, what games are compatible and how can i turn on more engines ?
I tried Lure of Darkness but it doesn't detect it no matter how hard i tried.
On PC, it automatically detects the folder and shows me the name of the game but how to do it on Nspire ?
Yeah i know, that's my first try with ScummVM, still not familiar with it...
Could be a bug too.

Also, you said that the binary was very big.
Of course, you applied no optimisations to them...
With -Os, the binary was 2.5 Mb.
With -Ofast, it was 4.6 Mb
But with no optimisations (-O0 -g), it was like 15 Mb !
For now, i'm providing the Ofast version but the Os version seems to run and load up faster.

Quote
I will monitor here for question and - gameblabla you are our only hope !
Thanks, it seems like though nobody is interested to make Ndless apps and you were the
only guy (except me of course) who did some stuff on it.
RIP rwill's TI Nspire
« Last Edit: August 17, 2015, 03:42:23 pm by gameblabla »

Offline rwill

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Re: SDL ports for Nspire
« Reply #53 on: August 17, 2015, 01:15:46 pm »
try ./configure --help

So for example to enable scumm v1-v6 games and Lure of the Temptress you would pass - among other things - "--disable-all-engines --enable-engine=scumm,lure" to the configure script.

I kind of did not --disable-debug because it was still in development and forgot about it.

I think the scummvm.tns binary you provided is the genzehn version, I suggest to use the backwards compatible scummvm.prg.tns one. Maybe you can also add the keyboard layout picture I made so people know what to press for which key.

Now to get Lure of the Temptress running you need the files listed on wiki.scummvm.org/index.php/Datafiles, please note the lure.dat file you can download there directly. Then it looks like attached in an emulator.

Good Luck.

PS: From a technical standpoint RoQ is far from similar and quite inferior to MPEG-1 Video.

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #54 on: August 17, 2015, 03:39:22 pm »
Here's Another World and ScummVM for Ti Nspire.
ScummVM's port was done by rwill so kudos to him.

ScummVM

The port was done by rwill, the only modification i did was to make Dragon History work.
The Ti Nspire port supports (for now) the following games/engine :
Spoiler For Spoiler:
SCUMM [v0-v6 games]
Drascula: The Vampire Strikes Back
Dreamweb
Lure of the Temptress
Beneath a Steel Sky
The "Big" version provided in the archive also supports the following engines/games:
Spoiler For Spoiler:
AGI
SCI [SCI 0-1.1 games]
Dragon History
Some games may require additional files, see here.
You can download it here

Another World
Another World for Nspire.
The protection screen has not been cracked so you'll need to own the MS-DOS port manual.
You can download the port in the attachments below.

Quote
PS: From a technical standpoint RoQ is far from similar and quite inferior to MPEG-1 Video.
Yeah, i actually meant Cinepak, not mpeg1.
Still, RoQ doesn't look too bad.

EDIT: Modified my post, it was... messy.
« Last Edit: August 19, 2015, 02:36:39 pm by gameblabla »

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #55 on: August 19, 2015, 03:52:21 pm »
Yo, another game ported for ya !

Super Methane Brothers

Super Methane Brothers is an Amiga game by Apache Software Ltd that was recreated by rombust.
You can download it in the attachments below.
« Last Edit: June 29, 2016, 12:36:28 pm by gameblabla »

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #56 on: August 30, 2015, 05:30:13 pm »
Yo,
i have updated RoQPlayer to fix a bug with that annoying cursor
when a video was playing.
To convert a video to RoQ, you can use ffmpeg.
You can download it below as usual.

Yeah, you may have noticed i'm slower than usual :
that's because i have ported pretty everything i could. (for now)

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #57 on: September 02, 2015, 07:37:41 pm »
Hello,
i'm currently in the process of porting some of my emulators to n2DLib.
I already did so for Oswan and PokeMini.
At this rate, i might consider to change the name of my thread...

Oswan

I have much improved my Wonderswan emulator, so much it's actually the most accurate fork of Oswan.
After i was done with gcw0 port, i decided to do a n2DLib port for TI Nspire and here are the results.
Improved accuracy, more options for controls, the two dpads are supported, more games are supported (somewhat)...
I did not introduced a frameskipper because it was broken in last version and the problem for the slowness is not the drawing...
It's fine for some slow-paced games and the WS Tetris port, i guess.
I can confirm n2DLib makes things faster but not much, especially for buffer-based games and emulators.

Games currently crashing on Nspire are Digimon 02 (B&W) and Dragon Ball.
These games works perfectly fine on my PC port, blame newlib & gcc.

Downloads in the attachments below.
Source can be found in my github repo : https://github.com/gameblabla/oswan

PokeMini

I then ported this emulator to n2DLib.
The speedup here is actually nice, so much it runs fullspeed without overclocking.
Before, it was not even running fullspeed when overclocked to 266Mhz.

Download it here.

Next, i will work on my Vectrex emulator. You remember right ?
« Last Edit: June 27, 2016, 10:53:40 am by gameblabla »

Offline gameblabla

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Re: SDL ports for Nspire
« Reply #58 on: September 03, 2015, 02:39:43 pm »
Yo,
Good news everyone !
I have ported PocketSNES, a snes emulator based based Snes9X 1.43.

PocketSNES

It runs pretty well, thanks to autoframeskipping and it should run even better
with some overclocking.
I tried Megaman 7 and even Megaman X3 with its own special chip and they all work.
Super Mario World should work faster than those games as well.

You can download it in the attachements below.
Source code is on my github repo : https://github.com/gameblabla/pocketsnes-nspire
« Last Edit: June 27, 2016, 10:54:32 am by gameblabla »

Offline Vogtinator

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Re: SDL ports for Nspire
« Reply #59 on: September 03, 2015, 02:59:38 pm »
Quote
(Note: It strangely doesn't work on any Ti Nspire emu i tried. It DOES work on my own TI Nspire CX though, i checked twice)
Tried Super Mario World, works just fine: