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kas1e
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Hydra Castle Labyrinth release Posted on 5-Jan-2019 12:45:56
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Elite Member |
Joined: 11-Jan-2004 Posts: 3549
From: Russia | | |
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| There is a new game released for pure SDL2, so will works on every setup (you only need working MIDI in system to have music, so if you don't : install gus_soundfont.lha from os4depot).
You can get it from os4depot there: http://os4depot.net/share/game/platform/hydracastlelabyrinth.lha
There is some screenshots (as usuall do "open in new tab" for full size images)
With upsampling algoritm turned off:
http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl6_no_upscale_main.jpg http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl2_no_upscale.jpg http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl4_no_upscale_inventory.jpg
With upsampling algoritm turned on:
http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl5_upscale_main.jpg http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl1_upscale.jpg http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl3_upscale_inventory.jpg
There is also youtube video 1920x1080:
https://www.youtube.com/watch?v=vc7WpxpycTg
...What is it...
This is amigaos4 port of the Hydra Castle Labirinth game, which has:
-- joysticks support -- MIDI over timidity for music (you need to install http://os4depot.net/share/audio/play/gus_soundfont.lha) -- fullscreen/window modes -- scaling -- save points -- builded over SDL2, gcc 8.2.0.
All works done by ptitSeb, with me asking for some amigaos4 changes and doing tests and bugreports. You can browse source code there: https://github.com/ptitSeb/hydracastlelabyrinth/ If you apprecate the work he do, don't hesitate to made donation to him as even if he have no _any_ real amiga, he help us a lot. You can made it for example there, by pressing donation button (and don't forget to mention reassons: for amigaos4 support, so he know from where it come): https://repo.openpandora.org/?page=detail&app=hydracastlelabyrinth_ptitseb
... How to start ...
Game runs from shell, and by default resolution are 640x480 window mode. If you want fullscreen, then:
hcl:> hcl --fullscreen
If you want bigger resolutions, you use scaling, like this:
for 800x600 hcl:> hcl -x3
for 1024x768 hcl:> hcl -x4
for 1280x960 hcl:> hcl -x5
If you add --fullscreen , that will also mean bigger fullscreen resolutions. I.e. if you want 1280x960, you just do: hcl:> hcl -x5 --fulscreen
Game also can use upsampling algo (so all will looks more clean, and not pixelesed). One love it as it, another ones love it upsampled, so you can turn it on/off when you start game, press "esc" and in options choice XBRZ on/off. ... How to play ... 1. You can use joystick
2. You can use keyboard, control keys are: left/right/up/down - character control x - jump s - attack r, w, d - are for secondary weapon. You can have many (you have 0 at first), and "r" and "w" allow fast switch between them (previous/next weapon type), without going to the inventory screen. The "d" is used to use that weapon. up - to take things (like treasure cheats, keys, etc), enter to the portals. enter - inventory screen esc/space - to the menu ... Changelog ...
05.01.2019: -- first release -- general big-endian changes -- specific amigaos4 changes (pathes, stack cookie, etc) -- few bugs leading to crashes in original version fixed Last edited by kas1e on 05-Jan-2019 at 12:51 PM. Last edited by kas1e on 05-Jan-2019 at 12:46 PM.
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NutsAboutAmiga
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Re: Hydra Castle Labyrinth release Posted on 5-Jan-2019 13:35:37
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Elite Member |
Joined: 9-Jun-2004 Posts: 12817
From: Norway | | |
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K-L
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Re: Hydra Castle Labyrinth release Posted on 5-Jan-2019 15:29:43
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Super Member |
Joined: 3-Mar-2006 Posts: 1411
From: Oullins, France | | |
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| @kas1e
Thanks !! _________________ PowerMac G5 2,7Ghz - 2GB - Radeon 9650 - MorphOS 3.14 AmigaONE X1000, 2GB, Sapphire Radeon HD 7700 FPGA Replay + DB 68060 at 85Mhz |
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SinanG
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Re: Hydra Castle Labyrinth release Posted on 5-Jan-2019 20:33:45
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Regular Member |
Joined: 24-Dec-2004 Posts: 334
From: Unknown | | |
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| @kas1e
Thanks Kas1e
Do you think torcs open racing simulator can be ported now?
There is a version for OS4 done by BZsili but it is dated.
Or updated version of Supertuxkart ?
And by the way do you plan to make a small tutorial about porting sdl games ?
Your cross compiling tutorial was very good and I compiled my own OS4 application after years. _________________ AmigaOS4 Beta-Tester ---------------------------------- Amiga X5000 8GB Radeon RX 560 Amiga A1222 2GB Radeon RX 550 Sam 460 2GB RadeonRX 550 |
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jabirulo
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Re: Hydra Castle Labyrinth release Posted on 6-Jan-2019 10:39:58
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Regular Member |
Joined: 20-Jun-2004 Posts: 370
From: Donosti (GUIPUZCOA) | | |
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| @kas1e
THX A LOT man!!!!
Works fine on my SAM460ex: #hcl Hydra Caslte Labyrinth, Windowed 640x480 scale=x2, using Joystick=1 Using (null) #
Last edited by jabirulo on 06-Jan-2019 at 10:48 AM.
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pavlor
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Re: Hydra Castle Labyrinth release Posted on 6-Jan-2019 14:29:44
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Elite Member |
Joined: 10-Jul-2005 Posts: 9583
From: Unknown | | |
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| @kas1e
Nice!
Seems to work well in WinUAE, but SDL2 is using compositing renderer by default (needs patchcompositetags for display). Is there any way to use pure software renderer with SDL2 applications? |
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kas1e
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Re: Hydra Castle Labyrinth release Posted on 6-Jan-2019 15:59:23
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Elite Member |
Joined: 11-Jan-2004 Posts: 3549
From: Russia | | |
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| @Sianan
Quote:
Do you think torcs open racing simulator can be ported now? There is a version for OS4 done by BZsili but it is dated.
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Dunno if they _that_ dated (BSzili ones are 1.3.4, while last ones 1.3.6 ?), but yeah, all can be ported over gl4es (so ogles2/warp3dnova), which was ported over minigl. I didn't touch it myself through
Quote:
Or updated version of Supertuxkart ?
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That one can be done too. Some later version after os4depot's one for sure (they use IrrLicht engine, which i port already) , but very latest versions of supertuxkart use their own engine, and dunno how hard or easy it to port (and if there is more new deps).
Quote:
And by the way do you plan to make a small tutorial about porting sdl games ?
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Never thinking about it, but maybe yeah if there needs for. There was some old guide from SpotUp, which now can be misleading for some parts (in end of all it was writen about 10 years ago)
@Pavlor
Quote:
Seems to work well in WinUAE, but SDL2 is using compositing renderer by default (needs patchcompositetags for display). Is there any way to use pure software renderer with SDL2 applications?
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From code it possible of course, but dunno if it possible to change that in realtime when app already compiled.Last edited by kas1e on 06-Jan-2019 at 04:00 PM.
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Mr_Capehill
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Re: Hydra Castle Labyrinth release Posted on 6-Jan-2019 16:48:49
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Super Member |
Joined: 15-Mar-2003 Posts: 1932
From: Yharnam | | |
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| @pavlor
Try:
setenv SDL_RENDER_DRIVER software
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pavlor
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Re: Hydra Castle Labyrinth release Posted on 6-Jan-2019 19:13:18
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Elite Member |
Joined: 10-Jul-2005 Posts: 9583
From: Unknown | | |
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| @Mr_Capehill
Doesn´t seem to work (for this game at least). Note sdl2benchmark tests only compositing (and then tries to test MiniGL and OGLES2).
However, only pure 2D games would work in WinUAE with acceptable speed and these work OK with patchcompositegtags (like Hydra Castle Labyrinth). So no big problem anyway. |
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thellier
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Re: Hydra Castle Labyrinth release Posted on 7-Jan-2019 13:50:19
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Regular Member |
Joined: 2-Nov-2009 Posts: 263
From: Paris | | |
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| @pavlor
This is very doubtfull that an eventual SDL2 soft rendering will perform better than PatchCompositeTags that was specially made to do soft-blit
MiniGL rendering via WaZp3D should also works but slower
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nikosidis
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Re: Hydra Castle Labyrinth release Posted on 7-Jan-2019 15:03:42
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Cult Member |
Joined: 9-Dec-2008 Posts: 994
From: Norway, Oslo | | |
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| Kast1e: That game looks nice. I have no OS4 hardware but maybe I buy the Tabor. Then I can try it :) |
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Mr_Capehill
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Re: Hydra Castle Labyrinth release Posted on 7-Jan-2019 18:03:58
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Super Member |
Joined: 15-Mar-2003 Posts: 1932
From: Yharnam | | |
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pavlor
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Re: Hydra Castle Labyrinth release Posted on 7-Jan-2019 18:29:27
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Elite Member |
Joined: 10-Jul-2005 Posts: 9583
From: Unknown | | |
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| @Mr_Capehill
OK. Is this the case also with other SDL2 games? (eg. I tried Super Methane Bros that require above mentioned patch to display graphics)
Game works well, so no big deal (I was a little bit surprised to see black window at start, then realized solution myself). |
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Mr_Capehill
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Re: Hydra Castle Labyrinth release Posted on 7-Jan-2019 18:43:09
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Super Member |
Joined: 15-Mar-2003 Posts: 1932
From: Yharnam | | |
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| @pavlor
Depends on the programmer. By the way, SMB works for me with the setenv trick. I'm using uaegfx.
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klx300r
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Re: Hydra Castle Labyrinth release Posted on 7-Jan-2019 19:17:26
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Elite Member |
Joined: 4-Mar-2008 Posts: 3836
From: Toronto, Canada | | |
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| @kas1e
_________________ ____________________________ c64-2sids, A1000, A1200T-060@50(finally working!),A4000-CSMKIII ! My Master Miggies- Amiga 1000 & AmigaOne X1000 ! mancave-ramblings X1000 I BELIEVE |
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pavlor
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Re: Hydra Castle Labyrinth release Posted on 8-Jan-2019 15:48:08
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Elite Member |
Joined: 10-Jul-2005 Posts: 9583
From: Unknown | | |
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| @Mr_Capehill
Quote:
By the way, SMB works for me with the setenv trick. I'm using uaegfx. |
No luck here (also UAEGFX). Output window claims "render name compositing" is used. |
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Petah
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Re: Hydra Castle Labyrinth release Posted on 8-Jan-2019 23:30:33
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Regular Member |
Joined: 10-Mar-2003 Posts: 432
From: EU <3 ❤️ | | |
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| Is the source code publically available at some repository, if you would like to add a few AmigaOS specific enhancements? _________________ That'll Put Marzipan In Your Pie Plate, Bingo 💻 Pro-Amiga, 🌍 Pro-Globalism, 🍅 Pro-Vegan, 🛦 Pro-NATO & 🇪🇺 Pro-Joint EU Defense Intervention Initiative |
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