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Messages - eli

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1
DF General Discussion / Re: New Fourmdwarfs?
« on: March 01, 2008, 12:52:00 pm »
It's had a lot of coverage in the indie gaming community for a while now. Every few months I'd read something about it, stop by, see it was still Windows only and move on. The last time I read something it was about efforts to port it to the Mac, so I came by to see if I could help. Luckily for me MattMoss had basically finished the Kobold Quest port, and Toady is a fast worker, so I'll finally be able to join in on the "fun".

2
Of course, the display and input code in Dwarf Fortress is, well... minimal. It would certainly be possible to develop a portable Dwarf Fortress client for either the PSP or the DS that would communicate back to your computer over the network and use it to update the world. All you would need is a static IP address.

I do DS homebrew as a hobby, and if I didn't have about 1000 other projects going on maybe I'd port Kobold Quest. If anybody else feels like doing it and wants some pointers let me know.


3
DF General Discussion / Re: Kobold Quest port status?
« on: February 13, 2008, 11:48:00 pm »
I got the "old" (3.75 - is that what you use?) version of fmod going on the my intel MBP, seems to work fine. <<EDIT>> 10.3 PPC actually works fine too - it was a weird issue with file permissions from transferring on my usb thumb drive.<<>>

The changes were very minor, most of my time was spent being stupid and missing the line right in front of my nose where it tried to set fmod to use DirectSound output (nice sanity checking, guys.)

[ February 14, 2008: Message edited by: eli ]


4
DF General Discussion / Re: Kobold Quest port status?
« on: February 13, 2008, 02:40:00 pm »
quote:
Originally posted by Toady One:
<STRONG>From dev log:
</STRONG>

I've been AWOL (stupid job) but probably have a few hours this weekend if there's anything specific I could help out on. Is music still broken in Kobold Quest? I could work on that if it's the same system used in Dwarf Fortress...


5
DF General Discussion / Re: Kobold Quest port status?
« on: January 10, 2008, 03:33:00 am »
Easy fix. You need to open up the project settings (you can double click the blue "game" icon at the top of the file list) and change the setting for MACOSX_DEPLOYMENT_TARGET from "Compiler Default" to "10.3". You should probably also turn on PowerPC in the Architectures setting right at top, but it seems to be building the Universal application anyway.

I did notice that it was eating the mouse click and not registering it if I opened the About Box so that it overlapped the game window, but I'm too sleepy to look at that tonight.

edit: spelzin

[ January 10, 2008: Message edited by: eli ]


6
DF General Discussion / Re: Kobold Quest port status?
« on: January 09, 2008, 07:23:00 pm »
Same crash here on 10.3.9 (PowerPC). I'm guessing the compiled version isn't actually the same as the source code, which looks fine. I can't check it until I'm on my development machine, but I'll try compiling it tonight.

7
DF General Discussion / Re: Kobold Quest port status?
« on: December 31, 2007, 09:24:00 pm »
quote:
Originally posted by mattmoss:
<STRONG>
I wonder if another solution is needed....  When you say "when the table is adjusted", do you mean that some of your keys are not mapping to what the game expects? E.g., the arrow keys aren't doing what they should, or something like that?
</STRONG>

Apologies, I was assuming the key table from that image was in hex, but it is actually decimal, and the keycodes you were getting are right. Sorry about that, I had just glanced at a few and they didn't seem to match. The other odd keycodes I was getting were the result of an endian issue, but removing the cast to char fixed those.

My impression is that the keycodes in OS X are all either identical to or auto-magically morphed into the old Apple Extended ones, in which case you're good to go on the translation.


8
DF General Discussion / Re: Kobold Quest port status?
« on: December 29, 2007, 04:51:00 pm »
quote:
Originally posted by mattmoss:
<STRONG>

Yeah, the text input is a bit wacko...
...
but in this instance, it seemed better to try and isolate the mac stuff that start telling Toady how to rearrange everything.

But hey, another Mac-head lookin' at my code is just fine.       :D

EDIT: Oh, and on the endianness issue...  Doing the porting work on an Intel mac meant I could leave that to last...  
...
[ December 29, 2007: Message edited by: mattmoss ]</STRONG>


I agree the endian thing isn't a priority, I just needed to put it in to verify that my 10.3 fix worked.

I'm 90% sure the keycode stuff you did actually will work when the table is adjusted, even if it is wacko. I agree that it's much better to have code that's easy for Toady One to integrate than code that's 100% kosher OS X approved but ends requiring extra hoops.

I emailed Toady One, but for anyone else following along it will be very easy for him to build a single Universal application that supports 10.3 and later on PowerPC and intel (at least for Kobold Quest).

Also, big thanks to mattmoss for doing all the work. Nobody should think that me calling something wacko is an actual criticism of his code - more of a joke.    ;)

edit:typo

[ December 29, 2007: Message edited by: eli ]


9
DF General Discussion / Re: Kobold Quest port status?
« on: December 29, 2007, 02:55:00 am »
I played with it a bit more and adding the endian conversions after the fread() calls fixed the graphics on PowerPC.

The text input is also a bit wacko, I partly fixed it by taking out the cast to char on the Unicode value, but the virtual keycode lookup seems problematic. You can probably get away with it, but the table looks wrong, apparently OS X uses the keycodes from the good old Apple Extended Keyboard 2 as described here keycodes from OS X.

All of my changes were limited to enabler_osx.cpp, let me know if you'd like the new file.


10
DF General Discussion / Re: Kobold Quest port status?
« on: December 28, 2007, 11:58:00 pm »
It required a pretty simple fix to get it to run on 10.3.9, it would be harder to get it going on 10.2 and probably isn't worth the effort. The current binary seems to work fine on my 10.4 intel machine, after the 10.3 fix it seems to be running on my 10.3 PPC machine (I get key code messages) but I don't see any graphics. I would guess there's an endian bug in the graphics display, I'll take a quick look at it and see if anything is obvious.

10.3 fix below (file is enabler_osx.cpp, line 418)
---------------

code:

if (HIPointConvert != NULL)
{
   HIPointConvert(&hipt, kHICoordSpaceScreenPixel, NULL,
      kHICoordSpaceView, dstView);
}
else
{
   hipt.x -= cr.left;
   hipt.y -= cr.top;
   HIViewConvertPoint(&hipt, NULL, dstView);
}

pt.h = (short) hipt.x;
pt.v = (short) hipt.y;



edit: code tag

[ December 29, 2007: Message edited by: eli ]


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