Maemo-SDK+

And thats why it rocks. Without SDK+, this image would be impossible without faking.
some good news around the street corner…
I will only post this picture those pictures right now and you will figure it out. Later I will explain more and lay down my plans for the next months…


To Banshee, Newbie_X11 and Thanatos: Yeah..im giving in! Its about fucking time! Let the texture mapping begin.
To everyone else: both experiments are still VERY early and currently unusable. The texture mapping is mostly a very insecure code (handling video memory directly) and very inneficient. Im tweaking as much as I can. Im still trying to figure out how to do floor and ceiling textures fast.
The multiplayer code already be obtained @ SVN,but is very unfriendly and not very useful. Right now, all it does it sync both players on the map, but doesnt handle game logic at all.
I sincerely dont know how long will it take to finish this, as now Im working (as a intern) at Nano Games (hoohay! gone pro!) and we’re developing some really cool games (after all, I would only join a company if I really like their games).
There is a third experiment that I might post here around the weekend…who knows?
Angstron 2 released!

Among changes are bug fixes and major revamp and the levels and graphics. Please check it out @ http://batterypoweredgames.blogspot.com/2009/07/angstron-2-droid-hunter-release.html
BTW, I entered the GPC 08 indie game competition with Angstron 2 on mobile games category. Let the best win.
Angstron 2 – finishing touches
UPDATE: wanna try this? so follow this link - http://batterypoweredgames.blogspot.com/2009/05/angstron-2-droid-hunter-beta-test-2.html
Finishing the last debugging, improving speed (for the first time, Im quite satisfied with most of the game speed. but level 3 is still my concern) and – to my shock – solving some plataform specific issues:
- Sound in maemo. I dont know whats wrong, but the sounds is not working with the 770. I will look over the old angstron1 code @ garage to see whats wrong…
- Memory footprint in EZX. The A1200i handle the first two levels graciously, but the game dies when loading the third, after a lot of time loading.
- Also on EZX: The chapter screens need some serious re-work .Ok, they need some re-work on all plataforms, but on EZX its far worse.
- And finally, on EZX, I dont seem to get the icons working on the menu again. I had it working in the past. I dont know whats wrong now.
For desktop PC and EeePC everything is fairly done.
And now, some teasers!
My plans is to have the game finished and released for the Rio Game Show 2009
Nokia Ovi store – Maemo left out
** update: with N900 coming fast now, It is most likely that Maemo5 will be supported in Ovi Store very soon…
Nokia Mosh was a great distribution channel for me. It had a great Maemo support and was a great hub for making my games available. Now I just logged in to Ovi to fill my registration. Its not that the 770 is old…Its Maemo that is not persona-non-grata in Ovi. There’s no sign of N800 and N810 in the device matrix. This is quite annoying, since even mom’s crappy phone is in there…
Maybe the finns are about something here…
The Tags: I filled it under “defective-by-design” and “phallacy”, but I hope they have something better up their sleeves for us. Lets pray that I filled the tags wrong.
Angstron 2: Droid Hunter finished-almost
UPDATE: ITS FINISHED!!! http://corporatedrones.wordpress.com/2009/07/22/angstron-2-released/
Hello folks.
I guess I’ve finished all the ingame assets for Angstron 2: droid hunter. Sure the render is not ready for prime time (but it does perform decently in most cases), but this is a matter of time. In any case, I’ve got a OpenGL version of it fully working and a OpenGL ES version is on the way.
My previous decision of scrapping level 2 was aborted (hence you will see the horde of morcegos in all its glory), but almost all the levels need some better POV-BSP-prunning during rendering before shipping. There are several points with some minor visible artifacts , some culling errors here and there and a few slowdown spots. While for a freeware game where there’s no compromise, I cant simply allow this to be released.
The game play remained unchanged from the previous beta releases, with some adjustiments still to be made.
The 2D artwork is seriously faulty and in need to be re-drawn. This is going to be a looong paper-and-pencil-than-flatbed-scanner-then-inkscape process. Dont hold your breath.
The game was somewhat delayed due to my lack of luck with UNIX this last weekend (http://corporatedrones.wordpress.com/2009/04/14/solaris-ubuntu-xandros-eeepc-problemas-meu-dia-de-azar-com-unix/)
The release will reach both Maemo 2.2 and the upcoming Maemo 5 (“fremantle”, powered by hardware acelerated OpenGL ES!), EZX , EeePC (this time, with a better packaging system, from the official SDK!) and desktop linux.
Maemo 5
I, for one, welcome our new OpenGL ES-powered Internet Tablet overlords!
Im about to install the new experimental SDK (just right beside Gregale) and start playing with this OpenGL ES thing. I hope to make a special BZK fork to play nice with it and render some cool and fast graphics. Future looks promissing.
BZK for EZX – finally!
UPDATE: wanna try this? so follow this link – http://batterypoweredgames.blogspot.com/2009/05/angstron-2-droid-hunter-beta-test-2.html
After the last (portuguese only, sorry) post on how to configure a SDL toolchain for EZX phones (at least A1200 motoming) and some hard effort and tweaking, I could finally build and try some BZK games on my phone. The results are quite surprising:
- Angstron : Slow. Slower than the first build for N770! tested with -O3, but with full depth processing and lightning
- Riddler: Suprisingly, faster than Angstron! Actually , playable! Still need some love on screen resolution, as the text doesnt fit all in the screen. Gourgeous!
- Angstron 2: droid hunter – tested only level 2 ( the best thing I have in terms of finishing, with some few textures in place, one moving enemy and some good lightning). Not the fastest thing on earth, but playable. Will need some more usability thinking…
From now on, Im just aiming for two more plataforms: OpenMoko and Google’s NativeClient. First is fairly obvious, as it seems the most neutral plataform (while I dont like its UI at all. I guess I will always be a Maemo fanboy) , while I’ve never tried compiling anything for it and only ran it once, booting on my A1200 via USB and loading the system from the MicroSD.
On the other hand NativeClient will probably be available for Android (I hope so!) and thus, its a good veichle for this “java-only” phone. Even if it dont make into Android, NativeClient is a very cool plataform to support.
And now, some screenshots!



configurando um SDK para EZX (com suporte a SDL)
Conforme prometido, aqui estou novamente tentando ajudar meus colegas hackers a portar seus jogos favoritos pro celular e sacanear os losers do iPhone.
Admito que durante muito tempo eu tinha desistido, mas hoje resolvi tentar novamente. E dessa vez tomei todo tipo de cuidado para não fuder meu sistema novamente.
Tive que proceder do zero. Portanto , esqueçam os outros posts.
1) instale o crosstool , que é um compilador gcc para ARM Xscale. Eu instalei em /opt/crosstool, até para concordar com a minha instalação de CeGCC, em /opt/mingw32ce.
Com este pedaço, ja é possivel compilar aplicações console. Teste compilar alguma aplicação simples e uma complexa. Se funcionar, prossiga. (eu teste usando o conbed)
2) instale o SDK do Blackhawk. É fácil de achar no google. O nome do arquivo é: a1200-e2-e680i-SDK.tar.gz
Com este SDK , ja é possivel compilar aplicações gráficas. Experimente compilar o demo do pictureflow.dando certo, prossiga.
roube o script setenv-1200.sh do fonte do picture flow para algum lugar seguro.
3) instale aquele games-env-linux do russo ucraniano (desculpe pela confusão, lubomyr!) maluco (acho que lubomyr , o nome): games-env-linux.tar.gz
Ao contrário das instruções doidas em russo ucraniano, eu joguei toda a arvore dentro da arvore do crosstool. O unico ajuste que eu fiz foi trocar a definição de prefix em /opt/crosstool/bin/sdl-config , de /usr/local para /opt/crosstool
4) copie /opt/crosstool/lib/libsdl.* para a raiz do seu cartão de memória ou para alguma pasta de sistema do seu telefone (não tenho cojones pra isso).
sempre que for compilar qualquer coisa, execute:
source setenv-1200.sh (dependendo de onde você colocou o script)
para testar, peguei a versão que eu tinha modificado do meu raycaster que funcionava em PocketPC e recompilei com poucos ajustes para EZX. a linha de comando foi:
arm-linux-gnu-g++ -pipe -L/opt/crosstool/arm-linux-gnu/lib -L/opt/a1200/lib -L/opt/a1200/lib/ezx/lib -L/opt/a1200/ezx/lib -L/opt/a1200/lib/ezx/lib/inputmethods -L/opt/crosstool/lib -L/opt/a1200 -I/opt/crosstool/arm-linux-gnu/include -I/opt/a1200/ezx/include -I/opt/a1200/qt/include -I/opt/crosstool/include -mcpu=iwmmxt -mtune=iwmmxt -w raycaster.cpp -o raycaster `/opt/crosstool/bin/sdl-config –cflags –libs`
Tentei seguir hoje (15/04/09) esse tutorial e essa linha de comando não funcionou comigo. Mas a linha de comando que tinha no SVN do BZK , pra compilar o Angtron2 funcionou:
arm-linux-gnu-g++ -L/opt/crosstool/arm-linux-gnu/lib -L/opt/a1200/lib -L/opt/a1200/lib/ezx/lib -L/opt/a1200/ezx/lib -L/opt/a1200/lib/ezx/lib/inputmethods -L/opt/crosstool/lib -L/opt/a1200 -I/opt/crosstool/arm-linux-gnu/include -I/opt/a1200/ezx/include -I/opt/a1200/qt/include -I/opt/crosstool/include -O3 BZKmainHunter.cpp AppStart.cpp -g3 -w -o hunter_ezx `/opt/crosstool/bin/sdl-config –cflags –libs` -lSDL_gfx
Legal né?
Daniel “NeoStrider” Monteiro->H4X0|2++;
Update: pelos comentários, tem gente me confundindo com o wyrm, que creio também se chamar Daniel ( ja conversamos algumas vezes por IM e ele até me ajudou a rodar OpenMoko no A1200i). Eu sou NeoStrider, não Wyrm!
ai vão os screenshots:


BZK_Vacuum2 for PocketPC – finally!
Thats right! I finally got it working!
And with minimal code changes!
Thanks for the CeGCC project for making this possible!
One thing worth of note:
Its extremelly slow (without any -O at compiling time and with gx.dll, on my iPaq 3660)
I must also add that the game menu is not very QVGA friendly. you cant really see the menu. Only part of the Angstron logo.


This is actually a unfair comparission…with the Nokia 770. The build running on the iPaq was compiled with -O3 and the Nokia is running a -O2 build. The Nokia not only has a complete Linux OS, but also a lot higher resolution and sound. I didnt expected the iPaq to perform so slowly, but its quite proportional to their Quake versions. I probably have to rework the way BZK run on such plataforms…
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Recent
- Maemo-SDK+
- SVG rendering on C#
- some good news around the street corner…
- Angstron 2 released!
- BZK and lightning
- Angstron 2 – finishing touches
- How indie are you?
- Nokia Ovi store – Maemo left out
- WillItStand – Macintosh
- Angstron 2: Droid Hunter finished-almost
- Solaris + Ubuntu = Xandros – EeePC = problemas (meu dia de azar com UNIX)
- WillItStand? MyPassport
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