Suggestions for ports
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@quicksilver xash3d works fine for what the Pi3 can push. so i think youll be able to get it going, somehow
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@retropi19 Thank you for reminding me of this alternative doom experience. From what I found, is that Doom 2D is a fan based DOS port. So you should be able to run the game with dosbox emulator in RetroPie.
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@tpo1990 i know that i just give it to you so you can make it a script for the ports
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@retropi19 Thank you but it does not make sense building a script for a DOS based game when you just have to follow the PC/DOS instructions found on the official RetroPie wiki page to get it working.
Why would you want a script for it?
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i dont really use dosbox i prefer the one time install of a port,if you can make a script would be great
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@retropi19 said in Suggestions for ports:
i prefer the one time install of a port
Why is that? If performance is good through dosbox, that saves a lot of unnecessary work. Dosbox has a built in mapper to map keyboard keys to controller as well. Unless the port has significant performance improvements over dosbox or has extra features I have to agree with @tpo1990.
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@tpo1990 have you heard of lilium-voyager? It's a fork of ioquake3 that allows running Star trek voyager elite force holomatch games. https://github.com/zturtleman/lilium-voyager/blob/master/README.md. since you have had luck with compiling other forks of ioquake3, I think I might try this one out. I had elite force back in the day it was probably the first good (only?) Star trek game that I played.
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@quicksilver Seems interesting. I haven't heard of it. If it uses ioquake3's base code it should be able to run on Raspberry Pi. Star Trek Voyager Elite Force is one of those games that I never got the chance to try out when I was younger. I had the other Star Trek PC game back in my younger days that used the unreal engine (Star Trek: Klingon Honor Guard).
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Who about Nredneck or NBlood?🤔
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Just got OpenRA up and running thanks to some help from one of the devs. If anyone is interested I'll post info on how to build it yourself. :)
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@quicksilver Cool. I am very much interested :-)
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@quicksilver said in Suggestions for ports:
Just got OpenRA up and running thanks to some help from one of the devs. If anyone is interested I'll post info on how to build it yourself. :)
@quicksilver you are doing some amazing things right now. Love the sound of this and the half life and morrowwind builds!
You've probably had enough of my questions, but if you need someone to test then in happy to help
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@Jste84 said in Suggestions for ports:
You've probably had enough of my questions, but if you need someone to test then in happy to help
I'm standing on the shoulder of giants. :) I have had tons of help from much more knowledgeable people here on the forums. So anytime I have the chance to pay it forward I try to do so. The more we all work together to get this stuff running the more we all benefit.
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@tpo1990 https://retropie.org.uk/forum/topic/25918/openra-source-port-for-c-c-red-alert-tiberium-dawn-and-dune-2000
Figured Id make a new topic so it doesnt get lost in here.
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I recently discovered EasyRPG, an open source alternative to RPG Maker 2000/2003.
I was able to build the EasyRPG Player (that allows to play games created with RPG Maker 2000/2003) from source (it does require liblcf and pixman) and make it run on the Pi4.
I think it would make a fine addition to RetroPie ports. -
A native build for Robot Odyssey would be awesome, even though it can be played on the Pi through Apple ][ emulation, DosBox, or a Chromium app. The source for the Chromium app seems to be the best version, so compiling that for a port would be optimal.
Oh, as for people that want to play it, it has been called the hardest computer game of all time, even harder than Wizardry IV. You basically wire robots with discrete logic gates and burn custom PLAs to solve diabolically hard puzzles. The "speed" run on YouTube is 13 hours long...
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@retropi19
I compiled both and they are working fine! I have a Rpi4 with RetroPie 4.6 and both work great without much tinkering.DevilutionX even worked on the Rpi3 (but IIRC some backported libraries had to be installed which wasn't much fun). On Rpi4 it's compiling like advertised:
sudo apt-get install cmake g++ libsdl2-mixer-dev libsdl2-ttf-dev libsodium-dev git clone https://github.com/diasurgical/devilutionX cd devilutionx cd build cmake .. make -j$(nproc)
Blood, Exhumed and Redneck Rampage (!) also compile fine on Rpi4 (all with GL support and enabled Polymost renderer). I tested Blood and Redneck Rampage and it's running in 1280x720 at reasonable speeds. Perhaps the resolution has to be lowered a bit more, but I haven't had the time to play the games.
Compiling was a littele more involved:
sudo apt-get install build-essential nasm libgl1-mesa-dev libglu1-mesa-dev libsdl1.2-dev libsdl-mixer1.2-dev libsdl2-dev libsdl2-mixer-dev flac libflac-dev libvorbis-dev libvpx-dev libgtk2.0-dev freepats git clone https://github.com/nukeykt/NBlood cd NBlood
Now, a small thing has to be edited in according to this issue. IIRC I just changed the
zpl.h
file line 174 toreturn 0;
instead ofreturn r;
The binaries for all three games are then compiled by
make
I haven't gotten CD audio (in form of
.ogg
files) to work with Redneck Rampage.On another post I've written that Exult (Ultima VII and Serpent Isle port) works ok on Rpi3. On my Rpi4 it's now quite sluggish with screen tearing etc... I will look into that at a later date ;)
On a happier note: Ultima IV, VII and VIII are now being integrated into ScummVM! I'm looking forward to that!Shadow Warrior runs smoothly in 1280x720 in full screen using JFSW. But I read somewhere, that EDuke32 might be able to run that now? Not sure, and I haven't tried.
Anyways, have fun compiling!
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@ecto once i saw your post i decided that its time i mess with compiling. im on a Pi3 not a 4 but i thought that for the most part compiling should be the same
i could not get DevilutionX to work due to my make being a older version. im still on 4.5.1 just cuz with everthing i have done. i dont want to redo it again if its working. i did try updating it to the latest version, but i dont think i installed it right.
but i was able to get NBlood to compile.
with your help and the help of the page you link.
can you start it with a.sh
or do you have to exit EmulationStation everytime you want to start it? -
@ExarKunIv I'm happy that I could help. I had no idea what I was doing at first. But after a while you get the hang of it (at least a little).
It would be best, if you make a .sh file to run the game. That way you don't have to exit emulationstation.
Even better would be if you use runcommand to start the game. With that you can easily reduce the resolution (which I would recommend for sw). Just have a look at an official port and its start script and just go from there. -
@ecto
So i got blood to work, have not made a.sh
file yet but i can use command and it launchesso meanwhile i wanted to give DevilutionX a try. it get about 79% and it then this comes up, any thoughts. i looked at the issues on the github and did not see anything close to this.
im new to this so im lost.
any thoughts/home/pi/devilutionX/SourceX/dvlnet/packet.cpp: In constructor ‘dvl::net::packet_factory::packet_factory(std::__cxx11::string)’: /home/pi/devilutionX/SourceX/dvlnet/packet.cpp:217:45: error: ‘crypto_pwhash_argon2id_PASSWD_MAX’ was not declared in this scope pw.resize(std::min<std::size_t>(pw.size(), crypto_pwhash_argon2id_PASSWD_MAX)); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/pi/devilutionX/SourceX/dvlnet/packet.cpp:218:45: error: ‘crypto_pwhash_argon2id_PASSWD_MIN’ was not declared in this scope pw.resize(std::max<std::size_t>(pw.size(), crypto_pwhash_argon2id_PASSWD_MIN), 0); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/pi/devilutionX/SourceX/dvlnet/packet.cpp:220:14: error: ‘crypto_pwhash_argon2id_SALTBYTES’ was not declared in this scope salt.resize(crypto_pwhash_argon2id_SALTBYTES, 0); ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/pi/devilutionX/SourceX/dvlnet/packet.cpp:224:4: error: ‘crypto_pwhash_argon2id_OPSLIMIT_INTERACTIVE’ was not declared in this scope crypto_pwhash_argon2id_OPSLIMIT_INTERACTIVE, ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/pi/devilutionX/SourceX/dvlnet/packet.cpp:225:4: error: ‘crypto_pwhash_argon2id_MEMLIMIT_INTERACTIVE’ was not declared in this scope crypto_pwhash_argon2id_MEMLIMIT_INTERACTIVE, ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /home/pi/devilutionX/SourceX/dvlnet/packet.cpp:226:4: error: ‘crypto_pwhash_ALG_ARGON2ID13’ was not declared in this scope crypto_pwhash_ALG_ARGON2ID13)) ^~~~~~~~~~~~~~~~~~~~~~~~~~~~ CMakeFiles/devilutionx.dir/build.make:342: recipe for target 'CMakeFiles/devilutionx.dir/SourceX/dvlnet/packet.cpp.o' failed make[2]: *** [CMakeFiles/devilutionx.dir/SourceX/dvlnet/packet.cpp.o] Error 1 CMakeFiles/Makefile2:190: recipe for target 'CMakeFiles/devilutionx.dir/all' failed make[1]: *** [CMakeFiles/devilutionx.dir/all] Error 2 Makefile:171: recipe for target 'all' failed make: *** [all] Error 2
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