Suggestions for ports
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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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Well im able to get blood to start with a
.sh
i just cant seem to get it to go to the dir that has the game files in it. -
@ExarKunIv
Ok, I can halp you to some extend:
The easier is the staring of blood with a search directory for the content. Just use something likenblood -j=/home/pi/RetroPie/roms/ports/nblood
and it should work. You have to replace the path to match your nblood content directory, of course.A little more difficult will be the compilation of devilutionX. I had a problem that
cmake
hadn't had the required revision number and I had to install some backportedcmake
from https://packages.debian.org/stretch-backports/cmake. I guess there must be something else with your problem (I also vagely remember having a similar issue with some security packages. But I'm very sorry, I can't help you there anymore as I don't have my Pi3 anymore. -
@ecto
Thanks for the input on blood. ill give that a tryand for devilutionX no big deal. i was able to get the newest cmake installed and that for me is a win. since i never tried anything with compiling to start with.
now that i have a very small idea on what im doing there are a few other games that do work but need a few tweeks to make them better so maybe i will give them a shot instead and ill go back to devilutionX once i get a Pi4
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@ExarKunIv
Yeah! That's the spirit. I'm doing it the same way. Sadly this way I never manage to acually play the games. Anyways: you could also try Exult if you're into classical RPGs! It works really well on the Pi4 (after trinkering with some options) and it also worked on the Pi3, if you use some little hack that is posted in the Isuues section of Exult's Gitpage!Have fun!
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@ecto thanks i will give that a shot also
and yeah i never manage to get to play anything on my Pi. too busy getting it all working just right. lol
least doing that is fun too -
@ecto well i just ended up putting the files in .config and the folders for Blood, and Exhumed
and i got the.sh
to work, so thanks again -
Hey so this is a wide stab in the dark and a question for people who have a far better understanding of linux and it's processes, but I notice Stardew Valley has a native linux port? https://lutris.net/games/stardew-valley/
I'm guessing it would need a much bigger processor than either the pi4 or pi3 has available?
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@retropieuser555 said in Suggestions for ports:
I'm guessing it would need a much bigger processor than either the pi4 or pi3 has available?
That's the PC version (x86) of the game, not an ARM native version. It might be possible to run it via Box86 (which emulates an x86 CPU).
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@mitu That's a bummer, out of interest, how can you tell when it's an x64 rather than an ARM game? Like on gog.com this is the spec:-
System:
Ubuntu 14.04, 16.04 or newer
Processor:
2 Ghz
Memory:
2 GB RAM
Graphics:
256 mb video memory, OpenGL 2
Storage:
500 MB available spaceNow obviously RAM and processor is going to be too slow on a pi probably anyway. But am I right in thinking anything that requires Ubuntu is x86 rather than arm?
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Still will love to have Postal 1 & Captain Claw ;))
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@retropieuser555 You can safely assume that any game listed on GOG is x86 only.
If the game's engine is open sourced (like Doom3, Quake series, some Tycoon games, VVVVVV,etc.), then it's possible to re-use the game's assets (which are not open sourced) under a native (ARM) source port. If it's a DOS game, then it will run under Dosbox, but if it's Windows only and there's no native ARM port, it's always be an x86-only affair.
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