Openjazz Update
#1
Posted 01 March 2010 - 02:32 AM
There is still no sound, no bonus stage, and the bees are still stationary, but I wanted to make this available because the bridges work now! This makes the first level much more playable.
I have included the shareware version of Jazz Jackrabbit in the archive, so it should work if you just extract the archive to the root of your SMC and delete either the normal or BLU+ file, depending on which one you don't need.
Check it out:
http://dl.openhandhelds.org/cgi-bin/gp32.cgi?0,0,0,0,1,1080
Just a warning, I haven't tested out the BLU+ version, so I have no idea if it works. The normal version works just fine on my FLU.
#2
Posted 01 March 2010 - 06:59 AM
Thank you jmetal88
#3
Posted 02 March 2010 - 11:02 PM
It's still in the early stages - I'll see if I can get it going (using the latest C++ code).
#4
Posted 03 March 2010 - 01:01 AM
I've got a port of this in the works as well from some time ago.
It's still in the early stages - I'll see if I can get it going (using the latest C++ code).
be aware you guys can use libmodplug there are misalignments in it, youll need the version i did for the wiz
#5
Posted 03 March 2010 - 01:32 AM
I've got a port of this in the works as well from some time ago.
It's still in the early stages - I'll see if I can get it going (using the latest C++ code).
I hope you have better luck than I did. I got it to compile, but when it runs it initializes the audio, blanks the screen, and appears to freeze (or at any rate never draws anything to the screen).
I found this topic on the issue, but I'm having trouble implementing the workaround:
http://www.gp32x.com...1010-sdl-and-c/
Edited by jmetal88, 03 March 2010 - 01:34 AM.
#6
Posted 03 March 2010 - 11:40 AM
Initially it was reporting the font to be 1020 pixels in size but I think there is something else wrong here.
I'm checking into it.
UPDATE: I think it's my SMC card. It's almost full and the FONT files were the last thing I copied across. My SMC gets flakey when it it almost full so tomorrow I'll reformat and just have Jazz on there. Will update soon.
Edited by slaanesh, 03 March 2010 - 12:23 PM.
#7
Posted 03 March 2010 - 03:36 PM
I've pinpointed the problem... when it gets to loading the fonts FONTMN1.0FN in particular. It seem to hang on my GP32.
Initially it was reporting the font to be 1020 pixels in size but I think there is something else wrong here.
I'm checking into it.
UPDATE: I think it's my SMC card. It's almost full and the FONT files were the last thing I copied across. My SMC gets flakey when it it almost full so tomorrow I'll reformat and just have Jazz on there. Will update soon.
If you figure this out, I will be ecstatic!
As you can probably tell from my avatar, Jazz Jackrabbit has been my all-time favorite video game for quite a while. Having it in an even more functional state on my favorite handheld would just be a great thing to happen.
#8
Posted 03 March 2010 - 08:48 PM
#9
Posted 04 March 2010 - 01:02 AM
fgetc() calls are borked. I remember now from my Tyrian port.
I've got to the title screen. It's pretty!
Port should be ready soon-ish.
#10
Posted 04 March 2010 - 03:46 AM
Found the problem!
fgetc() calls are borked. I remember now from my Tyrian port.
I've got to the title screen. It's pretty!![]()
Port should be ready soon-ish.
You rock!
#11
Posted 05 March 2010 - 12:47 AM
The game starts now. I'n playing and bouncing that little green rabbit guy around. Jazz is his name, right?
At the default GP32 speed of 66Mhz, this is running quite nicely at 20FPS already.
Alright. A few more things to do. I think sound is a must.
#12
Posted 05 March 2010 - 01:46 AM
A couple other issues sorted out: GP32 SDL controls is always a small hassle. That's all fixed now.
The game starts now. I'n playing and bouncing that little green rabbit guy around. Jazz is his name, right?![]()
At the default GP32 speed of 66Mhz, this is running quite nicely at 20FPS already.
Alright. A few more things to do. I think sound is a must.
I think so too. I was going to attempt it on my port eventually, but I didn't know at that time that I'd discover a more experienced coder also wanting to get this going.
Will you be porting libmodplug to GP32, or will you be attempting to write a routine that can use SDL's built-in MOD functionality, or perhaps even something that uses Mirko's mixer?
#13
Posted 05 March 2010 - 04:25 AM
I will port libmodplug to GP32. Hopefully it's fast enough. It should be given that things are running nicely at 66Mhz.Will you be porting libmodplug to GP32, or will you be attempting to write a routine that can use SDL's built-in MOD functionality, or perhaps even something that uses Mirko's mixer?
I'm probably going to end up clocking the GP32 at 124Mhz as this is the best clockspeed for good 44100hz sound playback.
OpenJazz is actually quite a nice implementation of a game.
I've ported other games like OpenGGS to GP32 but I was a bit uninspired by the actual gameplay - I found it a bit dull. So I haven't continued it.
OpenJazz on the other hand is loads of fun. :-)
#14
Posted 05 March 2010 - 06:15 AM
I've got a port of this in the works as well from some time ago.
It's still in the early stages - I'll see if I can get it going (using the latest C++ code).
be aware you guys can use libmodplug there are misalignments in it, youll need the version i did for the wiz
What were your mods? Adding "packed" attribute for some of the structures?
#15
Posted 06 March 2010 - 01:55 PM
I've got a port of this in the works as well from some time ago.
It's still in the early stages - I'll see if I can get it going (using the latest C++ code).
be aware you guys can use libmodplug there are misalignments in it, youll need the version i did for the wiz
What were your mods? Adding "packed" attribute for some of the structures?
source is here : http://dl.openhandhe...?0,0,0,0,46,130
There are/were more problems than just structure alignments. there were misaligned casts.
Edited by Pickle, 06 March 2010 - 01:56 PM.











