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The Icon Bar: Games: Gaming on the Pi
 
  Gaming on the Pi
  This is a long thread. Click here to view the threaded list.
 
Jon Abbott Message #121522, posted by sirbod at 19:20, 19/11/2012
Member
Posts: 563
This thread is focused on JASPP's efforts to get games working natively on the Pi. If you get a game working, detail any instructions and the specific version if it's a patched release.

Work natively:
ArcOmnibus

BigBang
!Run, comment "rmload <BigBang$Dir>.z15"

Deadline
DinoSaw
Gorm

MrDoo
!RunImage, change line 80 "...:!Vu=1:..." to "...:F%!Vu=1:..."

Play It Again Sam 1 (Conqueror)
StarFighter 3000 [32bit version]

TwinWorld 1.60 [32bit version]
Download patch here

Zool 1.61 [32bit version]


Work with ADFFS 2.41
Axis
BlowPipe
Caverns
Conqueror
Freddy's Folly
HoverBod
Humanoids (of Humanoids & Robotix)
Jahangir Khan World Championship Squash
James Pond
Jet Fighter
Mad Professor Mariarti
The Krisalis Collection: Mad Professor Mariarti [BUZZ version]
Lemmings
Magic Pockets
Orion
Pac-mania
Pac-mania [Learning Curve version]
Paradroid 2000
Populous
Quest for Gold
Quest for Gold [Learning Curve version]
Revelation!
Revelation! [BUZZ version]
Revolver
Rise in Crime
The Krisalis Collection: Revelation! [BUZZ version]
Rockfall
The Krisalis Collection: Terramex
Xenon 2: Megablast
Zarch


See this post for the status of other games.

[Edited by sirbod at 10:58, 12/4/2014]
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Señor Nueces Message #121523, posted by gaula92 at 20:32, 19/11/2012, in reply to message #121522
Member
Posts: 43
TwinWorld: Works natively. 32bit Patched version. Patch can be found here:
https://sites.google.com/site/jeffreyadoggett/TwinPatch.zip
*Silent. No music or sound. Sounds great on Pandaboard.
*It must be played in ArmV5 emulation CPU mode. Otherwise it eventually hangs.
*It's smoth as silk IF you edit it's !Run file and set it to refresh "every frame" and boot with a 50HZ mode in config.txt. hdmi_group=1 and hdmi_mode=17 set a 50Hz mode.


Starfighter 3000: Works natively.
*Flickering HUD, almost invisible.

PD: Zool 32bits IS smooth if you edit it's !Run file to refresh every frame and set a 50HZ mode as described. It's rock-solid 50 frames per second and perfectly synced.
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Michael Drake Message #121524, posted by tlsa at 11:23, 20/11/2012, in reply to message #121523

Posts: 1097
Starfighter 3000: Works natively.
*Flickering HUD, almost invisible.
You need the 32-bit version of course. The patch to update any Star Fighter 3000 to version 3.14 (latest) is available here. It works perfectly when you play it in the desktop. Flickering HUD is a full screen only issue.

[Edited by tlsa at 12:53, 20/11/2012]
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Señor Nueces Message #121525, posted by gaula92 at 02:18, 21/11/2012, in reply to message #121523
Member
Posts: 43
BigBang: Works natively
Nebulus: 26bit module needed.

btw, how are those 4bit video modes defined? I only see geometry and timming data in mdfs...
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Holger Palmroth Message #121526, posted by Raeddie at 07:57, 21/11/2012, in reply to message #121525
Member
Posts: 58
BigBang: Works natively
Nebulus: 26bit module needed.

btw, how are those 4bit video modes defined? I only see geometry and timming data in mdfs...
The version of BigBang found here http://www.acornarcade.com/forums/viewthread.php?newsid=879 needs a little tweaking: Commenting out the line "rmload <BigBang$Dir>.z15" in the !Run file.

The colour depth isn't explicit defined. If you request a not supported colour depth, the OS will give you the next best thing. In this case a 8 bit mode.
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Señor Nueces Message #121527, posted by gaula92 at 10:40, 21/11/2012, in reply to message #121526
Member
Posts: 43
@Holger Palmroth: Yes, sorry, BigBang needs that little tweak.

Elite: Doesn't work. 26bit module (CLockUtils). So near, yet so far! unhappy

Mad Professor Mariarty: Doesn't work. 26bit modules.

BugHunter In Space: Doesn't work. 26bit modules.
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Bryan Hogan Message #121528, posted by helpful at 11:03, 21/11/2012, in reply to message #121522
Member
Posts: 249
Work under ADFFS:
Conqueror
...
Non-working, require video memory remapping:
Zarch
I had always assumed they used the same game engine as they looked similar, so when I saw Conqueror on the working list I got excited at the thought that Zarch would work too. Would love to have been able to show that at the next Raspberry Jam.
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Jon Abbott Message #121530, posted by sirbod at 15:49, 21/11/2012, in reply to message #121528
Member
Posts: 563
BigBang: Works natively
The Pi doesn't support 4bit modes, I need to code a backbuffer with bitplane conversion before they'll work correctly.

Elite: Doesn't work. 26bit module (CLockUtils). So near, yet so far! unhappy
I need to get this and Zarch running natively on the Pi, so I'll take a look (Kris Adcock has kindly posted the Elite floppy to me, so I'll start on it when it arrives). I suspect most 26bit modules can be made to run under 32bit with little change.

Work under ADFFS:
Conqueror
...
Non-working, require video memory remapping:
Zarch
I had always assumed they used the same game engine.
They do, except for one minor change...in Conqueror it requests the screen address and in Zarch it assumes &1FED400.

[Edited by sirbod at 19:08, 21/11/2012]
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Jeffrey Lee Message #121531, posted by Phlamethrower at 16:56, 21/11/2012, in reply to message #121530
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Elite: Doesn't work. 26bit module (CLockUtils). So near, yet so far! unhappy
I need to get this and Zarch running natively on the Pi, so I'll take a look (Kris Adcock has kindly posted the Elite floppy to me, so I'll start on it when it arrives). I suspect most 26bit modules can be made to run under 32bit with little change.
Be warned that there is/was a bug in Elite which can cause it to write outside screen memory and crash. The version available in our downloads section has had the bug patched, plus I've removed the 5 or so layers of encryption surrounding the main executable (previous versions worked around this by disabling the cache during loading, but since I needed to patch the bug I figured I might as well do it properly). Plus the disc copy protection has been removed (if there ever was any disc copy protection? I've only worked from the free copies available online)

If you're lucky (and interested) I may be able to find the original code I wrote to apply the patch to the game.
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Jon Abbott Message #121532, posted by sirbod at 18:19, 21/11/2012, in reply to message #121531
Member
Posts: 563
If you're lucky (and interested) I may be able to find the original code I wrote to apply the patch to the game.
Send it over if you can find it, it will certainly be useful later.

Looking at the patched version, the main code isn't ARMv5+ safe. However...one step on from that, its written in C and CLib reports it's not 32-bit compatible (I presume it's CLib generating the error) - What does CLib check for? Does it need a flag somewhere in the code?
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Jeffrey Lee Message #121533, posted by Phlamethrower at 18:30, 21/11/2012, in reply to message #121532
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Looking at the patched version, the main code isn't ARMv5+ safe.
Indeed. That "updated to work on all RISC OS machines" comment is a bit out of date wink

However...one step on from that, its written in C and CLib reports it's not 32-bit compatible (I presume it's CLib generating the error) - What does CLib check for? Does it need a flag somewhere in the code?
The 32bit CLib uses a different initialisation SWI (not sure what it is offhand - sorry!). So 32bit-only versions of CLib just return an error when the old 26bit SWI is called.
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Jon Abbott Message #121534, posted by sirbod at 19:05, 21/11/2012, in reply to message #121533
Member
Posts: 563
The 32bit CLib uses a different initialisation SWI (not sure what it is offhand - sorry!)
XSharedCLibrary_LibInitAPCS_32

Sadly, its not something that's fixable by hand - it will need recompiling.
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Jon Abbott Message #121535, posted by sirbod at 20:31, 21/11/2012, in reply to message #121534
Member
Posts: 563
On a positive note, I have Zarch sort of working. Something on RO5 however, is resetting the abort vectors back to defaults - which knackers my Data Abort handler.

The other issue is the bug-ridden USB drivers on the Pi, which cause the keyboard/mouse to die very quickly - so it's unplayable. The demo works fine though.

Hopefully this will be included in the next ADFFS release, if I can figure out how to fix the abort vector resets.

EDIT: Ignore the Abort reset bit - that's another game having that issue, I suspect it's a C library inserting abort handlers.

[Edited by sirbod at 20:55, 21/11/2012]
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Jeffrey Lee Message #121536, posted by Phlamethrower at 20:58, 21/11/2012, in reply to message #121535
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Attached is an archive of my elite patch sources, and a copy of the compressed, encrypted binary that the patch was designed to work with. The readme should hopefully explain all you need to know.
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Jon Abbott Message #121537, posted by sirbod at 00:11, 22/11/2012, in reply to message #121536
Member
Posts: 563
Thanks Jeffrey.

I tracked down the Abort issue with Zarch and it looks like a "feature" of RO5/Pi. When mapping a doubly mapped page, the OS subsequently reports it as being -&400 from the address it's actually at. I've reported it on ROOL.

I've found several other "features" in the OS, that I need to create Repros and post. Finding where they are takes some time though!
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Jon Abbott Message #121566, posted by sirbod at 18:13, 28/11/2012, in reply to message #121537
Member
Posts: 563
Deadline works natively
snap2.png 320x256 8.2KB
snap2.png
320x256
8.2KB

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Jon Abbott Message #121567, posted by sirbod at 01:45, 29/11/2012, in reply to message #121522
Member
Posts: 563
Serpents works natively as well, with the cache off.
snap2.png 320x256 6.5KB
snap2.png
320x256
6.5KB

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Señor Nueces Message #121568, posted by gaula92 at 16:59, 29/11/2012, in reply to message #121567
Member
Posts: 43
I couldn't find any info (screenshots, videos) of Serpents and Deadline. Where can I look for info about those obscure games?
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Jon Abbott Message #121569, posted by sirbod at 19:30, 29/11/2012, in reply to message #121568
Member
Posts: 563
Look up ^^^
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Andrew Rawnsley Message #121570, posted by arawnsley at 23:08, 29/11/2012, in reply to message #121569
R-Comp chap
Posts: 593
I remember reviewing Serpents. As a 20ukp commercial double-pack (if memory serves) it was a bit "pd", but it was a fun, if simple game.

Deadline, however, has passed me by completely, which I'm quite shocked/surprised about. Who developed/published it?
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Jon Abbott Message #121571, posted by sirbod at 23:34, 29/11/2012, in reply to message #121570
Member
Posts: 563
Deadline, however, has passed me by completely, which I'm quite shocked/surprised about. Who developed/published it?
Network 23 in 1996
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Jeffrey Lee Message #121572, posted by Phlamethrower at 00:44, 30/11/2012, in reply to message #121571
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Zool keyboard issues are fixed with the latest Pi ROMs.
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Jon Abbott Message #121573, posted by sirbod at 10:12, 30/11/2012, in reply to message #121572
Member
Posts: 563
Zool keyboard issues are fixed with the latest Pi ROMs.
That it be!
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Andrew Rawnsley Message #121574, posted by arawnsley at 10:52, 30/11/2012, in reply to message #121571
R-Comp chap
Posts: 593
Ah, Network 23 - didn't realise they'd released anything other than Warlocks. That was an excellent game, as I recall.

(Goes and reads wiki) Ohhh, and Provocator, eh? That was another fun-but-not-oft-remembered one.
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Chris Evans Message #121575, posted by CJE at 11:28, 30/11/2012, in reply to message #121572
CJE Micros chap
Posts: 228
Zool keyboard issues are fixed with the latest Pi ROMs.
Might the change also fix occasional keyboard and mice dying or auto repeating last key?
As apparently Raspian also suffers from it I expect it's a USB driver problem.
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Jon Abbott Message #121577, posted by sirbod at 12:16, 30/11/2012, in reply to message #121575
Member
Posts: 563
Zool keyboard issues are fixed with the latest Pi ROMs.
Might the change also fix occasional keyboard and mice dying or auto repeating last key?
As apparently Raspian also suffers from it I expect it's a USB driver problem.
I've certainly not seen this happen since switching to it, and I was seeing this evvvvvvvvvvvvvvv (pulls USB lead) ery other wordddddddddddddd
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Jon Abbott Message #121583, posted by sirbod at 21:39, 1/12/2012, in reply to message #121522
Member
Posts: 563
Rise in Crime works, although it really needs a 4bit MODE for the colours to be correct.
snap2.png 640x512 10.9KB
snap2.png
640x512
10.9KB

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Jon Abbott Message #121584, posted by sirbod at 22:05, 1/12/2012, in reply to message #121522
Member
Posts: 563
Stranded! as well, again it really needs a 4 bit MODE.
snap2.png 640x512 9.3KB
snap2.png
640x512
9.3KB

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Michael Drake Message #121846, posted by tlsa at 21:06, 31/1/2013, in reply to message #121584

Posts: 1097
Thanks for those screenshots.

There are quite a few games I've never seen on the preservation project list. Could you do screenshots of some of the more obscure ones, like the Eterna and Coin-Age titles?
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Jon Abbott Message #121847, posted by sirbod at 20:03, 1/2/2013, in reply to message #121846
Member
Posts: 563
Thanks for those screenshots.

There are quite a few games I've never seen on the preservation project list. Could you do screenshots of some of the more obscure ones, like the Eterna and Coin-Age titles?
I will, but I'll do it on the preservation thread as this one is specific to games on the Pi.
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The Icon Bar: Games: Gaming on the Pi