OpenTTD gone mobile!
Moderator: OpenTTD Developers
OpenTTD gone mobile!
Hi all
I, along with my friend, have been experimenting with getting OpenTTD running on the Sharp Zaurus SL-C750 pda. It's a japanese-only model that runs linux
Here are some pics of OpenTTD running on the Z:
As you can probably see, the opening screen has just water for the background; we assume this is due to our not compiling in zlib/png support yet. When we tried, we kept getting an error with the strings/language files that we couldn't seem to figure out.
The other major issue is that the sprites aren't all being loaded correctly. For example, 2 of the 4 train depot graphics are slightly messed up, and in some cases the train comes out of the side of the depot instead of the entrance It does crash occaisionally as well, but it all seems to trace back to incorrectly loading the sprites.
Just thought I'd post this to see what ppl think, and perhaps someone has some suggestions for places to look in the code for ARM processor incompatibility.
Dave[/img]
I, along with my friend, have been experimenting with getting OpenTTD running on the Sharp Zaurus SL-C750 pda. It's a japanese-only model that runs linux
Here are some pics of OpenTTD running on the Z:
As you can probably see, the opening screen has just water for the background; we assume this is due to our not compiling in zlib/png support yet. When we tried, we kept getting an error with the strings/language files that we couldn't seem to figure out.
The other major issue is that the sprites aren't all being loaded correctly. For example, 2 of the 4 train depot graphics are slightly messed up, and in some cases the train comes out of the side of the depot instead of the entrance It does crash occaisionally as well, but it all seems to trace back to incorrectly loading the sprites.
Just thought I'd post this to see what ppl think, and perhaps someone has some suggestions for places to look in the code for ARM processor incompatibility.
Dave[/img]
Oh my god, thats awesome. Im a total PDA freak, and id love to play ottd on my pda.
Unfortunately i havent got a linux pda, but a windows one. A good place to ask for pocket pc programming help definately is the pocketmatrix forums, one of the best pocket pc forums around. Theyve also got a corner for developers...
heres a link directly to the forums...
http://www.pocketmatrix.com/forums/
Edit: I removed the sid it for you ....privacy is a holy - Darkvater
Unfortunately i havent got a linux pda, but a windows one. A good place to ask for pocket pc programming help definately is the pocketmatrix forums, one of the best pocket pc forums around. Theyve also got a corner for developers...
heres a link directly to the forums...
http://www.pocketmatrix.com/forums/
Edit: I removed the sid it for you ....privacy is a holy - Darkvater
[Jakal]
Remove the sid from the url
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Re: OpenTTD gone mobile!
opntitle.dat is compressed with zlib and it will show water only if it can't read it. It will not be able to read other people's savegames because they are zlib compressed too. The latter is the biggest problem of those twoblakeyez wrote:As you can probably see, the opening screen has just water for the background; we assume this is due to our not compiling in zlib/png support yet. When we tried, we kept getting an error with the strings/language files that we couldn't seem to figure out.
Can you assign an IP to that pocket pc? It would be cool, if it supports multiplayer
Multiplayer
Yep that's what we figured. It doesn't bother us at the moment though, we would much prefer to get the game itself working properly before worrying about getting the intro screen upopntitle.dat is compressed with zlib and it will show water only if it can't read it
Anyway, as far as multiplayer goes... The Zaurus clamshell devices have SD *and* CF slots, so the usual set-up is to have a CF WiFi card for networking. As soon as my Zaurus gets here from Japan (we've been using my friend's but mine should get here this week), we'll give multiplayer a try between two Z's
Kenny was just doing some reading/debugging last night apparently, and found that sometimes when a sprite is requested from the sprite system, it occaisionally requests a sprite ID of the max value of a uint16 - when it should never request one higher than ~6000 or so. We've got some playing around to do, but with the few little fixes he made, he was able to play for 15-20 mins straight with competitors and it was completely stable. This is a big improvement over before.
We're definately making progress - perhaps we'll get a proper set of diff's setup for submission to the svn repository once it's completely stable so that other people can give this a try as well
If anyone's interested in learning about the Zaurus - check out the Zaurus user group
Dave
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Porting to windows CE? Not a clue Unless, of course, it supports SDL, or you are willing to write your own graphics implementation. I have no experience with pocketpc's myself...
However, if your device uses an ARM processor, one thing that I can say is that the openttd code will run on it, but it definately needs some debugging to make everything work properly.
Dave
However, if your device uses an ARM processor, one thing that I can say is that the openttd code will run on it, but it definately needs some debugging to make everything work properly.
Dave
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According to the SDL web site... Simple DirectMedia Layer supports Linux, Windows, BeOS, MacOS Classic, MacOS X, FreeBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. There is also code, but no official support, for Windows CE, AmigaOS, Dreamcast, Atari, NetBSD, AIX, OSF/Tru64, RISC OS, and SymbianOS. - so, in theory, ports to all these systems are possible.blakeyez wrote:Porting to windows CE? Not a clue Unless, of course, it supports SDL, or you are willing to write your own graphics implementation. I have no experience with pocketpc's myself...
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Developers, remember to add PSP support when it will be available
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as for the nokia S60
i'm afraid the processors shipped with S60 phones (or any nokia phones, actually) wouldn't be able to handle even a fraction of the load openttd generates. i guess it's possible to make some TTD clone written in java but i'd expect it to be:
1) poor looking
2) lacking functionality
3) real slow (and i _do_ mean slow)
some very limited one-player mode might be possible, though. maybe when my examination period is over i'll give it a shot :-)
i don't know a lot about GBA, but i suppose plain ottd would be far too much for it...
correct me if i'm wrong
1) poor looking
2) lacking functionality
3) real slow (and i _do_ mean slow)
some very limited one-player mode might be possible, though. maybe when my examination period is over i'll give it a shot :-)
i don't know a lot about GBA, but i suppose plain ottd would be far too much for it...
correct me if i'm wrong
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There is a handheld lke the GBA out there that it will be possible to port it to. The GP32. it's open source. The only thing is it runs at 320x240 half of what the game runs at but if someone were to port it halfing the graphhics on the fly would be the best way around. but at them moment i don't really know much but would love to see it on there. not much needs to be inputted on openttd so that could be done buy hold a button and move up/down and there is also a keyboard for it which could be used.
http://www.gp32.com <-- Main website
http://www.gp32x.com <-- developers site
this handheld is quite good.it is more powerfull than the gba but a gba emulator on it is has been said impossible but people have started to do one. if anyone knows about this console or can port it then I would test as i have one sitting next to me and use it all the time. if anyone would like to take a shot atthis then all the required dev kits are avalible including a sdl dev packet on sourceforge called gp32_SDL
http://www.gp32.com <-- Main website
http://www.gp32x.com <-- developers site
this handheld is quite good.it is more powerfull than the gba but a gba emulator on it is has been said impossible but people have started to do one. if anyone knows about this console or can port it then I would test as i have one sitting next to me and use it all the time. if anyone would like to take a shot atthis then all the required dev kits are avalible including a sdl dev packet on sourceforge called gp32_SDL
Mad Dog McKill wrote:Developers, remember to add PSP support when it will be available
No news from Sony on homebrew support. It's possible, however, that you'll be able to boot your own executables off the memory card. I'll let you know as soon as I get my hands on one. (not long now!)
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