Nintendo DS port (Alpha 6)
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- AntBUK
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Re: Nintendo DS port
You used a program, mines done by hand .
Fair enough yours looks better, except for the top screen
Nothing more annoying then this though... And it's slightly annoying when loading Moonshell
(sorry about the image quality, crap camera on my phone )
Fair enough yours looks better, except for the top screen
Nothing more annoying then this though... And it's slightly annoying when loading Moonshell
(sorry about the image quality, crap camera on my phone )
- Attachments
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- Its a directory... It shouldn't have cheats ! :D
- directory cheats.jpg (9.48 KiB) Viewed 11150 times
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- Cheats, no cheats and more cheats
- two cheats.jpg (7.32 KiB) Viewed 11146 times
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Re: Nintendo DS port
You still use usrcheat.dat?
You know you can put all your own cheats in the cheat.dat from the R4 team.. don't you?
And I created my program, so that's better than drawing by hand
Also, I do like my top screen images better.
edit: version without the "no cheats" button http://www.ndsthemes.com/themes/details/559dbe7450
You know you can put all your own cheats in the cheat.dat from the R4 team.. don't you?
And I created my program, so that's better than drawing by hand
Also, I do like my top screen images better.
edit: version without the "no cheats" button http://www.ndsthemes.com/themes/details/559dbe7450
Last edited by elf_sander on 11 Jan 2008 09:12, edited 1 time in total.
- AntBUK
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Re: Nintendo DS port
I prefer to keep my cheats separate
I was looking for ages on NDSThemes for an openttd theme That's why I made my own in the first place
I was looking for ages on NDSThemes for an openttd theme That's why I made my own in the first place
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Something is driving you insane... It is me.
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Re: Nintendo DS port
Really nice work you did there! I can't wait to see this on my DS at home
I don't know how you implemented scrolling, but here's my take on it :
Holding left tab activates scrolling mode.
While in scrolling mode, directional pad scrolls top screen and touching the bottom screen will scroll it.
I don't know how you implemented scrolling, but here's my take on it :
Holding left tab activates scrolling mode.
While in scrolling mode, directional pad scrolls top screen and touching the bottom screen will scroll it.
Re: Nintendo DS port
Here it is, the very first sneak peak at my Nintendo DS port. While it looks pretty much the same as the last screenshots I posted, a lot has changed internally and it is running much smoother now. Through the elimination of the wasteful _chatmessage_backup (a 440KB global variabl ) it is now possible to load bigger maps, up to 128x256.
Other notable changes are:
- based on r11844
- maps up to 256x128 running (but saving only works for 64x64 right now)
- saving and loading works
- in openttd.cfg you can define a path where your data resides
- loading time greatly reduced from 45 seconds to 15 seconds
- rewritten the blitter to free 96KB of main RAM
Some serious bugs still remain:
- pathfinder crashes
- open road station gui, then click on road depot icon -> crash
- station gui crashes / not displayed correctly
To get it running you probably need to DLDI patch it. I have a R4DS card which takes care of patching by itself. Please report any bugs / hardware issues here.
Other notable changes are:
- based on r11844
- maps up to 256x128 running (but saving only works for 64x64 right now)
- saving and loading works
- in openttd.cfg you can define a path where your data resides
- loading time greatly reduced from 45 seconds to 15 seconds
- rewritten the blitter to free 96KB of main RAM
Some serious bugs still remain:
- pathfinder crashes
- open road station gui, then click on road depot icon -> crash
- station gui crashes / not displayed correctly
To get it running you probably need to DLDI patch it. I have a R4DS card which takes care of patching by itself. Please report any bugs / hardware issues here.
- Attachments
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- openttd-ds-alpha3.tar.bz2
- ROM image and source
(updated cfg file) - (1.3 MiB) Downloaded 478 times
Last edited by dominik81 on 15 Jan 2008 08:27, edited 1 time in total.
"There's a readme that comes with the source. I suggest you read it."
- Korenn
- Korenn
Re: Nintendo DS port
Saving works by creating copy of the map (thus requiring twice the memory) and then compressing/saving it on background. If you alter the behavior to pause and then create the save from the local copy, saving might work for larger sizes too.dominik81 wrote:- maps up to 256x128 running (but saving only works for 64x64 right now)
If you need something, do it yourself or it will be never done.
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
My patches: Extra large maps (1048576 high, 1048576 wide) (FS#1059), Vehicle + Town + Industry console commands (FS#1060), few minor patches (FS#2820, FS#1521, FS#2837, FS#2843), AI debugging facility
Other: Very large ships NewGRF, Bilbo's multiplayer patch pack v5 (for OpenTTD 0.7.3)
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Re: Nintendo DS port
Wow.. this is awesome..
I have a big bug to report, the game crahses when you have a window with a second view open (like the train/road vehicle/etc window) or when you try to do multiple things at the same time (build a track and a train depot for example)
I have a big bug to report, the game crahses when you have a window with a second view open (like the train/road vehicle/etc window) or when you try to do multiple things at the same time (build a track and a train depot for example)
Re: Nintendo DS port
This is so awesome! I was actually thinking about trying this myself, I'm a student in software engineering, and have made a few test apps for the DS, so if you want a hand with this, just let me know (But I understand if you want to do it yourself, too )
At the very least I'll be as active as possible in reporting bugs!
At the very least I'll be as active as possible in reporting bugs!
Creator of the longest Locomotion station ever.
Sh*t does NOT just happen, sh*t takes time and effort.
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Sh*t does NOT just happen, sh*t takes time and effort.
Yay, that's me in my avatar! I win!
Keep violence virtual!
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Re: Nintendo DS port
Same here, only my best DS creation was "Hello World! From Sander" I will at least test every version with a huge bughunt.Stylpe wrote:I'm a student in software engineering, and have made a few test apps for the DS, so if you want a hand with this, just let me know (But I understand if you want to do it yourself, too )
- AntBUK
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Re: Nintendo DS port
I'd better stick my DS on charge, woohoo!
I killed YAPF in an attempt to avoid the path finder bug
I killed YAPF in an attempt to avoid the path finder bug
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Something is driving you insane... It is me.
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Re: Nintendo DS port
I just wanted to reply and say thanks a lot. I was (am?) a big fan of TTD and I had no idea there was an OpenTTD. Now to also find a TTD for the DS being worked on... well, I am impressed.
I have one little bits of feedback:
1) your readme seems to imply that the .cfg should be pre-ready for everything being in /openttd/ folder, but really it points to like /gamedata/openttd/ instead. It took me a few tries to fix this.
2) the icons are all squished, makes meh cry! (I'm sure you know this)
3) uh, nothing else... these things are just better in 3s. really looking forward to future versions of this... could you maybe come up with your own little page or something, so I don't have to keep finding a forum topic?
I have one little bits of feedback:
1) your readme seems to imply that the .cfg should be pre-ready for everything being in /openttd/ folder, but really it points to like /gamedata/openttd/ instead. It took me a few tries to fix this.
2) the icons are all squished, makes meh cry! (I'm sure you know this)
3) uh, nothing else... these things are just better in 3s. really looking forward to future versions of this... could you maybe come up with your own little page or something, so I don't have to keep finding a forum topic?
Re: Nintendo DS port
Thanks for all the feedback. It would be great if you could also write what card you are using.
I supplied a diff to the repository and appreciate it any patches, bug fixes are most welcome.Stylpe wrote:This is so awesome! I was actually thinking about trying this myself, I'm a student in software engineering, and have made a few test apps for the DS, so if you want a hand with this, just let me know
Hmm, I'm not sure those are the same bugs I know. You mean it even crashes for you when there's only one vehicle window open?elf_sander wrote:I have a big bug to report, the game crahses when you have a window with a second view open (like the train/road vehicle/etc window) or when you try to do multiple things at the same time (build a track and a train depot for example)
Thanks, I didn't notice, it's fixed now. I use /gamedata/openttd myself but thought that I changed it for the release.fryfrog wrote:1) your readme seems to imply that the .cfg should be pre-ready for everything being in /openttd/ folder, but really it points to like /gamedata/openttd/ instead. It took me a few tries to fix this.
No, I didn't. Ididn't know you cried over it.fryfrog wrote:2) the icons are all squished, makes meh cry! (I'm sure you know this)
"There's a readme that comes with the source. I suggest you read it."
- Korenn
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- AntBUK
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Re: Nintendo DS port
Ok, Using R4DS (firmware 1.15) and the train I made doesn't want to arrive at the station. It works fine in the Jan 14th nightly.
NPF doesn't make any difference and re-enabling YAPF comes back with...
Save attached.
Also, is the random seed meant to be locked at 1337?
Really need a keyboard interface as well.
NPF doesn't make any difference and re-enabling YAPF comes back with...
Code: Select all
2A4 sprite> Compacting sprite cache, inuse=286312 terminate called after throwing an instance of
'std::bad_alloc' what(): St9bad_alloc
Also, is the random seed meant to be locked at 1337?
Really need a keyboard interface as well.
- Attachments
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- Pentfingbridge Transport, 24th Feb 1950.sav
- OpenTTD Touched save game.
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Re: Nintendo DS port
When I tried to do the same without any vehicle windows open, it still crashed.. So it's the path-finding bug.dominik81 wrote:Hmm, I'm not sure those are the same bugs I know. You mean it even crashes for you when there's only one vehicle window open?elf_sander wrote:I have a big bug to report, the game crahses when you have a window with a second view open (like the train/road vehicle/etc window) or when you try to do multiple things at the same time (build a track and a train depot for example)
Re: Nintendo DS port
I'm glad someone took the time to try a DS version. I wanted to see one ever since the PSP got a version.
I tested on my R4DS. Took a while to get it working, and it crashed when I tried to connect the coal route, apart from that... Good work!
I cant wait to try out the next version. Adding a random variable should be your next task.
All you need to do is ask the player to press Start, and generate a random number based on the time that they waited before they pressed Start. I did the same with my Homebrew game.
I tested on my R4DS. Took a while to get it working, and it crashed when I tried to connect the coal route, apart from that... Good work!
I cant wait to try out the next version. Adding a random variable should be your next task.
All you need to do is ask the player to press Start, and generate a random number based on the time that they waited before they pressed Start. I did the same with my Homebrew game.
Re: Nintendo DS port
With a few modifications to the .cfg file I got it to work on a DS-Xtreme card. The only problem is, after about 30 seconds everything freezes and nothing will respond again... Which, of course, makes it rather useless.
But, I have to say: great effort! Keep up the good work! I'll keep testing on my DS-Xtreme Card.
But, I have to say: great effort! Keep up the good work! I'll keep testing on my DS-Xtreme Card.
Re: Nintendo DS port
I tested it on my new CycloDS, which is the black version having their hw 1.1 or something. The auto-patching DLDI worked fine, my only problem (as mentioned above) was having to fix the .cfg file, no big deal.
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Re: Nintendo DS port
I've tried it yesterday, but it gives an error. "no available language packs (invalid versions?). I Used an R4... no clue what to do.
Im looking forward to this version. It's a Great idea. Good work
Im looking forward to this version. It's a Great idea. Good work
Re: Nintendo DS port
I'm working on a few menus.
Should they be orginal sized, but condenced to fit on screen.
Or use the smaller icons like the tool bar?
Should they be orginal sized, but condenced to fit on screen.
Or use the smaller icons like the tool bar?
Re: Nintendo DS port
It's because of a small oversight dominik81 made. He uses /gamedata/openttd on his card, and has his .cfg edited for that, and he forgot to edit it back before releasing it. He reuploaded it with this fix so you can now put the openttd-folder on the root of your card like the readme says.cardinal808 wrote:I've tried it yesterday, but it gives an error. "no available language packs (invalid versions?). I Used an R4... no clue what to do.
Creator of the longest Locomotion station ever.
Sh*t does NOT just happen, sh*t takes time and effort.
Yay, that's me in my avatar! I win!
Keep violence virtual!
Sh*t does NOT just happen, sh*t takes time and effort.
Yay, that's me in my avatar! I win!
Keep violence virtual!
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