Iliyas Jorio
Iliyas Jorio
I've been taking a break from the ports lately, but I do intend to get back to it soon. I've started porting Cro-Mag Rally so I'll finish that one first....
Mighty Mike is a fairly simple SDL2 game, so it shouldn't be too difficult. The other games (especially Bugdom) are more involved, so I recommend starting with Mighty Mike. I'd...
If SDL2 exists for the RG351P, then it should be easy to compile Mighty Mike for that system. By the way, I just looked up the specs of the RG351P;...
Pomme isn't a standalone program that runs old Mac binaries on newer systems. It's a library meant to be linked against the original source code of a classic Mac program....
CMR and Bugdom use a single GL context across the entire game (since v1.3.2 for Bugdom). But Nanosaur and Otto Matic currently tear down the GL context and create a...
- To make it easier to experiment for now, get rid of the cyclorama. The easiest way to do this without touching the code is to enable "low-detail mode" in...
It really changes the mood of the game, doesn't it? I'd wager the game is trying to spawn too many enemies, causing an integer overflow somewhere. Try changing the type...
For Nanosaur, look at https://github.com/jorio/Nanosaur/issues/22 Otto automatically computes the yon distance based on the supertile active range. However, Otto's [DoPlayerTerrainUpdate](https://github.com/jorio/OttoMatic/blob/master/src/Terrain/Terrain.c#L1638) function can only handle SUPERTILE_ACTIVE_RANGE values 4 through 9 —...
Try setting SUPERTILE_ACTIVE_RANGE to something like 50 in terrain.h. The mask=1 hack on its own merely lets you compile the game when SUPERTILE_ACTIVE_RANGE is set to an unsupported value.
@foote-darrell Just realized that you can fix the missing terrain patches in Bugdom: - Change the the type of `gTerrainScrollBuffer` to `uint16_t` (instead of `uint8_t`) in terrain.c and game.h -...