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BETA: Dizzy Wizards, from Spellbound Games, for the Open Pandora console
Started by torpor, Apr 24 2012 05:57 PM
50 replies to this topic
#1
OFFLINE
Posted 24 April 2012 - 05:57 PM
Here is the latest build of my port of Dizzy Wizards to the Open Pandora console:
http://w1xer.at/dizzywizards.pnd
It should be playable, but there are a few bugs, and I would like to get a thread going so we can record these bugs for fixing.
Known Bugs:
1. OK button is hard to hit.
2. Sometimes items (steps) don't appear when you place them (resource problem).
3. Mouse Cursor should be turned off.
4. Navigation doesn't work properly yet.
5. Add full-screen support (will do this once all control bugs are squashed..)
I would like to find out any other bugs you guys encounter and start fixing them, so please have a test and let me know how far you get and anything else besides these items you find in your testing. Re: point #4, I am working on a scheme where the nubs can be used to navigate around the screens, so I'll try to have that ready for the next release.
http://w1xer.at/dizzywizards.pnd
It should be playable, but there are a few bugs, and I would like to get a thread going so we can record these bugs for fixing.
Known Bugs:
1. OK button is hard to hit.
2. Sometimes items (steps) don't appear when you place them (resource problem).
3. Mouse Cursor should be turned off.
4. Navigation doesn't work properly yet.
5. Add full-screen support (will do this once all control bugs are squashed..)
I would like to find out any other bugs you guys encounter and start fixing them, so please have a test and let me know how far you get and anything else besides these items you find in your testing. Re: point #4, I am working on a scheme where the nubs can be used to navigate around the screens, so I'll try to have that ready for the next release.
#2
OFFLINE
Posted 24 April 2012 - 06:25 PM
You can scale to fullscreen changing the line "export OMAP_SDL_LAYERSIZE="640x480" to "fullscreen" instead of "640x480" in your startupscript. Also LD_PRELOAD the libSDL from notaz for all the hf6 users and include the lib in the pnd (seems to be there already)
#3
OFFLINE
Posted 24 April 2012 - 08:33 PM
Just tried but does run for me on 3.2 zaxxon b3 ... checking pnd run ... here pnd out
======================================================================================= PND : /media/PAN2/pandora/menu/dizzywizards.pnd PND_FSTYPE : Squashfs APPDATADIR : /media/PAN2/pandora/appdata/dizzywizards APPDD_FSTYPE : vfat PND_CPUSPEED : <unset> EXENAME : run.sh ARGUMENTS : <unset> ======================================================================================= [ START ]--- Mount the PND ---------- Mounting : mount -t squashfs -o ro "/dev/loop0" "/mnt/utmp/dizzywizards" Mounting the Union FS : mount -t aufs -o exec,noplink,dirs="/media/PAN2/pandora/appdata/dizzywizards=rw+nolwh":"/mnt/pnd/dizzywizards=rr" none "/mnt/utmp/dizzywizards" [SUCCESS]--- Mount the PND ---------- [ START ]--- Starting the application (run.sh ) ---------- cp: cannot stat `default/*': No such file or directory cp: cannot stat `default/.*': No such file or directory ./dizzywizards: error while loading shared libraries: libjpeg.so.8: cannot open shared object file: No such file or directory [ FAILED]--- Starting the application (run.sh ) ---------- [ START ]--- Restoring the frame buffer status ---------- [SUCCESS]--- Restoring the frame buffer status ---------- [ START ]--- uMount the PND ---------- [ START ]--- Waiting the Union to be available ---------- [SUCCESS]--- Waiting the Union to be available ---------- auplink:plink.c:223: AUFS_CTL_PLINK_MAINT: Inappropriate ioctl for device rmdir: failed to remove `/mnt/utmp/dizzywizards': Device or resource busy [ START ]--- Waiting the PND mount dir to be free ---------- [SUCCESS]--- Waiting the PND mount dir to be free ---------- cleanup done [SUCCESS]--- uMount the PND ---------- ======================================================================================= Return code is : 6
#4
OFFLINE
Posted 24 April 2012 - 08:59 PM
I get same issue on super zaxon b3
#5
OFFLINE
Posted 25 April 2012 - 04:29 AM
Can't try this till i get my new pandora. Keep working on it though.It look's like a good game.
The world is your Oyster,just dont let it Clam shut.
#6
OFFLINE
Posted 25 April 2012 - 07:08 AM
Okay, weird - I was told by the IRC beta testers that this issue was fixed (last night) .. maybe you got the old .pnd in the meantime? I will make a new version shortly ..
#8
OFFLINE
Posted 25 April 2012 - 08:24 AM
Okay sorry about this, I will repair and re-upload it this afternoon.
#9
OFFLINE
Posted 26 April 2012 - 04:12 AM
Can't wait to try this ..Looks sweet
Re-hab is for quitters
#10
OFFLINE
Posted 26 April 2012 - 10:42 AM
Had a few other-project deadlines in the last 48 hours, haven't been able to get back to this, but I will fix a few more bugs tonight and make another release .. stay tuned ..
#11
OFFLINE
Posted 26 April 2012 - 09:19 PM
any news?
#12
OFFLINE
Posted 02 May 2012 - 04:50 PM
was the pnd ever fixed to where its runable?
#13
OFFLINE
Posted 02 May 2012 - 05:23 PM
You just need to get the libjpeg from angstrom repo to run it. Put it into the appdatafolder or install the package.
But I am curious about the status, too.
But I am curious about the status, too.
#14
OFFLINE
Posted 02 May 2012 - 05:26 PM
it wasnt mentioned but i was involved in fixing a few things up to get it to this current state, I was asking as I can put together a new pnd if Torpor isnt able to get to it.
#15
OFFLINE
Posted 02 May 2012 - 05:33 PM
Well, if other things are not fixed, you can play to the 6th level without moving the screen around.
After that you need to do it to advance in the game, so you can't play on.
After that you need to do it to advance in the game, so you can't play on.
#16
OFFLINE
Posted 02 May 2012 - 05:34 PM
You cant use the touchscreen to drag the screen left or right?
#17
OFFLINE
Posted 02 May 2012 - 05:40 PM
No, as he disabled it and wanted to make it moveable with the nubs
#18
OFFLINE
Posted 02 May 2012 - 05:40 PM
I wrote DW with the Pandora screen in mind and didn't use any multi touch code, so it should be able to be made to work.
I don't really understand why this scrolling issue has been an issue at all.
I don't really understand why this scrolling issue has been an issue at all.
#19
OFFLINE
Posted 02 May 2012 - 05:42 PM
It isn't an issue. In this build it was simply disabled. It worked before, but as said, he disabled it and didn't implement the nubs for moving.
Edit: The bigger issue is, that you have to click on the ok text to place a tile, not the whole buttois touchable, what makes it hard to set tiles, as they can get placed at the bottom of the screen by accident easily.
Edit: The bigger issue is, that you have to click on the ok text to place a tile, not the whole buttois touchable, what makes it hard to set tiles, as they can get placed at the bottom of the screen by accident easily.
#20
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Posted 02 May 2012 - 05:47 PM
It isn't an issue. In this build it was simply disabled. It worked before, but as said, he disabled it and didn't implement the nubs for moving.
Edit: The bigger issue is, that you have to click on the ok text to place a tile, not the whole buttois touchable, what makes it hard to set tiles, as they can get placed at the bottom of the screen by accident easily.
That isn't the case on iOS for sure, the whole tile is clickable, it has to be as it's all fingers on iOS.
I understand the issue you are probably seeing, that it puts the tile where the click section is, it certainly does not do that on iOS, coding around that issue was quite a trial and error experience.
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