Obligatory Can ZDoom be Ported Thread

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Obligatory Can ZDoom be Ported Thread

Re: Obligatory Can ZDoom be Ported Thread

by Dancso » Sun Oct 30, 2011 7:51 am

That just shows i fail at understanding licence stuff as i did check that page last night for reference :P

Re: Obligatory Can ZDoom be Ported Thread

by Gez » Sat Oct 29, 2011 4:34 pm

Dancso wrote:I thought zdoom's licence is like, inability to charge money for it, and source code must be attached.
It's [wiki=License]complicated[/wiki].

Re: Obligatory Can ZDoom be Ported Thread

by Dancso » Sat Oct 29, 2011 4:31 pm

I thought zdoom's licence is like, inability to charge money for it, and source code must be attached.
Am i missing something here, or did i misunderstand you? Wouldnt it still be compatible to be put out on the android market as a free game?

(Posting from phone due to some temp issues w/ pc, meh)

Re: Obligatory Can ZDoom be Ported Thread

by NeuralStunner » Sat Oct 29, 2011 2:58 pm

Oh heck, hi Dancso!

Seems the bane of trying to port anything is licensing. Free software is like "free beer" for users, for developers not so much. :(

Re: Obligatory Can ZDoom be Ported Thread

by ibm5155 » Sat Oct 29, 2011 12:25 pm

I think the ported zdoom now is
Zdoom 2.5.0 for Windows/Mac/Linux/Dingoo a320
Zdoom 2.2.0 GP2x

I don't know if more versions was ported for other devices.

Re: Obligatory Can ZDoom be Ported Thread

by Kinsie » Sat Oct 29, 2011 9:04 am

EksFaktr wrote:I wouldn't mind seeing a port done to the Wii, but I'm fairly sure that's just a pipe dream.
The Wii version of FMOD is only available to licensed Nintendo developers, so yeah, it wouldn't happen easily.

Re: Obligatory Can ZDoom be Ported Thread

by Dancso » Sat Oct 29, 2011 7:45 am

This year I've been getting deeper and deeper into java and since I got a new Android phone, it was only mandatory that I begun learning to code for it too.
I got to a state at which i can nearly do everything i can on regular java, although there are still things to get used to.

On the android market, the only doom port i found was one that wasn't free, however a quick google search has led me to "prboom4android", which on the other hand, is free, if a bit uncomfortable (to me at least. for example, it required me to download freedoom before i could use it!)
On my phone, which is a ZTE blade that has a 600 mhz ARM 6 processor with 512 MB ram, it runs at an acceptable rate in fullscreen.
I had to search for some older unpatched doom2 wad from my pc, it refused to load the one I use and, so far I've been unable to load any pwads. The on-screen touch controls also seem somewhat buggy as they act weird quite often (i.e. feels like buttons sticking in, ironically, on a touch screen).

What really broke my heart though is when i found out prboom doesn't support all of the sibling games, which instantly made me think about zdoom.
Does anyone know if there's any notable difference in system requirements between the two? I do not have enough time just yet to delve deeper into the matter, as at the moment I'm concentrating on my own projects, but someday I might see what I can do.

Re: Obligatory Can ZDoom be Ported Thread

by ibm5155 » Thu Sep 01, 2011 5:56 am

the zdoom on dingux is now working =D, but i have some questions about it.
Can i see how much the ram and processor is being use in zdoom? (like stat cpu)
Why even in nosound, the processor is still used for sound process?

Because with openal it's unplayable, and with nosound gets more than 25fps in doom2 map

Here is t system
Ingeni processor 400mhz
32mb ram (512mb swap)
Maybe because it have not a audio/gpu chip is slower than my pentium 133mhz playing zdoom? (even jumpmaze online)

Re: Obligatory Can ZDoom be Ported Thread

by EksFaktr » Tue Jul 19, 2011 6:15 am

I wouldn't mind seeing a port done to the Wii, but I'm fairly sure that's just a pipe dream.

Re: Obligatory Can ZDoom be Ported Thread

by HeX » Tue Jul 12, 2011 11:06 am

Saya-chan wrote:Can it be ported to the Pandora?
Deathz0r got Odamex running on pandora. Since Odamex is quickly reintegrating early ZDoom features, you may want to keep an eye on it.

http://odamex.net/bugs/show_bug.cgi?id=714

Re: Obligatory Can ZDoom be Ported Thread

by boris » Sat Jul 09, 2011 1:11 pm

Saya-chan wrote:Can it be ported to the Pandora?
The Pandora uses an ARM CPU, just like the Caanoo, so the same problems apply. I guess developing for it will be a bit more comfortable, since you'll easily be able to compile it right on the Pandora without using a cross-compiler.

Re: Obligatory Can ZDoom be Ported Thread

by DaMan » Sat Jul 09, 2011 9:17 am

To put it simply, no FMOD support=not easily.
An Android port of FMOD is out though. If the whatever broke Zdoom in the later versions is fixed porting to that should be easy.

Re: Obligatory Can ZDoom be Ported Thread

by Marisa the Magician » Sat Jul 09, 2011 8:09 am

Can it be ported to the Pandora?

Re: Obligatory Can ZDoom be Ported Thread

by Graf Zahl » Fri Jul 08, 2011 3:32 pm

Gez wrote:Separating them so that an alternative sound system can be used is the object of the OpenAL branch; which has still a long way to go.

Sadly I still haven't gotten anywhere making the OpenAL branch work on Windows which is pretty much a show stopper.

Now that the software renderer's tentacles have been removed from the rest of the engine the sound system is the only remaining issue that prevents me from making GZDoom GPL.
Anyone willing to help? I'd need a Windows developer who is willing to work with OpenAL.

Re: Obligatory Can ZDoom be Ported Thread

by Gez » Fri Jul 08, 2011 1:40 pm

You'll need to run them on the ARM and then copy paste their output. The make voodoo shouldn't try to run them again if the files they're supposed to create are already there.

Top