Re: Duke Nukem 3D on Openmoko Neo

2008-10-04 Thread vale

hi,

i'm trying to use it with debian.

i get it started (without sound) 
//open /dev/sequencer or /dev/snd/seq: No such file or directory

hexdump of the 2 accels gives me data. but when i enter the game i get to
the choose episodes menu and then i can't do anything, touchscreen not
working and moving it doesn't help either.

someone can help?

thx in advance

vale
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-24 Thread Risto H. Kurppa
On Tue, Sep 23, 2008 at 8:19 PM, Alasal [EMAIL PROTECTED] wrote:

 I've put it into a package, so it is easy to install/remove.
 see
 http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html


Well done, thank you!!

I installed it and was able to start it in the vertical screen mode so
the controls and buttons didn't work properly. I think this had
something to do with my previous trials to install it. But anyway I
was able to see movements there so I think I'm almost there. I was
running it without sounds.

I removed some of my own scripts and tried reinstalling your package.

I have duke3d in /usr/bin but when I run it I get:
-sh: ./duke3d: not found

I had a similar problem earlier and I was able to fix it by removing
the first line, the one with #:/usr/bash or similar.

I have no idea where this comes from but removing it makes it work and
I'm able to play. COOL, THANK YOU!!

This is a nice game to demonstrate the capabilities to other people :)

r


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-23 Thread Alasal

I've put it into a package, so it is easy to install/remove.
see
http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-23 Thread Thomas des Courières
nice job to both of you !

2008/9/23 Alasal [EMAIL PROTECTED]


 I've put it into a package, so it is easy to install/remove.
 see

 http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-23 Thread Neil Jerram
2008/9/23 Alasal [EMAIL PROTECTED]:

 I've put it into a package, so it is easy to install/remove.
 see
 http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html

Nice, but why not put it into the community repository, so it just
shows up in the package manager without people having to know your own
URL?

Regards,
  Neil

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-23 Thread Alasal

Because I don't manage the community repo. But I figured it all out, so it
can be put in the repository. And I would like to get it into the
repository.

But It isn't compiled/packaged like described on the wiki. I've just took
the compiled files of Rafael and put them in the right directory
(accordingly to the linux file system). Put an icon. And put that all in a
ipkg package with the proper dependencies. So If the community repo has an
policy as severe as debian (where all source files should be available), the
package will not be allowed.

So if anyone want to try to get it into the repo, go ahead. But I will not
try, because somebody on the  on the mailing list has already criticized my
package. (Because it's not compiled with bitbake by me and I don't know how
Rafael has compiled it)


Neil Jerram wrote:
 
 2008/9/23 Alasal [EMAIL PROTECTED]:

 I've put it into a package, so it is easy to install/remove.
 see
 http://onlinedev.blogspot.com/2008/09/getting-duke-nukem-3d-on-your-neo.html
 
 Nice, but why not put it into the community repository, so it just
 shows up in the package manager without people having to know your own
 URL?
 
 Regards,
   Neil
 
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-23 Thread Ganesha Krishna
Slightly off topic. Is this the the longest running thread on
community list? Gmail shows it at 52 conversations.

I love the game and play it on FDOM distribution. thanks to all who
made it possible. its a major gloat point while I defend my Freerunner
against the 'Technology/UI/just works' assault from friends. Duke3D
has added an extra Dimension (pun alert!) to a phones usability (along
with Remoko and other apps that many people never imagined could go on
a phone)

Thanks
-GK

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-15 Thread Charles-Henri Gros
Steve Mosher wrote:
 I encourage you to make these changes, marco. It will show people how 
 the contribution of one creative person can be modified by another.

I actually made some of those changes. My version is much more playable,
but it cannot be calibrated at this point (although it would be a very
easy change to allow calibration based on the initial position)

As for buttons on the screen, it's not possible to have them work
reliably, at least with the version of xglamo I'm using:
https://docs.openmoko.org/trac/ticket/1244#comment:41

I tried to allow using the screen to navigate through menus but this bug
prevents it :(


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-15 Thread SCarlson


 There is a patch available for glamo.c, it doesn't appear to be implemented
in any of the current packages, I've asked several times if someone had
already updated a package with the patch. No response so far.. I am 85%
finished with my mokobuild. That is my first priority... If someone else has
already compiled with patch, by all means.. where is it? 

Anyhow, I need it to work badly, so I will patch as soon as possible.

Scott

Charles-Henri Gros wrote:
 
 Steve Mosher wrote:
 I encourage you to make these changes, marco. It will show people how 
 the contribution of one creative person can be modified by another.
 
 I actually made some of those changes. My version is much more playable,
 but it cannot be calibrated at this point (although it would be a very
 easy change to allow calibration based on the initial position)
 
 As for buttons on the screen, it's not possible to have them work
 reliably, at least with the version of xglamo I'm using:
 https://docs.openmoko.org/trac/ticket/1244#comment:41
 
 I tried to allow using the screen to navigate through menus but this bug
 prevents it :(
 
 
 -- 
 Charles-Henri
 
 
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-14 Thread Dale Maggee
Risto H. Kurppa wrote:
 try to run it in 2007.2.
 
 I tried killing pulseaudio with no luck, see my other message in this
 thread.

 I changed the config file to turn off audio as suggested, and got a bit
 further, but still no luck:

 output:
 ---
 Checking sound inits.
 Checking music inits.
 RTS Manager Started.
Adding DUKE.RTS.
 Using .RTS file:DUKE.RTS
 Loading palette/lookups.

 ---

 at which point the screen goes black and nothing happens for more than 5
 minutes. I have to open up a new terminal window and kill the duke3d
 process to get anything to happen.

 could this be related to my accelerometer problems mentioned elsewhere
 (hexdump /dev/input/event2 and event3 gives me nothing)?
 

 That's how far I get too, on 2007.2, sounds disabled (got exactly the
 same errors also after killing pulseaudio)

 It might have something to do with he accelerometers: sometimes they
 still seem to fail after waking up from suspend. I'll try at some
 point with a fresh-started phone and see if the accelerometers work
 (with accelgame) and then see if duke works better.

 Here's a .desktop -file for you to add to /usr/share/applications to
 create a menu icon:

 [Desktop Entry]
 Encoding=UTF-8
 Name=Duke Nukem 3D
 Exec=dukenukem3d
 Icon=applications-games
 Terminal=false
 Type=Application
 Categories=Game
 StartupNotify=true
 SingleInstance=true
 Comment=3D shooting

 and create an executable file dukenukem3d in /usr/bin:

 #
 xrandr -s 240x320
 xrandr -o 3
 /media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR!
 #sorry, no idea if these will anymore fix the screen.. Any suggestions
 and fixes are welcome!
 xrandr -s 480x640
 xrandr -o 3

 


 r

   

Thanks

Yeah it won't start without the accelerometers. as mentioned above, 
hexdump /dev/input/event2 and event3 gives me nothing, even after 
rebooting. I tested it on 2008.8 and it works fine. can I ask what 
kernel are you running on 2007.2 or if you have any idea how I might fix 
my accelerometers in 2007.2?




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Re: Duke Nukem 3D on Openmoko Neo

2008-09-14 Thread Risto H. Kurppa
On Sun, Sep 14, 2008 at 2:45 PM, Dale Maggee [EMAIL PROTECTED] wrote:
 Yeah it won't start without the accelerometers. as mentioned above,
 hexdump /dev/input/event2 and event3 gives me nothing, even after
 rebooting. I tested it on 2008.8 and it works fine. can I ask what
 kernel are you running on 2007.2 or if you have any idea how I might fix
 my accelerometers in 2007.2?

Using Linux om-gta02 2.6.24 #1 PREEMPT Thu Sep 11 13:25:16 CST 2008
armv4tl unknown

and I was now able to get hexdump from event3 but not event2.. I
suppose both accels are required for the game to run..
Will have to see if they both work later at the same time...

r

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-14 Thread Risto H. Kurppa
On Fri, Sep 12, 2008 at 4:34 PM, Risto H. Kurppa [EMAIL PROTECTED] wrote:
 #
 xrandr -s 240x320
 xrandr -o 3
 /media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR!
 #sorry, no idea if these will anymore fix the screen.. Any suggestions
 and fixes are welcome!
 xrandr -s 480x640
 xrandr -o 3

 

 oops, the last xrand has to be naturally
xrand -o 0


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-14 Thread Risto H. Kurppa
 #
 xrandr -s 240x320
 xrandr -o 3
 /media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR!

Now I was able to make it run all the way to the first screen (had
some 'adventure games 3d' or similar text) but got stuck there or
didn't know what to do. I was running it straight from Freerunner so I
wasn't able to see the messages in stdout. Before running I confirmed
that I got hexdump from both accelerometers.

Had to boot by removing battery..


r

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-12 Thread Steve Mosher
I'd start with Q1, I havent talked to Carmack in a while  but I could 
ask his advice.

Rafael Ignacio Zurita wrote:
 --- On Sat, 9/6/08, Steve Mosher [EMAIL PROTECTED] wrote:
 I would get a kick out of that. A quake port perhaps? or
 battlezone?
 
 Hello Steve,
   You mean quake 2? or which version?
 
 Regards.
 
 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina
 
 
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-12 Thread Risto H. Kurppa
 try to run it in 2007.2.

 I tried killing pulseaudio with no luck, see my other message in this
 thread.

 I changed the config file to turn off audio as suggested, and got a bit
 further, but still no luck:

 output:
 ---
 Checking sound inits.
 Checking music inits.
 RTS Manager Started.
Adding DUKE.RTS.
 Using .RTS file:DUKE.RTS
 Loading palette/lookups.

 ---

 at which point the screen goes black and nothing happens for more than 5
 minutes. I have to open up a new terminal window and kill the duke3d
 process to get anything to happen.

 could this be related to my accelerometer problems mentioned elsewhere
 (hexdump /dev/input/event2 and event3 gives me nothing)?

That's how far I get too, on 2007.2, sounds disabled (got exactly the
same errors also after killing pulseaudio)

It might have something to do with he accelerometers: sometimes they
still seem to fail after waking up from suspend. I'll try at some
point with a fresh-started phone and see if the accelerometers work
(with accelgame) and then see if duke works better.

Here's a .desktop -file for you to add to /usr/share/applications to
create a menu icon:

[Desktop Entry]
Encoding=UTF-8
Name=Duke Nukem 3D
Exec=dukenukem3d
Icon=applications-games
Terminal=false
Type=Application
Categories=Game
StartupNotify=true
SingleInstance=true
Comment=3D shooting

and create an executable file dukenukem3d in /usr/bin:

#
xrandr -s 240x320
xrandr -o 3
/media/card/duke3d/duke3d #MODIFY THIS TO SUIT YOUR INSTALL DIR!
#sorry, no idea if these will anymore fix the screen.. Any suggestions
and fixes are welcome!
xrandr -s 480x640
xrandr -o 3




r

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-09 Thread Rafael Ignacio Zurita
--- On Tue, 9/9/08, Thomas Bertani [EMAIL PROTECTED] wrote:
 why it isn't possible to use the game at 480x640
 resolution?

It is possible. Modify the /home/root/.duke3d/duke3d.cfg file
to set 640x480, but you will see that it is too slow.

Rafa


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-09 Thread Thomas Bertani
2008/9/9 Rafael Ignacio Zurita [EMAIL PROTECTED]

 --- On Tue, 9/9/08, Thomas Bertani [EMAIL PROTECTED] wrote:
  why it isn't possible to use the game at 480x640
  resolution?

 It is possible. Modify the /home/root/.duke3d/duke3d.cfg file
 to set 640x480, but you will see that it is too slow.

 Rafa


I done it yesterday but I get an error... cannot use 640x480 resolution...
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-09 Thread nickd
Make sure it's portrait style 480x640 not 640x480. Unless that was a typo.

Also, has anyone found a workaround for that 'multivoc' error? 
Pulseaudio is not installed.

-Nick

Thomas Bertani wrote:


 2008/9/9 Rafael Ignacio Zurita [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED]

 --- On Tue, 9/9/08, Thomas Bertani [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:
  why it isn't possible to use the game at 480x640
  resolution?

 It is possible. Modify the /home/root/.duke3d/duke3d.cfg file
 to set 640x480, but you will see that it is too slow.

 Rafa


 I done it yesterday but I get an error... cannot use 640x480 resolution...
 

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-08 Thread Rafael Ignacio Zurita
--- On Sun, 9/7/08, Charles-Henri Gros [EMAIL PROTECTED] wrote:
 Rafael Ignacio Zurita wrote:
  I want to share a simple duke nukem 3d port for Neo
 which you
  can play using the accelerometer :)
  
 ...
 
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png
 
 That's great!
 
 However turning is a bit slow; I'm wondering if the
 accelerators
 couldn't generate mouse events instead of key presses
 for left/right
 (allowing analog left/right). I'd also like to tweak
 the angle for
 forward/backwards (possibly allowing some sort of
 calibration). I'd love
 to try this myself; but I have no idea how to build the
 source; can you
 help?

Sure. Werner helped me with that task, so I used these instructions:
http://lists.openmoko.org/pipermail/community/2008-June/018493.html

Also, I have modified the Makefiles, so you only need to run
make to build ;) (well, if you have already an openmoko development
environment configured)

I'm going to improve a bit the code with some ideas, so if you do
something please let me know, so we can merge code and to do it 
still better.

Rafa

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-07 Thread nickd
Well I can now get it running without sound but I can't seem to solve 
the audio issue. I don't have pulseaudio installed and there is no 
/dev/dsp so I can't find anything to check with lsof. I'm all out of 
gum, I mean, ideas. :-) 

FSO MS2 with no upgrades AFAIK (opkg upgrade segfaults for me). 
Accelerometers are working fine.

-Nick

Rafael Ignacio Zurita wrote:
 --- On Sat, 9/6/08, nickd [EMAIL PROTECTED] wrote:
   
 I get Unknown Multivoc error code. when i
   
 try to run it in 2007.2.
 I get that too running FSO MS2. Will let you know of my
 findings.
 

 Mh, weird, in a fresh install it works out of the box.

 Have you also tried to kill pulseaudio? Maybe another application
 like pulseaudio is bad to play duke with sound.

 Anyway, if you want to try without sound you need change the DOS 
 config file /home/root/.duke3d/duke3d.cfg:
  - modify the line
 [Sound Setup]
 FXDevice = 0
with
 [Sound Setup]
 FXDevice = 13

 and that is all.

 Regards,
 Rafa

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-07 Thread Charles-Henri Gros
Rafael Ignacio Zurita wrote:
 Hello people, 
 
 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)
 
 You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt
 
 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

That's great!

However turning is a bit slow; I'm wondering if the accelerators
couldn't generate mouse events instead of key presses for left/right
(allowing analog left/right). I'd also like to tweak the angle for
forward/backwards (possibly allowing some sort of calibration). I'd love
to try this myself; but I have no idea how to build the source; can you
help?

-- 
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Shawn Thompson
Thanks for the info :)

-Shawn

Dale Maggee wrote:
 I suspect that it won't run on 2007.2, because the accelerometers seem 
 to be broken.

 I get Unknown Multivoc error code. when i try to run it in 2007.2.

 -Dale

 Shawn Thompson wrote:
   
 I'm SO installing that when my openmoko shows up! That is freakin 
 sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above?

 -Shawn

 Rafael Ignacio Zurita wrote:
   
 
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
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 Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread nickd
I just wanted to tell you Rafael that I reaffirm Dale's love. Installing 
it now, can't wait! Also, Heretic was re-released as GPL the other day - 
I wonder if we can get this ported :-)

-Nick

Dale Maggee wrote:
 Rafael,

 I just wanted to tell you that I love you! :D

 -Dale

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
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 Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread nickd
I get that too running FSO MS2. Will let you know of my findings.

-Nick

Dale Maggee wrote:
 I suspect that it won't run on 2007.2, because the accelerometers seem 
 to be broken.

 I get Unknown Multivoc error code. when i try to run it in 2007.2.

 -Dale

   


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Steve Mosher
heretic would great.

We need retro section on the wiki ( maybe there is one already)
for all the great retro ports.



nickd wrote:
 I just wanted to tell you Rafael that I reaffirm Dale's love. Installing 
 it now, can't wait! Also, Heretic was re-released as GPL the other day - 
 I wonder if we can get this ported :-)
 
 -Nick
 
 Dale Maggee wrote:
 Rafael,

 I just wanted to tell you that I love you! :D

 -Dale

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Alexander Elbs
On Sat, Sep 06, 2008 at 03:55:53PM +1000, Dale Maggee wrote:
 I suspect that it won't run on 2007.2, because the accelerometers seem 
 to be broken.
 
 I get Unknown Multivoc error code. when i try to run it in 2007.2.
 

Hi,

you need to kill pulseaudio. It seems to lock the sound device, e.g. mplayer
doesn't work either.

 -Dale
 

Mfg
Alexander Elbs

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Marco Trevisan (Treviño)
Dale Maggee ha scritto:
 I suspect that it won't run on 2007.2, because the accelerometers seem 
 to be broken.
 I get Unknown Multivoc error code. when i try to run it in 2007.2.
 
 -Dale
 
 Shawn Thompson wrote:
 I'm SO installing that when my openmoko shows up! That is freakin 
 sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above?

Maybe the fixed neod that is available [1] here could help you!

BTW Rafael, thanks... Cool work!
However, no way to make it work at 640x480 without slowdowns? Maybe 
improving video output exploiting the X acceleration (and a little more 
the Xglamo in gta02s)... I figure that an old game like this could 
perform really in a better way here.


[1] http://westhoffs-welt.de/blog/my_first_openmoko_application.html

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Valerio Valerio
2008/9/6 Xavier Cremaschi [EMAIL PROTECTED]

 Wow excellent !!! (but a bit too slow on 2008.8)
 Thanks you.


Runs very smooth and fluid in my FR with FSO 2 :)
Great work.

-- 
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http://www.valeriovalerio.org





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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Dale Maggee
Marco Trevisan (Treviño) wrote:
 Dale Maggee ha scritto:
   
 I suspect that it won't run on 2007.2, because the accelerometers seem 
 to be broken.
 I get Unknown Multivoc error code. when i try to run it in 2007.2.

 -Dale

 Shawn Thompson wrote:
 
 I'm SO installing that when my openmoko shows up! That is freakin 
 sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above?
   

 Maybe the fixed neod that is available [1] here could help you!

 BTW Rafael, thanks... Cool work!
 However, no way to make it work at 640x480 without slowdowns? Maybe 
 improving video output exploiting the X acceleration (and a little more 
 the Xglamo in gta02s)... I figure that an old game like this could 
 perform really in a better way here.


 [1] http://westhoffs-welt.de/blog/my_first_openmoko_application.html

   
Oooh! a magic eightball! funky!

I tried the updated neod from that page, but no luck - I still get 
nothing when I hexdump /dev/input/event2 and /dev/input/event3.

I believe the problem is covered under #1808, yorick describes exactly 
what i see in his comments:
http://docs.openmoko.org/trac/ticket/1808#comment:10

if you have any other ideas I'd welcome them! not having working 
accelerators is starting to annoy!

Thanks anyway,
-Dale

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita

--- On Fri, 9/5/08, Dale Maggee [EMAIL PROTECTED] wrote:
 I suspect that it won't run on 2007.2, because the
 accelerometers seem 
 to be broken.
 
 I get Unknown Multivoc error code. when i try
 to run it in 2007.2.
 

Have you tried to kill pulseaudio as Alexander suggested?
If yes, please report if it run or not.

Thanks!

Rafa
PS. (Alexander is right, Multivoc error problem is because there is another
soft controling the sound stuff.)

--
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Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Dale Maggee
Alexander Elbs wrote:
 On Sat, Sep 06, 2008 at 03:55:53PM +1000, Dale Maggee wrote:
   
 I suspect that it won't run on 2007.2, because the accelerometers seem 
 to be broken.

 I get Unknown Multivoc error code. when i try to run it in 2007.2.

 

 Hi,

 you need to kill pulseaudio. It seems to lock the sound device, e.g. mplayer
 doesn't work either.
   
 Mfg
 Alexander Elbs
   

thanks, but I still get the same error, although it seems to take longer 
to come up now, so we might be getting somewhere...

I'm stopping pulseaudio with: /etc/init.d/pulseaudio stop

doing 'ps aux | grep pulse' confirms that pulseaudio is stopped...

here's the full output:

---

Simple Duke Nukem 3D port for Openmoko

   Duke Nukem 3D v1.4 - Atomic Edition
   Copyright (c) 1996 3D Realms Entertainment

STUB: CONTROL_ClearAssignments (CONTROL_ClearAssignments, control.c:219)
Compiling: 'GAME.CON'.
Including: 'DEFS.CON'.
Including: 'USER.CON'.
Code Size:64840 bytes(1794 labels).
* Hold Esc to Abort. *
Loading art header.
Checking sound inits.
Unknown Multivoc error code.

---

Thanks,
-D


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- On Sat, 9/6/08, nickd [EMAIL PROTECTED] wrote:
  I get Unknown Multivoc error code. when i
 try to run it in 2007.2.
 I get that too running FSO MS2. Will let you know of my
 findings.

Mh, weird, in a fresh install it works out of the box.

Have you also tried to kill pulseaudio? Maybe another application
like pulseaudio is bad to play duke with sound.

Anyway, if you want to try without sound you need change the DOS 
config file /home/root/.duke3d/duke3d.cfg:
 - modify the line
[Sound Setup]
FXDevice = 0
   with
[Sound Setup]
FXDevice = 13

and that is all.

Regards,
Rafa

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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread SCarlson

Fantastic Idea, I will be attempting a Doom port ! (Unless someone else beat
me to it!)

-Scott


Steve Mosher wrote:
 
 heretic would great.
 
 We need retro section on the wiki ( maybe there is one already)
 for all the great retro ports.
 
 
 
 nickd wrote:
 I just wanted to tell you Rafael that I reaffirm Dale's love. Installing 
 it now, can't wait! Also, Heretic was re-released as GPL the other day - 
 I wonder if we can get this ported :-)
 
 -Nick
 
 Dale Maggee wrote:
 Rafael,

 I just wanted to tell you that I love you! :D

 -Dale

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at:
 http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- On Sat, 9/6/08, Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote:
 Dale Maggee ha scritto:
  I suspect that it won't run on 2007.2, because the
 accelerometers seem 
  to be broken.
  I get Unknown Multivoc error code. when i
 try to run it in 2007.2.
  
  
  Shawn Thompson wrote:
  I'm SO installing that when my openmoko shows
 up! That is freakin 
  sweet!. Will it run on 2007.2 or do you have to
 upgrade to 2008.8 and above?
 
 Maybe the fixed neod that is available [1] here could help
 you!
 
 BTW Rafael, thanks... Cool work!

:) he... you are welcome..

 However, no way to make it work at 640x480 without
 slowdowns? Maybe 
 improving video output exploiting the X acceleration (and a
 little more 
 the Xglamo in gta02s)... I figure that an old game like
 this could 
 perform really in a better way here.

Perhaps, SDL is a very good library for game programming and
it works nice with low resolutions (like 640x480).
But, I also have tried another C+SDL own game and it was slow :(.

I will check what we could do about, but maybe I try 
other games before (like heretic as somebody suggested :))

Rafa

--
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Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread j . cubizolles
Selon Marco Trevisan (Treviño) [EMAIL PROTECTED]:

 BTW Rafael, thanks... Cool work!

Indeed, I'm impressed !

I'm having problems opening doors though. According to
http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png, I should just
press the lower left corner of the screen but this only makes my duke jump. Is
it a calibration problem in landscape mode ? What application could I use to
check/calibrate it ?


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Adrien de Sentenac
2008/9/6 [EMAIL PROTECTED]

 Selon Marco Trevisan (Treviño) [EMAIL PROTECTED]:

  BTW Rafael, thanks... Cool work!

 Indeed, I'm impressed !

 I'm having problems opening doors though. According to
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png, I should
 just
 press the lower left corner of the screen but this only makes my duke jump.
 Is
 it a calibration problem in landscape mode ? What application could I use
 to
 check/calibrate it ?

I've the same problem, the space button is located completely at the
bottom of the screen, and the jump button is at the place of the space
button on the picture. It makes it really hard to open door (but not
unfeasible).
Though once, I seems to have got the buttons at the correct places.
The sound is kinda strange too.
Apart from that, it's a great port ! Wonderful job !
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Marco Trevisan (Treviño)
Rafael Ignacio Zurita wrote:
 However, no way to make it work at 640x480 without
 slowdowns? Maybe 
 improving video output exploiting the X acceleration (and a
 little more 
 the Xglamo in gta02s)... I figure that an old game like
 this could 
 perform really in a better way here.
 
 Perhaps, SDL is a very good library for game programming and
 it works nice with low resolutions (like 640x480).
 But, I also have tried another C+SDL own game and it was slow :(.
 
 I will check what we could do about, but maybe I try 
 other games before (like heretic as somebody suggested :))

Ok... However I've played with it a little more and imho it's not so 
playable using the accelerometers in a such way since they should be 
more sensible to the movement or the screen is not so visible when playing.
Imho when the game is launched, the phone should consider the actual 
position as the base position (the one in which the virtual joypad is 
centered), then considering the movement when the phone is moved of few 
degree (however less than a centimeter of phone edge rotation).
Otherwise, imho, it's unplayable.

I wouldn't dislike also an implementation without the accelerometers 
usage (just placing the virtual buttons - for moving too - in the screen 
edges; like actually is done for actions only). Imho the screen is quite 
big to see and press at the same time (in games like this).

Bye!

-- 
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http://www.3v1n0.net/


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread nurgle
Wonderful port. Just tried it! My comment on the accelerometers:

Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote:
 I wouldn't dislike also an implementation without the accelerometers 
 usage (just placing the virtual buttons - for moving too - in the screen 
 edges; like actually is done for actions only). Imho the screen is quite 
 big to see and press at the same time (in games like this).

I have connected a USB Joystick to my Freerunner in USB Host Mode. Using
the SDL Joystick routines to make this work should not be to hard. I
would love to see such an implementation.

regards,
Andreas Micklei



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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Steve Mosher
I would get a kick out of that. A quake port perhaps? or battlezone?



SCarlson wrote:
 Fantastic Idea, I will be attempting a Doom port ! (Unless someone else beat
 me to it!)
 
 -Scott
 
 
 Steve Mosher wrote:
 heretic would great.

 We need retro section on the wiki ( maybe there is one already)
 for all the great retro ports.



 nickd wrote:
 I just wanted to tell you Rafael that I reaffirm Dale's love. Installing 
 it now, can't wait! Also, Heretic was re-released as GPL the other day - 
 I wonder if we can get this ported :-)

 -Nick

 Dale Maggee wrote:
 Rafael,

 I just wanted to tell you that I love you! :D

 -Dale

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at:
 http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- On Sat, 9/6/08, Marco Trevisan (Treviño) [EMAIL PROTECTED] wrote:
 Ok... However I've played with it a little more and
 imho it's not so 
 playable using the accelerometers in a such way since they
 should be 
 more sensible to the movement or the screen is not so
 visible when playing.

Screen: well the position to see well is like the link below:
http://www.flickr.com/photos/[EMAIL PROTECTED]/4232129/
(the left man one, because I was thinking that could be fun while
traveling by bus :) ).


 Imho when the game is launched, the phone should consider
 the actual 
 position as the base position (the one in which
 the virtual joypad is 
 centered), then considering the movement when the phone is
 moved of few 
 degree (however less than a centimeter of phone edge
 rotation).
 I wouldn't dislike also an implementation without the
 accelerometers 
 usage (just placing the virtual buttons - for moving too -
 in the screen 
 edges; like actually is done for actions only). Imho the
 screen is quite 
 big to see and press at the same time (in games like this).

Both ideas would be very useful as well. We'll see if me or
somebody (you?) start to work on that..

Rafa

--
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Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Rafael Ignacio Zurita
--- On Sat, 9/6/08, Steve Mosher [EMAIL PROTECTED] wrote:
 I would get a kick out of that. A quake port perhaps? or
 battlezone?

Hello Steve,
  You mean quake 2? or which version?

Regards.

--
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Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Christian Adams
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

moinmoin,
i really like to see quake1 and quake2

regards, morlac

Am 06.09.2008 um 22:46 schrieb Rafael Ignacio Zurita:

 --- On Sat, 9/6/08, Steve Mosher [EMAIL PROTECTED] wrote:
 I would get a kick out of that. A quake port perhaps? or
 battlezone?

 Hello Steve,
   You mean quake 2? or which version?

 Regards.

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina

- -BEGIN CONTACT BLOCK-
   eMail:   [EMAIL PROTECTED]
   Jabber:  [EMAIL PROTECTED]
- --END CONTACT BLOCK--

- -BEGIN GEEK CODE BLOCK-
Version: 3.1
GCS$/IT;d-;s:;a?;C++(+++);UL;P++(+++);
L++(+++);E---;W++;N(+);o?;K?;!w;!O;!M+;!V;PS(+);PE;
Y+;PGP++;t+(++);5(+)++;X(+);R*;tv-+;b++(+++);DI++;
D++(+++);G(+)++;e;h-()++;r++;y++;
- --END GEEK CODE BLOCK--

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Version: GnuPG v1.4.7 (Darwin)

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=fn0S
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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread Marco Trevisan (Treviño)
Rafael Ignacio Zurita wrote:
 Imho when the game is launched, the phone should consider
 the actual 
 position as the base position (the one in which
 the virtual joypad is 
 centered), then considering the movement when the phone is
 moved of few 
 degree (however less than a centimeter of phone edge
 rotation).
 I wouldn't dislike also an implementation without the
 accelerometers 
 usage (just placing the virtual buttons - for moving too -
 in the screen 
 edges; like actually is done for actions only). Imho the
 screen is quite 
 big to see and press at the same time (in games like this).
 
 Both ideas would be very useful as well. We'll see if me or
 somebody (you?) start to work on that..

I'd like to, but actually I'm quite busy in some other things 
(especially university exams :|). However I've already your code in my 
PC, so I'll try to work on it as soon as I can! ;)

-- 
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http://www.3v1n0.net/


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-06 Thread SCarlson

I've found a Doom SDL port, I'm currently working on it as I type. I may have
some questions depending on how harry it gets.

-Scott


Steve Mosher wrote:
 
 I would get a kick out of that. A quake port perhaps? or battlezone?
 
 
 
 SCarlson wrote:
 Fantastic Idea, I will be attempting a Doom port ! (Unless someone else
 beat
 me to it!)
 
 -Scott
 
 
 Steve Mosher wrote:
 heretic would great.

 We need retro section on the wiki ( maybe there is one already)
 for all the great retro ports.



 nickd wrote:
 I just wanted to tell you Rafael that I reaffirm Dale's love.
 Installing 
 it now, can't wait! Also, Heretic was re-released as GPL the other day
 - 
 I wonder if we can get this ported :-)

 -Nick

 Dale Maggee wrote:
 Rafael,

 I just wanted to tell you that I love you! :D

 -Dale

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at:
 http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-05 Thread Dale Maggee
Rafael,

I just wanted to tell you that I love you! :D

-Dale

Rafael Ignacio Zurita wrote:
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina


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 community@lists.openmoko.org
 http://lists.openmoko.org/mailman/listinfo/community

   


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-05 Thread Shawn Thompson
I'm SO installing that when my openmoko shows up! That is freakin 
sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above?

-Shawn

Rafael Ignacio Zurita wrote:
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina


 ___
 Openmoko community mailing list
 community@lists.openmoko.org
 http://lists.openmoko.org/mailman/listinfo/community
   


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Re: Duke Nukem 3D on Openmoko Neo

2008-09-05 Thread Dale Maggee
I suspect that it won't run on 2007.2, because the accelerometers seem 
to be broken.

I get Unknown Multivoc error code. when i try to run it in 2007.2.

-Dale

Shawn Thompson wrote:
 I'm SO installing that when my openmoko shows up! That is freakin 
 sweet!. Will it run on 2007.2 or do you have to upgrade to 2008.8 and above?

 -Shawn

 Rafael Ignacio Zurita wrote:
   
 Hello people, 

 I want to share a simple duke nukem 3d port for Neo which you
 can play using the accelerometer :)

 You can get all the files at: http://fz.hobby-site.org/om/duke-nukem-3d/
 and the link below has the instructions:
 http://fz.hobby-site.org/om/duke-nukem-3d/readme-openmoko.txt

 Ah, if you have doubts about how to play, please check
 http://www.youtube.com/watch?v=260Kpiqv9_U
 and this:
 http://fz.hobby-site.org/om/duke-nukem-3d/how-to-play-duke.png

 Have fun!

 Rafa

 --
 Rafael Ignacio Zurita
 Buenos Aires, Argentina


 ___
 Openmoko community mailing list
 community@lists.openmoko.org
 http://lists.openmoko.org/mailman/listinfo/community
   
 


 ___
 Openmoko community mailing list
 community@lists.openmoko.org
 http://lists.openmoko.org/mailman/listinfo/community

   


___
Openmoko community mailing list
community@lists.openmoko.org
http://lists.openmoko.org/mailman/listinfo/community