The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: Jay Mattis on November 21, 2003, 06:43:55 am



Title: Windows Mobile 2003 Port
Post by: Jay Mattis on November 21, 2003, 06:43:55 am
Hi, I'm trying to port SC2 to the Windows Mobile 2003 OS and I have a couple of questions. Is there any way to easily disable the use of sound in the sc2 code so that I don't need to port any sound libraries for now? Also, is OpenGL required and a really important library for the gameplay of sc2, and is there an easy to way to get around using that too for now?


Title: Re: Windows Mobile 2003 Port
Post by: Michael Martin on November 21, 2003, 08:06:54 am
There is a "null" sound decoder already (use the --sound none command line option).

OpenGL is the secondary backend; the default "pure-SDL mode" doesn't touch it.  You'll find an opengl.c file and a pure.c file in src\sc2code\libs\graphics\sdl -- opengl.c and things that link against it can be hacked away.



Title: Re: Windows Mobile 2003 Port
Post by: Culture20 on November 21, 2003, 07:06:21 pm
Jay, assuming that this is for PDAs, if you figure out any architecture (CPU, memory mapping) problems, I'd definitely be interested in hearing about them.  I tried compiling it on ARM linux but gave up because I didn't know the code well enough (and low-level memory programming isn't my forte).


Title: Re: Windows Mobile 2003 Port
Post by: Jay Mattis on November 22, 2003, 07:52:15 pm
Ok, but even if I can run it with the option of the null decoder I need to compile it with only the null decoder. How can I keep it from depending on OpenAL and junk like that? It seems pretty tightly linked, no?


Title: Re: Windows Mobile 2003 Port
Post by: Michael Martin on November 22, 2003, 11:37:37 pm
Quote
Ok, but even if I can run it with the option of the null decoder I need to compile it with only the null decoder. How can I keep it from depending on OpenAL and junk like that? It seems pretty tightly linked, no?


OpenAL specifically will only be linked in if HAVE_OPENAL is defined.  MixSDL is still directly linked (and is based on SDL_audio).  If you want to get rid of that too, you'll have to hack the source.


Title: Re: Windows Mobile 2003 Port
Post by: Jay Mattis on November 23, 2003, 01:27:35 am
Argh, alright. I'll try to just get MixSDL working on Pocket PCs first then.


Title: Re: Windows Mobile 2003 Port
Post by: Jay Mattis on November 23, 2003, 03:43:34 am
Alright, I don't think that SDL_mixer is going to be a problem, but what about libogg and libvorbis? Are those two libraries difficult to disable also?


Title: Re: Windows Mobile 2003 Port
Post by: meep-eep on November 25, 2003, 01:38:37 pm
MixSDL is not SDL_Mixer.
We used SDL_Mixer at the start, but found it not good enough. MixSDL is made by one of our own, fOSSiL.

Disabling libogg/libvorbis won't be as simple as changing a define. However, the code is pretty isolated, so it shouldn't take you much time disabling it. Just look in src/sc2code/libs/sound.
Btw: I expect this will be made more modular in the future too.



Title: Re: Windows Mobile 2003 Port
Post by: VBD950 on November 27, 2003, 03:22:00 am
I've been thinking about the same exact thing.  I've never compiled C before.  If you could give me instructions, or even send me the executable you make for Windows Mobile 2003, I'd be really happy.  Please send me some form of info either here or at vbd950@yahoo.com