The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => Technical Issues => Topic started by: Wishbone on January 24, 2008, 11:45:44 am



Title: Windows Mobile port?
Post by: Wishbone on January 24, 2008, 11:45:44 am
Since the wiki contains instructions for compiling UQM for WinCE, I'm assuming someone has done just that, at least once. And yet, I can't find such a port anywhere. Does anyone know if it's available for download? Or will I have to compile it myself? I looked at the instructions, and to be honest, I think I'd give up after a while. It'd probably take me a hell of a long time to get all those details to match up perfectly, especially since I wouldn't really know what I was doing. I've never used command-line compilers before.

Since there are apparently a number of existing ports other than those on the download page, it would be cool if you could link to the ones you know of. Of course, official builds of more ports would be nice too, but you might not want to support any more platforms directly. But with the number of Windows-based phones with 320x240 resolution displays as high as it is getting, an official Windows Mobile build would be great.

Regardless, thanks for all the work you've put into UQM.


Title: Re: Windows Mobile port?
Post by: meep-eep on January 24, 2008, 08:14:44 pm
There's a list of third party ports on this Ultronomicon page (http://uqm.stack.nl/wiki/script/index.php?title=The_Ur-Quan_Masters) (I just added the WinCE entry).

An official build won't happen unless there is someone who is prepared to keep the build for that platform in sync for every release, working in close cooperation with the core team. (Or someone from the core team itself, if he ever gets one himself.)

Also, there will still be a significant difference among the various handhelds running Windows CE.


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on February 23, 2008, 01:17:21 am
What? Is that the greatest game of all time running on an X51v?

Happy days and jubilation! I thought this day would never come, with my desperation for a Windows Mobile port of UQM about a year ago! (I'm sure the rest of you remember those threads I made about Palm OS and WM ports, and how I'd try miserably to compile some code and get it working myself. Hell, I even considered going so far as to pawn off my WM handhelds and buy a Nokia N810 instead...)

Now, we just need the following:

-Pre-compiled binaries and other files (To me, compiling is a big hassle with the potential to screw up somehow. I just want the finished product.)

-OpenGL-ES support (Several WinCE/WM handhelds have a form of OpenGL-ES graphics accelerator, most notably the Dell Axim X50v and X51v. If it were to be harnessed, it could be used for scaling purposes, much like a special PocketSNES port does.)


Title: Re: Windows Mobile port?
Post by: ptx on March 18, 2008, 05:51:49 pm
The reason I haven't "published" a pre-built binary Pocket PC is that even though UQM runs very nicely on an Axim x51v, there are still things to work out, like:

* Adding touch-screen-based navigation (or, another words, mouse support) - the game is fully playable on x51v, but  I also tried on Audiovox PPC-6700 smartphone, and the game was nearly unplayable due to the difficult controller. This would be fixed by adding mouse/touch-screen support - but adding that support is a huge project in itself.

* Adding code to account for rotation - while the game runs just fine when hard-coding to landscape mode, there are some issues left to work out when dealing with keys not rotating correctly, etc.

I'll be happy to land a hand to whoever is interested in compiling UQM for wince and has trouble with the wiki instructions.

One thing I could possibly do is provide an Ubuntu vmware image with ready-to-compile environment. Meep-Eep - any possibility of hosting that somewhere? (Note that vmware player is free, and so is Ubuntu).

-Pavel


Title: Re: Windows Mobile port?
Post by: meep-eep on March 18, 2008, 07:15:28 pm
Hosting that is no problem.

And I think that even without rotation and touch-screen navigation, a binary would be appreciated by several people.


Title: Re: Windows Mobile port?
Post by: ptx on March 21, 2008, 03:03:19 am
Cool. I will look into creating a vmware image.

Can I just email you the wince binary files, or should I host it somewhere? What needs to accompany it besides install instructions?


Title: Re: Windows Mobile port?
Post by: ptx on March 21, 2008, 04:59:57 am
meep-eep: I've emailed you the binaries and install instructions.


Title: Re: Windows Mobile port?
Post by: meep-eep on March 21, 2008, 01:33:14 pm
I've put up the file at http://uqm.stack.nl/files/other/ptx/wince/uqm-0.6.2-wince-20080320.zip (http://uqm.stack.nl/files/other/ptx/wince/uqm-0.6.2-wince-20080320.zip).
I still need the modified source (or a patch), as per the GPL.

As for the installation instructions, I'm just hosting the file. If you want a web page (which would be a good idea), you could create a page on the Ultronomicon for it.


Title: Re: Windows Mobile port?
Post by: ptx on March 21, 2008, 04:02:43 pm
I've started the page:
http://wiki.uqm.stack.nl/Windows_CE_port

Regarding the patches - do I need to provide the patches just for 0.6.2 version of The Ur-Quan Masters? (since the patches for the rest of the libraries are on the "build instructions" page).


Title: Re: Windows Mobile port?
Post by: meep-eep on March 21, 2008, 05:26:55 pm
I would think that supplying the patches to the libs on the build instructions page should be good enough.


Title: Re: Windows Mobile port?
Post by: sgonch on March 24, 2008, 12:20:01 pm
Don't work on HP rx1950, just doesn't start  :(


Title: Re: Windows Mobile port?
Post by: ptx on March 26, 2008, 02:58:08 pm
Try creating a shortcut and adding parameter to specify a log file.

Check out "Adding The Ur-Quan Masters command-line arguments" section on the http://wiki.uqm.stack.nl/Windows_CE_build_instructions page on adding shortcuts if you are not sure how to.

Afterwards, see if there is anything inside the log file.


Title: Re: Windows Mobile port?
Post by: ptx on March 26, 2008, 02:59:03 pm
Ohhhhhh ALSO, while adding that shortcut add a parameter to start in 320x240 resolution, the default might be 640x480... That could be the problem!


Title: Re: Windows Mobile port?
Post by: sgonch on March 27, 2008, 07:52:21 am
You're right the problem with resolution. In the log file I can see that the game cannot set 640x480 resolution. But I can't find information on how to set resolution via parameters in command line


Title: Re: Windows Mobile port?
Post by: sgonch on March 27, 2008, 08:03:56 am
Please disregard, I found the answer "-r 320x240" parameter, and.... IT'S WORKING!!!! My number one game, from my childhood is now  always with me, in my pocket, that's unbelievable! Thank you guys! Thank you very much!


Title: Re: Windows Mobile port?
Post by: sgonch on March 27, 2008, 08:22:25 am
Hmm... Unfortunately right now only mlee is working, the game hangs after the intro. I will continue to investigate this


Title: Re: Windows Mobile port?
Post by: ptx on March 27, 2008, 02:40:47 pm
Glad to hear you got it running! Any issues with key mappings?


Title: Re: Windows Mobile port?
Post by: ptx on March 28, 2008, 01:12:36 am
Didn't see the "only melee working" message. Hmm..... Anything interesting in the logs?


Title: Re: Windows Mobile port?
Post by: Voidrunner on March 28, 2008, 08:22:08 am
I got starcon 2 to load on my ipaq and found the starcon.key file but what do I change to get all my keys to work. currently only the directional keys work


Title: Re: Windows Mobile port?
Post by: ptx on March 28, 2008, 03:43:40 pm
Have you tried remapping the keys through the UQM setup menu?


Title: Re: Windows Mobile port?
Post by: Novus on March 28, 2008, 10:08:35 pm
Have you tried remapping the keys through the UQM setup menu?
That could be a bit difficult with only directional keys. Besides, the setup menu doesn't let you change menu keys.


Title: Re: Windows Mobile port?
Post by: Voidrunner on March 29, 2008, 07:57:37 am
Yes you can set new keys in the setup menu but it only lets you set 3 or so keys before it bugs up and does not recognize what key you are pressing...anuy way it's not a problem since when you select keys in setup it will tell you which key on the pda you have pressed...thenall you have to do is edit the .key file


Title: Re: Windows Mobile port?
Post by: ptx on April 01, 2008, 06:05:23 am
Have you tried remapping the keys through the UQM setup menu?
That could be a bit difficult with only directional keys. Besides, the setup menu doesn't let you change menu keys.

Normally the PDA select (button in the center of directional keys) is the ENTER key.


Title: Re: Windows Mobile port?
Post by: ptx on April 01, 2008, 06:07:15 am
Yes you can set new keys in the setup menu but it only lets you set 3 or so keys before it bugs up and does not recognize what key you are pressing...anuy way it's not a problem since when you select keys in setup it will tell you which key on the pda you have pressed...thenall you have to do is edit the .key file

I don't see that behavior on my axim - all keys map in setup w/o issues. I don't have an ipaq to try on...


Title: Re: Windows Mobile port?
Post by: ptx on April 01, 2008, 06:08:52 am
I got starcon 2 to load on my ipaq and found the starcon.key file but what do I change to get all my keys to work. currently only the directional keys work

I believe that should be App1 - App6 buttons (at least that's what it is on my axim).


Title: Re: Windows Mobile port?
Post by: sgonch on April 01, 2008, 08:01:37 am
On my IPaq application buttons are App1-App4 from left to right, Middle button is Return. I changed key mapping in the zip file. because in the menu I wasn't able to do this, because when you change one button, another button in the additional set is being changed too and for me it was like RIGHT button for moving up and additionally UP button, so when I click right in the game the ship moves right and forward and there was no way to change this because there is no mapping for delete button.

If somebody wants I can send my settings .zip file for my iPaq.

Now what I've discovered with the game itself - on my iPaq I have >10Mb of free RAM when I run the game. It looks like this is enough to play melee, but it's not sufficient to run the full game. In logs I see different errors (malloc failure, not enough RAM, etc.) but they are all memory related. I think I'm going to remove all music files from the content package - I hope this helps.


Title: Re: Windows Mobile port?
Post by: sgonch on April 01, 2008, 10:55:58 am
Unfortunately after removing all sound and music files the game still won't run :(

Maybe the problem is with the whole size of the content package, maybe i will be able to reduce it even more. Could someone check how SC loads all content data - by opening the whole package or it dynamically loads necessary data?

And I can't get any logs, the game doesn't create them when it crashes after I click New Game and go through the into.


Title: Re: Windows Mobile port?
Post by: Novus on April 01, 2008, 12:29:32 pm
it dynamically loads necessary data?
Yep; there's no way a PC with 1 MB of RAM would have stood a chance otherwise.

Am I correct in understanding that you are running the game from a RAM disk (i.e. both files and program data are stored in the same RAM)? In that case removing some extra files might help.

There are a few other things I'd check first, though:
  • Make sure you're doing a release build. The debug executables are huge by iPAQ standards.
  • Does decreasing the window size/display resolution help? Remember, 640x480 at 32 bpp is over a megabyte, and UQM uses several display buffers of that size to imitate the 3DO's video hardware's capabilities. On my Linux setup, at least, this is the difference between using 14 MB of heap just to get the main menu and about 8 when running a conversation with speech (6 MB at the menu).

That said, I'm not entirely convinced that UQM isn't leaking memory in a few places, assuming I'm reading the Valgrind/Massif output right. I'll report memory leaks to Bugzilla if I find any.


Title: Re: Windows Mobile port?
Post by: sgonch on April 01, 2008, 03:51:59 pm
I'm currently running the game from the storage card, and I'm using 320x240 resolution.

Currently I think UQM can consume only 10Mb of memory on my device, so I think maybe some leaks during loading of the game consumes all the free space in RAM and because of this the game crashes.


Title: Re: Windows Mobile port?
Post by: ptx on April 03, 2008, 04:48:51 pm
I'm currently running the game from the storage card, and I'm using 320x240 resolution.

Currently I think UQM can consume only 10Mb of memory on my device, so I think maybe some leaks during loading of the game consumes all the free space in RAM and because of this the game crashes.

I'm running UQM with 25+ free Mb on my Axim.

If you want to debug this, PM me your IM and email address. Weird that you are not seeing anything in the log... I can try recompiling with flush after each log output, or maybe close/reopen log file.


Title: Re: Windows Mobile port?
Post by: ptx on April 03, 2008, 04:58:26 pm
Quote
Yep; there's no way a PC with 1 MB of RAM would have stood a chance otherwise.
What about sound/music libs? What are the mem reqs for that? ... Actually - try disabling sound and music and see if you get any further.

Quote
Make sure you're doing a release build. The debug executables are huge by iPAQ standards.
Executable size is 1,368KB, and DEBUG='0', so I'm pretty sure it's the release build


Title: Re: Windows Mobile port?
Post by: ptx on April 07, 2008, 06:26:26 am
The VMWare image (Linux guest) with Pocket PC ready-to-build environment is here (thanks Serge!):
http://uqm.stack.nl/files/other/ptx/wince/ubuntu_uqm_wince_20080405.zip

IMAGE INFO:
OS: Ubuntu 7.10 server
Size: 230MB(compressed), 700MB(uncompressed)
Memory: 256MB
Username: uqm
Password: uqm

Make sure to check /home/uqm/readme.txt.

VMWare player is available here as a free download: http://www.vmware.com/products/player/

If there are any issues with compiling using this image - feel free to send me a PM / email.

-Pavel

(This information has also been added to the wiki page.)


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on April 08, 2008, 07:29:52 pm
Great, I'm one step closer to getting it on my X50v(and probably my hx4700 too, though trying to play games like this on it would obviously suck).

The only problem is that the VMware image trickles onto my hard drive at a speed that makes 56k seem fast. Could there be a faster mirror for it?


Title: Re: Windows Mobile port?
Post by: ptx on April 08, 2008, 10:25:15 pm
It's not that bad for me - I'm able to download the entire image in under 2 hrs.


Title: Re: Windows Mobile port?
Post by: ptx on April 08, 2008, 10:26:41 pm
Great, I'm one step closer to getting it on my X50v(and probably my hx4700 too, though trying to play games like this on it would obviously suck).

That's the main reason I didn't publish a binary from the start.... W/o mouse support playing on pda's like hx4700 is nearly impossible.


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on April 09, 2008, 12:00:41 am
For me, I get estimates of eight hours for a full download, and twice already I've been about halfway through, only for the download to screw up and start from the beginning again. I'm only getting 8.7 KB/s at the moment, which is atrociously low; my best speeds were in the range of 12 KB/s for that particular download when I can get almost 500 KB/s on other downloads with good hosts.

Still, it would have been nice if you gave us a binary anyway, even if mouse/touchscreen support isn't implemented yet. It's not like I can do anything useful with the source code.


Title: Re: Windows Mobile port?
Post by: ptx on April 09, 2008, 04:02:39 pm
For me, I get estimates of eight hours for a full download, and twice already I've been about halfway through, only for the download to screw up and start from the beginning again. I'm only getting 8.7 KB/s at the moment, which is atrociously low; my best speeds were in the range of 12 KB/s for that particular download when I can get almost 500 KB/s on other downloads with good hosts.

Still, it would have been nice if you gave us a binary anyway, even if mouse/touchscreen support isn't implemented yet. It's not like I can do anything useful with the source code.

Oh, the binary has been available on the wiki page for some time now  :) It's actually mentioned in this thread.


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on April 09, 2008, 06:32:57 pm
I just got everything on the SD card ready to go, and...nothing. Whenever I tap uqm.exe on my X50v, I get pretty much the same effect as typing "xyzzy" in a text adventure; in other words, NOTHING HAPPENS.

I hope this isn't a port that requires Windows Mobile 5.0 or greater just to run-I'm sick of dealing with filesys.exe compaction thread slowdowns.


Title: Re: Windows Mobile port?
Post by: ptx on April 10, 2008, 02:54:03 am
I just got everything on the SD card ready to go, and...nothing. Whenever I tap uqm.exe on my X50v, I get pretty much the same effect as typing "xyzzy" in a text adventure; in other words, NOTHING HAPPENS.

I hope this isn't a port that requires Windows Mobile 5.0 or greater just to run-I'm sick of dealing with filesys.exe compaction thread slowdowns.

Two things:

1. Try creating a shortcut and adding parameter to specify a log file. Check out "Adding The Ur-Quan Masters command-line arguments" section on the http://wiki.uqm.stack.nl/Windows_CE_build_instructions page on adding shortcuts if you are not sure how to.

2. Default resolution is 640x480. Your PDA probably only supports 320x240. While adding that shortcut add a parameter to start in 320x240 resolution, the default might be 640x480... The parameter in question is: -r 320x240


Title: Re: Windows Mobile port?
Post by: ptx on April 10, 2008, 02:58:26 am
I've updated wiki with this (shortcut for 320x240).


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on April 10, 2008, 03:31:27 am
I tried the command line setting for creating a log file. No log files were ever created.

I even tried the QVGA resolution setting, but that still yielded nothing. (I shouldn't even have to do that on a Dell Axim X50v, though-it's VGA just like your X51v, only that it's meant to run WM2003SE rather than WM5.)

It also doesn't launch at all on my hx4700, either.

I guess I'll try installing WM6.1 on one of the two and see if that fixes it.


Title: Re: Windows Mobile port?
Post by: ptx on April 10, 2008, 04:00:09 pm
Hmmm... Although I haven't tried on older versions of WM, I would think that it still should work. That is strange.


Title: Re: Windows Mobile port?
Post by: ptx on April 19, 2008, 03:24:30 am
So far I've verified this to work on the following PDAs / smart-phones:
* Dell Axim x51 / WM5
* Sprint PPC 6700 / WM5
* Sprint HTC Touch / WM6

NOTE: key tweaks are required, mostly b/c some keys are not re-mappable from the setup menu...


Title: Re: Windows Mobile port?
Post by: ptx on April 23, 2008, 04:27:18 pm
Is there any reason Cancel key can't be made re-mappable from the setup menu?


Title: Re: Windows Mobile port?
Post by: Baby Gorilla on April 28, 2008, 04:30:31 am
I just got everything on the SD card ready to go, and...nothing. Whenever I tap uqm.exe on my X50v, I get pretty much the same effect as typing "xyzzy" in a text adventure; in other words, NOTHING HAPPENS.

I hope this isn't a port that requires Windows Mobile 5.0 or greater just to run-I'm sick of dealing with filesys.exe compaction thread slowdowns.

Two things:

1. Try creating a shortcut and adding parameter to specify a log file. Check out "Adding The Ur-Quan Masters command-line arguments" section on the http://wiki.uqm.stack.nl/Windows_CE_build_instructions page on adding shortcuts if you are not sure how to.

2. Default resolution is 640x480. Your PDA probably only supports 320x240. While adding that shortcut add a parameter to start in 320x240 resolution, the default might be 640x480... The parameter in question is: -r 320x240

Hi,

I've followed the instructions as much as I know how, but I get the same problem of the game just not loading when I click on the shortcut.

I wasn't sure how to really open the shortcut with a text editor, so I opened it with notepad on my Sprint Mogul (PPC 6800 w/ WM6), it had the one command line already there (path), so I added the log command line and tried to run it. Nothing. I can't find any log file either to see what's going on. Where would it be placed? in the base directory? I also added the resolution command line, but is there anything you have to add outside the quote marks? I'm just not sure what else I'm doing wrong. I followed the directions from Precompiled Binaries down contained in the wiki.

One weird thing, though. It says you have to use .6.2 version, but when I installed UQM on my PC using the .6.2 installer, it said it downloaded the .6.0 version. Could this be a problem?

I really want to get this to work, even if it's just the hyper melee right now. SC2 was one of my favorite games growing up and I still come back to it every now and then. Finding out it's 'available' for PPCs psyked me out, but not being able to get it to work is taking wind out of my sales :(

Any help would be great! Thanks in advance all!


Title: Re: Windows Mobile port?
Post by: Baby Gorilla on April 28, 2008, 04:35:52 am
Also, has anyone tried this on a PPC with a slide out keyboard, and if it would solve any of the keymapping issues or just cause more?


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on April 29, 2008, 10:04:30 pm
I just slapped a WM6.0 ROM with a 0 MB page pool setting onto my X50v just to see if performance would be acceptable, and I haven't had any filesys.exe issues yet.

Of course, I also tested the UQM port, and lo and behold, it works this time! However, the D-Pad is mapped incorrectly, still having its portrait mode orientation while the display is in landscape. If I try going into landscape beforehand, then the image doesn't display properly. It would be nice if that were fixed.

Oh, and as far as the HTC Mogul problems are concerned, did you try making a shortcut to UQM.exe with command line arguments to set the resolution to 320x240? (I'm not sure how else to help until I manage to let one of my classmates test UQM on her Mogul.)


Title: Re: Windows Mobile port?
Post by: Baby Gorilla on April 29, 2008, 11:07:56 pm
I just slapped a WM6.0 ROM with a 0 MB page pool setting onto my X50v just to see if performance would be acceptable, and I haven't had any filesys.exe issues yet.

Of course, I also tested the UQM port, and lo and behold, it works this time! However, the D-Pad is mapped incorrectly, still having its portrait mode orientation while the display is in landscape. If I try going into landscape beforehand, then the image doesn't display properly. It would be nice if that were fixed.

Oh, and as far as the HTC Mogul problems are concerned, did you try making a shortcut to UQM.exe with command line arguments to set the resolution to 320x240? (I'm not sure how else to help until I manage to let one of my classmates test UQM on her Mogul.)

I made the shortcut as I know how to. I used Resco Explorer to copy/paste shortcut. I opened the file in Word Mobile, and here is what is displayed currently for the file uqm_shortcut:

27#"\Storage Card\UQM\uqm.exe"
21#"\Storage Card\UQM\uqm.exe' -1 uqm_log.txt
"- 320x240"

Am I doing something wrong? Missing something?


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on April 29, 2008, 11:26:21 pm
Try editing it to display the following:

 "\Storage Card\UQM\uqm.exe" -1 uqm_log.txt -r 320x240

If that doesn't work, try adding the 21# at the beginning and see what happens.


Title: Re: Windows Mobile port?
Post by: Baby Gorilla on April 29, 2008, 11:54:04 pm
Try editing it to display the following:

 "\Storage Card\UQM\uqm.exe" -1 uqm_log.txt -r 320x240

If that doesn't work, try adding the 21# at the beginning and see what happens.
Nothing :(

It's not even creating a log file! That, or I don't know where it's putting it.


Title: Re: Windows Mobile port?
Post by: ptx on May 02, 2008, 08:33:24 pm
Quote
I made the shortcut as I know how to. I used Resco Explorer to copy/paste shortcut. I opened the file in Word Mobile, and here is what is displayed currently for the file uqm_shortcut:

27#"\Storage Card\UQM\uqm.exe"
21#"\Storage Card\UQM\uqm.exe' -1 uqm_log.txt
"- 320x240"

Am I doing something wrong? Missing something?

It is not "-1", but rather "-l" as in "log"

I am fairly certain that it works on HTC Mogul, b/c I did try it out on a friend's HTC 6700 (WM5), as well as my HTC Touch (WM6).

-Pavel


Title: Re: Windows Mobile port?
Post by: Baby Gorilla on May 03, 2008, 01:01:13 am
Quote
I made the shortcut as I know how to. I used Resco Explorer to copy/paste shortcut. I opened the file in Word Mobile, and here is what is displayed currently for the file uqm_shortcut:

27#"\Storage Card\UQM\uqm.exe"
21#"\Storage Card\UQM\uqm.exe' -1 uqm_log.txt
"- 320x240"

Am I doing something wrong? Missing something?

It is not "-1", but rather "-l" as in "log"

I am fairly certain that it works on HTC Mogul, b/c I did try it out on a friend's HTC 6700 (WM5), as well as my HTC Touch (WM6).

-Pavel

Ok, I changed it so it now reads in the uqm_shortcut.lnk:

27#"\Storage Card\UQM\uqm.exe"
21#"\Storage Card\UQM\uqm.exe' -l uqm_log.txt
"-r 320x240"

When I tap the shortcut, I get the 'working' icon, then nothing. Still no log is being created.


Title: Re: Windows Mobile port?
Post by: meep-eep on May 03, 2008, 02:07:00 am
I don't have Windows mobile myself, but from what I could find, the number before the '#' specifies how many characters follow the '#'.
I don't know how parameters are supposed to be handled, but I'd try the following:
Quote
53#"\Storage Card\UQM\uqm.exe" -l uqm_log.txt -r 320x240
I'm not sure where the uqm_log.txt file is supposed to end up. Perhaps it is better to specify it with a complete path (and change the number accordingly).


Title: Re: Windows Mobile port?
Post by: ptx on May 05, 2008, 06:54:36 pm
Quote
Ok, I changed it so it now reads in the uqm_shortcut.lnk:

27#"\Storage Card\UQM\uqm.exe"
21#"\Storage Card\UQM\uqm.exe' -l uqm_log.txt
"-r 320x240"

When I tap the shortcut, I get the 'working' icon, then nothing. Still no log is being created.

I still don't understand why you have two lines (one starting with 27 and one starting with 21).

I suggest trying the folowing:

1. Remove your shortcut

2. Create a new shortcut by clicking on the file, then Copy, and then Paste As Shortcut

3. Edit the shortcut and add the following at the end:
 -r320x240 -luqmlog.txt

NOTE: Make sure you do this correctly, i.e. if your original line is this:
29#"\Storage Card\UQM\UQM.EXE"
your new line will be:
29#"\Storage Card\UQM\UQM.EXE" -r320x240 -luqmlog.txt

Again, after the original line you will have a SPACE character, then -r320x240 (NO SPACES between r and 3), then -luqmlog.txt (NO SPACES between l and u)

I think you have two problems in your current shortcut:
1. Two lines. There should be only one line.
2. You have "-r 320x240" in quotes. This will probably pass it in to executable as single argument, and the executable doesn't know what to do with it (that's just my guess, I haven't checked the code)

NOTE: that you should only end up with ONE line in the shortcut file.

The log file is written in the current directory (normally wince doesn't have a concept of current dir, but cegcc introduces it).

I never had to change the initial number in the shortcut - it works for me w/o changing it in both WM5 and WM6.

Bottomline: First check to make sure you have only one line in the shortcut, then add this to the end:
 -r320x240 -luqmlog.txt



Title: Re: Windows Mobile port?
Post by: ptx on May 05, 2008, 06:59:59 pm

Ok, I changed it so it now reads in the uqm_shortcut.lnk:

27#"\Storage Card\UQM\uqm.exe"
21#"\Storage Card\UQM\uqm.exe' -l uqm_log.txt
"-r 320x240"

When I tap the shortcut, I get the 'working' icon, then nothing. Still no log is being created.

If you still can't get this to work, PM me your IM (yahoo, aim or msn) and I will walk you through over IM.


Title: Re: Windows Mobile port?
Post by: Baby Gorilla on May 05, 2008, 09:11:49 pm
Quote
Ok, I changed it so it now reads in the uqm_shortcut.lnk:

27#"\Storage Card\UQM\uqm.exe"
21#"\Storage Card\UQM\uqm.exe' -l uqm_log.txt
"-r 320x240"

When I tap the shortcut, I get the 'working' icon, then nothing. Still no log is being created.

I still don't understand why you have two lines (one starting with 27 and one starting with 21).

I suggest trying the folowing:

1. Remove your shortcut

2. Create a new shortcut by clicking on the file, then Copy, and then Paste As Shortcut

3. Edit the shortcut and add the following at the end:
 -r320x240 -luqmlog.txt

NOTE: Make sure you do this correctly, i.e. if your original line is this:
29#"\Storage Card\UQM\UQM.EXE"
your new line will be:
29#"\Storage Card\UQM\UQM.EXE" -r320x240 -luqmlog.txt

Again, after the original line you will have a SPACE character, then -r320x240 (NO SPACES between r and 3), then -luqmlog.txt (NO SPACES between l and u)

I think you have two problems in your current shortcut:
1. Two lines. There should be only one line.
2. You have "-r 320x240" in quotes. This will probably pass it in to executable as single argument, and the executable doesn't know what to do with it (that's just my guess, I haven't checked the code)

NOTE: that you should only end up with ONE line in the shortcut file.

The log file is written in the current directory (normally wince doesn't have a concept of current dir, but cegcc introduces it).

I never had to change the initial number in the shortcut - it works for me w/o changing it in both WM5 and WM6.

Bottomline: First check to make sure you have only one line in the shortcut, then add this to the end:
 -r320x240 -luqmlog.txt



AH!!! Thank you! That worked! I think there were some conflicting instructions floating around and I was trying to piece them together, hence the multiple lines.

Now to configure the keys and start playing! Thanks again! :D


Title: Re: Windows Mobile port?
Post by: Baby Gorilla on May 05, 2008, 09:43:00 pm
Ok, next question :D

I can get into the game well enough and navigate the menus, but when I select Super Melee to test things out, I can't move the cursor from the '?' icon. I've tried editing the controls in the setup menu, but that doesn't seem to work, since I'm trying to change the commands to keys that are on the Mogul's slide out keyboard. I'm not exactly sure how I should edit the .key file to change things around.

What I want is to either be able to use WASD or the "joystick" on the face of the Mogul to steer/thrust the ship (without having to worry about pressing the 'enter' button), and either of the arrow keys to use as fire/special.


Title: Re: Windows Mobile port?
Post by: ptx on May 05, 2008, 10:13:42 pm
Ok, next question :D

I can get into the game well enough and navigate the menus, but when I select Super Melee to test things out, I can't move the cursor from the '?' icon. I've tried editing the controls in the setup menu, but that doesn't seem to work, since I'm trying to change the commands to keys that are on the Mogul's slide out keyboard. I'm not exactly sure how I should edit the .key file to change things around.

What I want is to either be able to use WASD or the "joystick" on the face of the Mogul to steer/thrust the ship (without having to worry about pressing the 'enter' button), and either of the arrow keys to use as fire/special.

I'm not seeing that behavior. I am able to move the cursor with the regular cursor keys when using either HTC Touch and Dell Axim.

Only thing I can suggest here is to play around with the starcon.key file.





Title: Re: Windows Mobile port?
Post by: Baby Gorilla on May 05, 2008, 10:33:08 pm
I think something may be conflicting with it, as the cursor isn't solid, but it's rapidly blinking/flashing, like something is keeping it in place. Not sure how else to describe it.


Title: Re: Windows Mobile port?
Post by: ptx on May 05, 2008, 10:45:56 pm
Make sure you are not running two UQM's at once... I've had that happen when I clicked twice on accident - it started two instances of the game.

I.e. Either exit game, or if you can't = reboot the phone. Afterwards start the game again, but be careful not to click it twice.


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on May 17, 2008, 02:21:38 am
I also managed to get my hx4700 fixed up and running perfectly(just had to get the trackpad working again, as well as get a digitizer with perfect accuracy), and have installed WM6.1 on it.

I ran UQM, but I had the same problem as on my X50v-left and right acted as up and down, as if the switch to landscape mode only affected the screen and not the buttons.

Have you released any updates that may have fixed this issue in the meantime?


Title: Re: Windows Mobile port?
Post by: Islanti on May 17, 2008, 03:40:49 am
I'm very excited to see UQM ported to the Pocket PC (finally).  Unfortunately I can't get anything but the "enter" key to work in the game on my iPaq 210.  I have to soft-reset to exit every time.

I found a free key map utility.  It doesn't work with two of the special keys but very few applications do.  The keys that I can log show up as follows:

App:
Record: 0xc6
App1 (Calendar): 0xCC (keydown), 0xC1 (keyup)
App2 (Start): ??
App3 (OK): ??
App4 (Mail): 0xCD (keydown), 0xC4 (keyup)

D-Pad:
Up: 0x26
Down: 0x28
Left: 0x25
Right: 0x27
Enter: 0x0D

I'm happy to run any utility or debug versions you might have if you need more information.


Title: Re: Windows Mobile port?
Post by: ptx on May 19, 2008, 08:03:28 pm
D-Pad:
Up: 0x26
Down: 0x28
Left: 0x25
Right: 0x27
Enter: 0x0D

The Enter key seems to be a standard 0x0D, but d-pad keys .... not sure what to make of them.

This is from SDL_keysym.h:

    SDLK_DOLLAR     = 36,
    SDLK_AMPERSAND      = 38,
    SDLK_QUOTE      = 39,
    SDLK_LEFTPAREN      = 40,
    SDLK_RIGHTPAREN     = 41,
...
    SDLK_UP         = 273,
    SDLK_DOWN       = 274,
    SDLK_RIGHT      = 275,
    SDLK_LEFT       = 276,

There is no 0x25 (37 dec).

Do other SDL apps work on your PDA?


Title: Re: Windows Mobile port?
Post by: ptx on May 19, 2008, 08:04:55 pm
I ran UQM, but I had the same problem as on my X50v-left and right acted as up and down, as if the switch to landscape mode only affected the screen and not the buttons.

I suggest playing with the key settings file as a workaround.


Title: Re: Windows Mobile port?
Post by: Islanti on May 20, 2008, 12:38:21 am
D-Pad:
Up: 0x26
Down: 0x28
Left: 0x25
Right: 0x27
Enter: 0x0D

The Enter key seems to be a standard 0x0D, but d-pad keys .... not sure what to make of them.

This is from SDL_keysym.h:

    SDLK_DOLLAR     = 36,
    SDLK_AMPERSAND      = 38,
    SDLK_QUOTE      = 39,
    SDLK_LEFTPAREN      = 40,
    SDLK_RIGHTPAREN     = 41,
...
    SDLK_UP         = 273,
    SDLK_DOWN       = 274,
    SDLK_RIGHT      = 275,
    SDLK_LEFT       = 276,

There is no 0x25 (37 dec).

Do other SDL apps work on your PDA?
I am able to map all the buttons on my device using SCUMMVM 0.11.1.  That's the only other SDL app I have.  The default keys were probably messed up in Scumm too but SCUMMVM supports the stylus so it wasn't an issue I noticed.

SCUMMVM does display a "friendly name" for the various keys when you map them.  The names look similar to the SDL ones in the UQM starcon.key file.  Here's what I get for each key...

App:
Record: application 6
App1 (Calendar): application 1
App2 (Start): home
App3 (OK): volume up
App4 (Mail): application 4

The D-Pad is mapped as expected for left-hand landscape mode (i.e. the "up" key is mapped as "left").  Enter is "action".

I tried editing the starkey.map file to match the SCUMMVM names (App4, App1, VolumeUp, Home, etc.) but still no luck.


Title: Re: Windows Mobile port?
Post by: ptx on May 20, 2008, 07:18:58 pm
I am able to map all the buttons on my device using SCUMMVM 0.11.1.  That's the only other SDL app I have.  The default keys were probably messed up in Scumm too but SCUMMVM supports the stylus so it wasn't an issue I noticed.

Just to confirm:
* Once you start uqm, the ONLY key that works is ENTER.
* D-Pad/arrow keys don't work at all (You are not able to navigate the menu).


Title: Re: Windows Mobile port?
Post by: Islanti on May 20, 2008, 08:39:34 pm
Using the stock configuration: the D-Pad does not navigate the menus.  Enter works to select "New Game" or cancel the credits.  None of the other buttons do anything.  Using an alternate configuration doesn't seem to affect anything.


Title: Re: Windows Mobile port?
Post by: ptx on May 20, 2008, 10:49:44 pm
Using the stock configuration: the D-Pad does not navigate the menus.  Enter works to select "New Game" or cancel the credits.  None of the other buttons do anything.  Using an alternate configuration doesn't seem to affect anything.

Let's find out what your D-Pad key codes are (as seen by SDL).

1. Download http://rs217.rapidshare.com/files/116366571/keytest.zip
2. Extract keytest.exe and place it into your uqm directory on your Pocket PC
3. Run keytest.exe and press the following keys, in the following order (don't press anything else):

D-PAD LEFT
D-PAD UP
D-PAD RIGHT
D-PAD DOWN
D-PAD RETURN

After you press RETURN, the app should exit out and you will end up with keytest_out.txt file.
Please provide the contents of that file.


Title: Re: Windows Mobile port?
Post by: Islanti on May 21, 2008, 12:17:23 am
I ran it several times (deleting the log between each attempt) and the results are consistent:

pressed: 106
pressed: 44
pressed: 103
pressed: 0
pressed: 0
pressed: 13

I don't know why down is showing up as "0".

I ran this against the other buttons individually just for fun (0 and 13 are always the last two values recorded, which I assume is the "Enter" action)
Record: 328
Calendar: 0,0
Start: (null)
OK: 312,0
Mail: 0,105


Title: Re: Windows Mobile port?
Post by: ptx on May 21, 2008, 04:25:11 pm
pressed: 106
pressed: 44
pressed: 103
pressed: 0
pressed: 0
pressed: 13

I don't know what to make of this. You mentioned earlier some kind of "free key map utility" ... What is that?

Also you mentioned these values:
D-Pad:
Up: 0x26
Down: 0x28
Left: 0x25
Right: 0x27
Enter: 0x0D

Where are you seeing them?


Title: Re: Windows Mobile port?
Post by: meep-eep on May 21, 2008, 05:16:02 pm
There are various levels of keyboard codes involved.
1. The hardware produces codes.
2. These codes may or may not be translated by some software driver into another series of key codes.
3. SDL takes these codes and produces yet another set of codes, which can be found in SDL_keysym.h, which should be hardware-independent this time.
4. UQM takes the hardware-independant codes from SDL to control the game. UQM has its own table of strings to describe the associated keys.

For your keys to work in UQM, SDL must recognise your platform's key codes, and UQM must recognise the key codes that SDL generates.
If SDL doesn't recognise a key code which it receives, it will produce 0 as its own code, and UQM won't be able to do anything with that.

It looks like that that keytest program shows the code that SDL produces. The codes 106, 44, 103, 0, 0, and 13 do not seem to be the right values, so it looks like SDL does not do the translation right in the first place.

However, four of these keys do generate non-zero codes, and even though they are the wrong ones, these keys can be used without having to modify SDL. You can't use the in-game key config, as you can't get to the in-game key config with these key settings, but by editing the key config file manually, you can get these keys to work in UQM.
UQM will see your left key as "j", up as ",", right as "g", enter as "Return", ok as "RightSuper", and mail as "i". You should use these strings literally in your key config. You'll be missing the down key, but you should be able to play the game without it.

This is merely a workaround though, and the real fix is to patch SDL.

Edit: Oh, and the 0x2something codes look like the low(er) level codes. If someone is going to fix SDL to work with your PDA, he/she will need these codes.


Title: Re: Windows Mobile port?
Post by: Islanti on May 21, 2008, 06:26:31 pm
I don't know what to make of this. You mentioned earlier some kind of "free key map utility" ... What is that?

Also you mentioned these values:
D-Pad:
Up: 0x26
Down: 0x28
Left: 0x25
Right: 0x27
Enter: 0x0D

Where are you seeing them?
Here (http://www.pocketpcfaq.com/developer/pocketpcbuttons.htm) is the webpage with the "ButtonFinder" application (link (http://www.pocketpcfaq.com/developer/InstallButtonFinder.exe)).  It's grabbing the raw key codes as I understood it.

However, four of these keys do generate non-zero codes, and even though they are the wrong ones, these keys can be used without having to modify SDL. You can't use the in-game key config, as you can't get to the in-game key config with these key settings, but by editing the key config file manually, you can get these keys to work in UQM.
UQM will see your left key as "j", up as ",", right as "g", enter as "Return", ok as "RightSuper", and mail as "i". You should use these strings literally in your key config. You'll be missing the down key, but you should be able to play the game without it.
Thanks for this!  I was able to get enough things mapped to control the menu.  A few of your suggested keys don't work, though.  Could this be something to do with key down vs. key up codes? 

Anyway, using the key configuration utility from the Setup menu I was able to confirm the following...

Up: ","
Down: Unknown
Left: "j"
Right: "g"
Enter: "Return"
Record: App6
Calendar: Unknown
Start: (keypress isn't even detected!)
OK: Unknown
Mail: Unknown

I noticed one additional quirk.  Most keys register the key press immediately, but OK doesn't.  Releasing OK is unknown, but holding it down...
OK (held): "k"
It doesn't seem to actually work in practice, though.  Perhaps UQM is seeing the key down code first and ignoring the held code.

The thing I don't understand is why SCUMMVM (which is also using SDL) works fine with my device.


Title: Re: Windows Mobile port?
Post by: ptx on May 21, 2008, 06:58:04 pm
This is merely a workaround though, and the real fix is to patch SDL.

Edit: Oh, and the 0x2something codes look like the low(er) level codes. If someone is going to fix SDL to work with your PDA, he/she will need these codes.

That's the thing though - patch SDL to do what? I can't imagine that HP 210 would have non-standard d-pad codes. There's something strange going on here. The uqm wince files from the wiki page has been confirmed to work with at least ability to navigate the main menu, on several PDA's. People reported being able to get into melee at least, and to get into melee dpad is required.

Plus, it looks like the low-level codes are already the correct ones.

The following is in the winuser.h:
#define VK_LEFT           0x25
#define VK_UP             0x26
#define VK_RIGHT          0x27
#define VK_DOWN           0x28

The following is in SDL's video/windib/SDL_dibevents.c:
...
void DIB_InitOSKeymap(_THIS)
{
...
    VK_keymap[VK_UP] = SDLK_UP;
    VK_keymap[VK_DOWN] = SDLK_DOWN;
    VK_keymap[VK_RIGHT] = SDLK_RIGHT;
    VK_keymap[VK_LEFT] = SDLK_LEFT;
...
}

...

#define EXTKEYPAD(keypad) ((scancode & 0x100)?(mvke):(keypad))

...

static int SDL_MapVirtualKey(int scancode, int vkey)
{
#ifndef _WIN32_WCE
    int mvke  = MapVirtualKeyEx(scancode & 0xFF, 1, hLayoutUS);
#else
    int mvke  = MapVirtualKey(scancode & 0xFF, 1);
#endif
...
   switch(mvke) {
        /* Distinguish between keypad and extended keys */
        case VK_DOWN:   return EXTKEYPAD(VK_NUMPAD2);
        case VK_LEFT:   return EXTKEYPAD(VK_NUMPAD4);
        case VK_RIGHT:  return EXTKEYPAD(VK_NUMPAD6);
        case VK_UP:     return EXTKEYPAD(VK_NUMPAD8);
    }
    return mvke?mvke:vkey;
}

And finally, the following is in ./include/SDL_keysym.h:
...
    SDLK_UP         = 273,
    SDLK_DOWN       = 274,
    SDLK_RIGHT      = 275,
    SDLK_LEFT       = 276,
...



Title: Re: Windows Mobile port?
Post by: meep-eep on May 21, 2008, 07:08:04 pm
Thanks for this!  I was able to get enough things mapped to control the menu.  A few of your suggested keys don't work, though.
I'll tell you how I got those strings. The codes which SDL generates (which you saw in that keytest program) have symbolic names, which can be found in SDL_keysym.h. For instance, 106 is SDLK_j. Then in the UQM source code, in src/sc2code/libs/input/sdl/keynames.c (http://sc2.svn.sourceforge.net/viewvc/sc2/trunk/sc2/src/sc2code/libs/input/sdl/keynames.c?view=markup), you can find the strings that UQM associates with these symbolic names. For SDLK_j that is unsurprisingly "j".

Quote
Could this be something to do with key down vs. key up codes?
That sounds like a good explanation. If the device only produces a code on key release, then the best SDL could do in this case (which it probably isn't doing) is generate a key event for both key-up and key-down when this code is produced. Such a key would not be usable where you need to keep the button down, like as a fire button. But it might do as an escape button.

Quote
The thing I don't understand is why SCUMMVM (which is also using SDL) works fine with my device.
Maybe they're supplying a patched version of SDL? Or maybe they are using a newer version of SDL which has fixes for your device.


Title: Re: Windows Mobile port?
Post by: ptx on May 21, 2008, 07:13:58 pm
Maybe they're supplying a patched version of SDL? Or maybe they are using a newer version of SDL which has fixes for your device.
One thing to try would be copying over keytest.exe to a location with SCUMMVM's sdl.dll and running it there (although might not work if the SDL version they used is not 1.2.12)....

Does it say somewhere in the release notes of SCUMMVM what version of SDL they are using?


Title: Re: Windows Mobile port?
Post by: ptx on May 21, 2008, 07:22:06 pm
Try this:
1. Get sdl.dll from http://rapidshare.com/files/116568260/SDL.dll.html
2. On your HP 210, create a new directory, and place the new sdl.dll there
3. Place keytest.exe there as well
4. Run keytest.exe and repeat the test (press the 4 keys and return)

The output file you will be looking for will be sdl_log.txt (it might be located in your "My Documents", or possibly in the root folder of the device).

The output format is as following:
"SYM:%d, VK:0x%02X, SC:0x%04X\n", keysym->sym, vkey, scancode


Title: Re: Windows Mobile port?
Post by: meep-eep on May 21, 2008, 07:23:15 pm
That's the thing though - patch SDL to do what? I can't imagine that HP 210 would have non-standard d-pad codes.
There is a standard? I expect that the hardware just produces its own codes and that a windows driver translates those codes to those 0x2something codes.

Quote
There's something strange going on here. The uqm wince files from the wiki page has been confirmed to work with at least ability to navigate the main menu, on several PDA's. People reported being able to get into melee at least, and to get into melee dpad is required.

Plus, it looks like the low-level codes are already the correct ones.
Maybe SDL isn't using the windib driver. Setting the environment variable SDL_VIDEODRIVER to "windib" may help. It's likely to break the screen rotation though.


Title: Re: Windows Mobile port?
Post by: ptx on May 21, 2008, 07:35:38 pm
Quote
There is a standard? I expect that the hardware just produces its own codes and that a windows driver translates those codes to those 0x2something codes.
Good point.

Quote
Maybe SDL isn't using the windib driver. Setting the environment variable SDL_VIDEODRIVER to "windib" may help. It's likely to break the screen rotation though.
Also good point. Here's a link to SDL.dll with hard-coded windb env var: http://rapidshare.com/files/116571038/SDL.dll.html


Title: Re: Windows Mobile port?
Post by: Islanti on May 21, 2008, 07:44:29 pm
1.2.13 is bundled with the latest SCUMMVM for Win32.  There's no SDL.DLL included in the WinCE port, though.  Maybe their WinCE distribution compiles a special version into the EXE?

For whatever it is worth I spoke with Sam Lantinga from the SDL project.  He wasn't sure who was even working on the WinCE version of SDL these days so he suggested was to post to the SDL development mailing list.  He also said that it should be possible to run SDL in debug mode and grab the raw key codes.

Keytest doesn't work with the distribution SDL 1.2.13 FWIW.
The first DLL you provided (http://rapidshare.com/files/116568260/SDL.dll.html) gave the same results as the first test.
The second DLL ran in a window (http://rapidshare.com/files/116571038/SDL.dll.html) and gave the same results as well.


Title: Re: Windows Mobile port?
Post by: Islanti on May 21, 2008, 08:15:23 pm
Here is the output from the sdl_log.txt file:
Quote
xyz: tlbr = 0/0/0/0
0x003B
SYM:106, VK:0x25, SC:0xC03B
SYM:44, VK:0x26, SC:0x0041
SYM:44, VK:0x26, SC:0xC041
SYM:103, VK:0x27, SC:0x0034
SYM:103, VK:0x27, SC:0xC034
SYM:0, VK:0x28, SC:0x0038
SYM:0, VK:0x28, SC:0xC038
SYM:0, VK:0x86, SC:0x0000
SYM:13, VK:0x0D, SC:0x0000
SYM:106, VK:0x25, SC:0x003B
SYM:106, VK:0x25, SC:0xC03B
SYM:44, VK:0x26, SC:0x0041
SYM:44, VK:0x26, SC:0xC041
SYM:103, VK:0x27, SC:0x0034
SYM:103, VK:0x27, SC:0xC034
SYM:0, VK:0x28, SC:0x0038
SYM:0, VK:0x28, SC:0xC038
SYM:0, VK:0x86, SC:0x0000
SYM:13, VK:0x0D, SC:0x0000
SYM:13, VK:0x0D, SC:0xC000
SYM:0, VK:0x86, SC:0xC000
SYM:106, VK:0x25, SC:0x003B
SYM:106, VK:0x25, SC:0xC03B
SYM:44, VK:0x26, SC:0x0041
SYM:44, VK:0x26, SC:0xC041
SYM:103, VK:0x27, SC:0x0034
SYM:103, VK:0x27, SC:0xC034
SYM:0, VK:0x28, SC:0x0038
SYM:0, VK:0x28, SC:0xC038
SYM:0, VK:0x86, SC:0x0000
SYM:13, VK:0x0D, SC:0x0000
SYM:13, VK:0x0D, SC:0xC000
SYM:0, VK:0x86, SC:0xC000


Title: Re: Windows Mobile port?
Post by: ptx on May 22, 2008, 06:02:54 pm
Now we are at a point where we got d-pad working on the HP 210.. Although now there is a different issue:
When pressing certain buttons, TWO keyboard events are generated... But only for certain buttons.

I was able to reproduce on my HTC Touch - only one button (Camera) does that:
SYM:334, VK:0xCC, SC:0x0000
SYM:323, VK:0xC1, SC:0x0000

The rest of the buttons seem to be behaving:

Talk:
SYM:284 VK:0x72, SC:0x0000

HangUp:
SYM:285 VK:0x73, SC:0x0000

volumeUp:
SYM:287 VK:0x75, SC:0x0000

VolumeDn:
SYM:288 VK:0x76, SC:0x0000

Although, interestingly enough, "Return" button gives two events (one seems to be unmapped 0x86):
Return:
SYM:0   VK:0x86, SC:0x0000
SYM:13  VK:0x0D, SC:0x0000


Title: Re: Windows Mobile port?
Post by: RichEtheridge on May 30, 2008, 04:07:55 pm
I've tried the port on a couple of different Pocket PCs, a Jornada 565 and a Delll Axim v5. Both of these just sit at a spinning hourglass when the shortcut or executable is launched. I've read through this entire thread and believe I am going through the correct steps. Both of these Pocket PCs have 32MB. Is 64MB generally accepted to be the minimum requirement to run this on a pocket pc or is it possible to get the current build working on a 32MB pocket pc?

P.S. I just want to add my thanks to those who have been working to port UQM to other platforms. You guys are truly crazy, and it is appreciated.


Title: Re: Windows Mobile port?
Post by: NamelessPlayer on May 30, 2008, 05:22:41 pm
I don't think this particular port will work on any OS older than Windows Mobile 5, given my own experiences with it. (It definitely doesn't seem to work under WM2003SE...)


Title: Re: Windows Mobile port?
Post by: RichEtheridge on May 30, 2008, 08:53:38 pm
I don't think this particular port will work on any OS older than Windows Mobile 5...

Thanks for that info, NamelessPlayer, I'll stop trying to force it to work unless I can find a way to upgrade my Jornada. I just tried this on a Cingular 3125 and it works great. Should we be adding working devices to the wiki?


Title: Re: Windows Mobile port?
Post by: ptx on June 01, 2008, 01:49:42 am
Thanks for that info, NamelessPlayer, I'll stop trying to force it to work unless I can find a way to upgrade my Jornada. I just tried this on a Cingular 3125 and it works great. Should we be adding working devices to the wiki?

By all means!


Title: Re: Windows Mobile port?
Post by: ptx on June 01, 2008, 01:50:33 am
I don't think this particular port will work on any OS older than Windows Mobile 5, given my own experiences with it. (It definitely doesn't seem to work under WM2003SE...)

I'll see if I can recompile for WM2003 and will let you know when done so you can test it.


Title: Re: Windows Mobile port?
Post by: Islanti on June 01, 2008, 08:52:25 am
I added the two devices I successfully tested to the Wiki (http://wiki.uqm.stack.nl/Windows_CE_port#Compatibility).  I'd like to add the keymap files as well since I had to do extensive tweaking to them.  Where should I post them (as an attachment on this forum?) and in what format?  By format I mean the filename as well as whether the original file should be updated or the post in-game configuration version is acceptable (which removes all the annotations).


Title: Re: Windows Mobile port?
Post by: meep-eep on June 01, 2008, 12:01:59 pm
You could post them to the Ultronomicon itself. Annotated versions would be preferred.


Title: Re: Windows Mobile port?
Post by: RichEtheridge on June 02, 2008, 03:03:22 am
You could post them to the Ultronomicon itself. Annotated versions would be preferred.


Meep-eep, do mean just a note/comment column off to the right of "Device,OS, Memory, KeyFile", expanding the compatibility section more, or something else entirely?


Title: Re: Windows Mobile port?
Post by: ptx on June 02, 2008, 05:37:45 am
Meep-eep, do mean just a note/comment column off to the right of "Device,OS, Memory, KeyFile", expanding the compatibility section more, or something else entirely?

I would say upload the zipped starcon.key file (not the auto-generated one), then add a link to the .zip in the KeyFile column of the corresponding device line.


Title: WM 2003 SE ?
Post by: ILYAki on July 27, 2008, 10:17:29 am
Hi all.
I am yet another owner of WM 2003 SE device. (Dell Axim x50)

And also this port does not seem to work on it too.
After execution of shortcut (already edited) absolutely nothing happened, log file did not appears.

I tried to execute this game on WM5.0 emulator and it started there with the same shortcut. Later it freeze somewhere during the intro, but I think it does not matter.
Then I tried to execute it on WM2003 emulator and it showed me this messagebox:
" 'uqm'  is not a valid Pocket PC application. "

So I think that current port has some platform dependence on WM5.0.

I tried to add this line to CFLAGS (on the VmWare image):
"-D_WIN32_WCE=0x0420 -DWIN32_IE=0x0420 -D__CE_VERSION__=0x420"

Also I removed “Platform acceleration” from “Graphics/Sound optimizations” item in config menu.

But executable had the same size after compilation. And it also did not start on my device.


I don't think this particular port will work on any OS older than Windows Mobile 5, given my own experiences with it. (It definitely doesn't seem to work under WM2003SE...)
I'll see if I can recompile for WM2003 and will let you know when done so you can test it.

Have any news?



Title: damn
Post by: strelok on September 03, 2008, 09:09:13 am
hi there

my hp ipaq rw6815 seem to have the same problem with keycodes, nothing works exept the enter key.
and although there are no links to keycode files on http://wiki.uqm.stack.nl/Windows_CE_port :(

WE ARE *FRUMPLE*!



Title: Re: Windows Mobile port?
Post by: vod on September 04, 2008, 10:33:43 am
Has there been any word about a wm2003 version? I would love to play this game on the go!


Title: Re: Windows Mobile port?
Post by: metawolf on November 06, 2008, 12:51:25 pm
I install it per the instructions but the keys don't seem to rotate and the mappings are only correct on some screens.  For example, on the planet screens the mapping is correct for landscape mode and I can navigate the menu and recall the scout ship using the cancel key (corresponds to ESC in the desktop version).  When I'm on any other screen, the keys are not rotated properly and the only keys that seem to work are the arrow keys (in portrait mode) and the enter key.

Here is the PDA that I have:
Dell Axim X51V
WM5
Calligrapher installed


Title: Re: Windows Mobile port?
Post by: Poquito Mal on November 29, 2008, 07:50:14 am
Anyone have any luck getting this to work on the HTC Touch Pro?  I'm getting "'uqm' is not a valid Pocket PC application." error   :'(


Title: Re: Windows Mobile port?
Post by: SuperLeroy on November 30, 2008, 11:32:10 pm
Anyone have any luck getting this to work on the HTC Touch Pro?  I'm getting "'uqm' is not a valid Pocket PC application." error   :'(

Same problem here with AT&T FUZE (HTC Touch Pro/Raphael US edition)
using cooked rom ROMeOS² ver 1.41

tried changing SDL.dll to a different version, same result. Maybe the uqm.exe needs to be recompiled?

Works fine on HTC Kaiser/AT&T Tilt/8925


Title: Re: Windows Mobile port?
Post by: robr on January 14, 2009, 08:42:20 am
Anyone have any luck getting this to work on the HTC Touch Pro?  I'm getting "'uqm' is not a valid Pocket PC application." error   :'(

I have a HTC Touch Pro (WM 6.1), and I have the same problem.  Anyone have any ideas why it wont work on this phone?


Title: Re: Windows Mobile port?
Post by: ptx on February 24, 2009, 05:47:46 am
Anyone have any luck getting this to work on the HTC Touch Pro?  I'm getting "'uqm' is not a valid Pocket PC application." error   :'(

This is apparently a cegcc compiler issue (caused by changes in WM 6.1). I am not sure whether they've fixed it, but I'll try to recompile with the latest version of cegcc.


Title: Re: Windows Mobile port?
Post by: ptx on February 27, 2009, 01:46:10 am
This is apparently a cegcc compiler issue (caused by changes in WM 6.1). I am not sure whether they've fixed it, but I'll try to recompile with the latest version of cegcc.

Problem solved (or, rather, worked around). It looks like executables produced with the cegcc compiler don't play well with WM 6.1. A workaround is to run "upx" (the Ultimate Packer for eXecutables) on the executables (both .dll and .exe).

The http://wiki.uqm.stack.nl/Windows_CE_port Ultronomicon page has been updated with binaries that work under WM6.1.

I've tested this on my Sprint HTC Diamond, and the game starts up (should be working on PRO as well, since Diamond and PRO are nearly identical).


Title: Re: Windows Mobile port?
Post by: Poquito Mal on February 27, 2009, 08:04:18 pm
Thank you so much, it's now working on my Touch Pro.  One question though, is there any way to flip the display 180 degrees, or is that hardcoded?  The keyboard on this phone opens up the other way.

At any rate, much appreciated   :D  This game was one of the main reasons I wanted to get a smartphone.


Title: Re: Windows Mobile port?
Post by: ptx on February 28, 2009, 08:26:22 am
Good question. I think the SDL port is hard-coded to flip to landscape mode, I'll check it out when I get a chance.


Title: Re: Windows Mobile port?
Post by: arilou_camper on April 02, 2009, 12:07:42 pm
Hi guys

Is there a way to get the CE port to work on WM5-based keyboardless smartphones with a touchscreen, such as Samsung i710-740? It runs just fine, but I can't even exit the game, as it doesn't recognize neither the cursor buttons, nor the middle button.

Thanks!


Title: Re: Windows Mobile port?
Post by: ptx on April 15, 2009, 07:46:19 pm
Is there a way to get the CE port to work on WM5-based keyboardless smartphones with a touchscreen, such as Samsung i710-740? It runs just fine, but I can't even exit the game, as it doesn't recognize neither the cursor buttons, nor the middle button.
Thanks!

UQM doesn't support touch-screen (aka mouse). I suggest playing around with the key files.


Title: Re: Windows Mobile port?
Post by: thintho on June 18, 2009, 10:47:03 pm
I have some questions:

1) When compiling SDL with Visual Studio, does anything special have to be done to make the DLL work with your compiled code?  I followed the instructions here (http://wiki.uqm.stack.nl/Windows_CE_build_instructions), but I'm pretty sure something didn't go right.  I got my code to compile, but when I put it on my Axim it didn't seem to do anything.

2) I've been using cegcc 0.50 to compile my code and the compiler executable is arm-wince-cegcc-g++.  I'm using libraries that I found in this link. (http://cegcc.wiki.sourceforge.net/SDL+and+CeGCC)  I'm trying to get libraries that do not combine with my code so that I can comply with the LGPL rules.

Any help is appreciated. :)


Title: Re: Windows Mobile port?
Post by: marcux on October 25, 2009, 09:26:55 am
Thank you so much, it's now working on my Touch Pro.  One question though, is there any way to flip the display 180 degrees, or is that hardcoded?  The keyboard on this phone opens up the other way.

At any rate, much appreciated   :D  This game was one of the main reasons I wanted to get a smartphone.

Hi, Just to let you know it runs on the new touch pro 2. Also, having the same problem as this guy. They keyboard flips out on the opposite side, so the game is upside down.. is there any way to flip the image? can't really play the game unless it's flipped. it would be really awsome ;)


Title: Re: Windows Mobile port?
Post by: scorpio803 on November 26, 2009, 08:01:41 am
tried to install on omnia, no luck. It installed just fine but alas, when i try to run th program nothing opens up. I don't think the omnia has enough buttons anyway.... but what could be done is a sort of touch screen game pad that acts like a hardware keyboard, but i don't see this happening anythime soon.


Title: Re: Windows Mobile port?
Post by: Urammar on June 25, 2011, 11:06:47 am
Thank you so much, it's now working on my Touch Pro.  One question though, is there any way to flip the display 180 degrees, or is that hardcoded?  The keyboard on this phone opens up the other way.

At any rate, much appreciated   :D  This game was one of the main reasons I wanted to get a smartphone.

Hi, Just to let you know it runs on the new touch pro 2. Also, having the same problem as this guy. They keyboard flips out on the opposite side, so the game is upside down.. is there any way to flip the image? can't really play the game unless it's flipped. it would be really awsome ;)

Hey everyone. I thought maybe I should open a new thread, but this seemed the best place since its where I hit my dead-end... look at me, new and already starting trouble re-opening old threads.

I was just wondering if anyone had a solution to this? I've got a HTC that does the exact same thing, and i've been searching for a while now. It is landscaped, but it actually needs to be 180 degrees.
Also, my keyboard has no escape key.. which is also a problem.. Anyone have any solutions for these two issues?