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Topic: Windows Mobile 2003 Port (Read 2792 times)
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Jay Mattis
Guest
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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?
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Michael Martin
Core Team
*Smell* controller
Offline
Posts: 387
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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.
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Culture20
Enlightened
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Posts: 917
Thraddash Flower Child
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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).
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Jay Mattis
Guest
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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?
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Jay Mattis
Guest
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Argh, alright. I'll try to just get MixSDL working on Pocket PCs first then.
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Jay Mattis
Guest
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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?
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VBD950
Zebranky food
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Posts: 3
I love YaBB 1G - SP1!
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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
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