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Topic: If not Palm OS, then how about a port for "The Dark Side"(Windows Mobile)? (Read 1523 times)
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NamelessPlayer
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Posts: 104
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I've found a SDL port for WinCE, and Windows Mobile is a deriative of Windows CE(if the references to "Pocket PC" and "Windows Mobile 2003 SE" didn't make that clear), so a Windows Mobile port could work out.
So, why am I asking for a Windows Mobile port now? I managed to capitalize on a great eBay deal for a Dell Axim X50v, currently one of my most prized possessions. It has a PXA270 that clocks up to 624 MHz without XCPUScalar, a VGA screen, 64 MB of RAM, and an Intel 2700G graphics accelerator that can be utilized using OpenGL-ES. Surely, it's powerful enough to run the greatest game ever if properly optimized(for instance, conversion of floating-point to integer, since XScales and most other ARM CPUs don't support floating-point in hardware).
Mind you, I'm not ignoring Palm OS now, but it seems that between my X50v and my T|C, the former is more likely to get a port for this game. It has a SDL port(don't know if it supports threading, though), it has the hardware, and it doesn't slow down every time I press a button(that's just a T|C-specific issue, so it doesn't affect all Palms).
I should probably locate a development toolkit for WM, though. There's CodeWarrior and prc-tools for Palm OS, but I don't know what's used to develop for WM devices. (I lost my previous Palm OS development environment in a reformat I had to do recently, though...at least that means I get to start out with a clean slate this time, since setting Cygwin and prc-tools and everything else up was so confusing.)
I've searched these forums before, and I'm not the first to suggest a WM port. I don't see why a PSP or GP2X can play this game while a WM or Palm OS 5 device can't, so how about we rectify this issue?
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NamelessPlayer
*Many bubbles*
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Posts: 104
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Same with the Palm OS scene, huh?
Anyway, this Windows Mobile 5.0 SDK seems to be the first step to getting UQM ported. Next, I need to get that SDL code, and then I need the 0.6.2 source again. After that comes the hard part-rewriting and recompiling the code so that it works.
Oh, and where can I get the PSP version? Here, I can't D/L it all. (It's my friend with the PSP, not me, and I'd like him to experience the greatest game ever.)
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