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Author Topic: Windows Mobile port?  (Read 57028 times)
Wishbone
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Windows Mobile port?
« 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.
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meep-eep
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Re: Windows Mobile port?
« Reply #1 on: January 24, 2008, 08:14:44 pm »

There's a list of third party ports on this Ultronomicon page (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.
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Re: Windows Mobile port?
« Reply #2 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.)
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ptx
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Re: Windows Mobile port?
« Reply #3 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
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Re: Windows Mobile port?
« Reply #4 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.
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Re: Windows Mobile port?
« Reply #5 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?
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ptx
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Re: Windows Mobile port?
« Reply #6 on: March 21, 2008, 04:59:57 am »

meep-eep: I've emailed you the binaries and install instructions.
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Re: Windows Mobile port?
« Reply #7 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.
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.
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Re: Windows Mobile port?
« Reply #8 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).
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Re: Windows Mobile port?
« Reply #9 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.
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Re: Windows Mobile port?
« Reply #10 on: March 24, 2008, 12:20:01 pm »

Don't work on HP rx1950, just doesn't start  Sad
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ptx
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Re: Windows Mobile port?
« Reply #11 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.
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ptx
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Re: Windows Mobile port?
« Reply #12 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!
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sgonch
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Re: Windows Mobile port?
« Reply #13 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
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sgonch
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Re: Windows Mobile port?
« Reply #14 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!
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