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News: Paul Reiche and Fred Ford want to continue the story they started when they created Star Control II — The Ur-Quan Masters. «Happy days and jubilation!» «But wait!» «There is something wrong here... something which makes my sheath retract and my talons ooze.» «Please, Captain, we need your help!»

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Author Topic: iPhone port almost complete, some Q's maybe someone can help with...  (Read 6637 times)
Cupcakus
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #15 on: October 22, 2009, 07:12:56 pm »

Oh boy... oh wow... WOW!

Man! You're the Man!!!

That really did the trick!
Gone is the bad old cyan, I'm gazing at a sparkling plethora of small spheres in colors, colors, colors! (And haven't even taken my medication yet...)

I put the initPNG in the same spot. Not gonna move it if it doesn't give any trouble.

I reckon this epic battle could be worth writing a howto about.

Good news!  This took me days to figure out, but at least it seems that that the iPhone version of SDL_Image was derrived from the same poor implementation as the OSX version.  Loading the PNG as a CGImage is much faster, and complements the platform, but for implementations that rely on palette swaps it won't do.
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SilverSnitch
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #16 on: October 30, 2009, 10:23:37 am »

Update I have the probe working now!!! Hooray!

The iPhone project will enter final testing now, get a few more optimizations (Although it seems to be running very close to full speed to me).  I'll then submit it to the App store for the general public, and release the source for the iPhone developers amongst you.
Yay!! I'm thrilled to hear this, and can't qait to get my hands on this Iphone version Smiley How about releasing the version for testing on Cydia? Would allow you to receive valuable feedback, and it's free of cost (unlike submitting to the App store, AFAIK).
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Fred
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #17 on: October 31, 2009, 02:00:20 am »

Paul has an I-Phone (I use a Blackberry).  He would love to see something when it's available (paul@toysforbob.com or fred@toysforbob.com).

Dogar and Kazon are watching!
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fossil
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #18 on: October 31, 2009, 07:55:01 am »

The iPhone project will enter final testing now
Congrats! I am firing up XCode with iPhone SDK right now...  Cheesy
SDL_image 1.2.8 framework is indeed broken on Apple's OSes as far as UQM is concerned. They use Apple's ImageIO framework to load PNGs which nukes the palettes. You can grab the pre-built 1.2.7 framework from libsdl.org -- that one works OK (I haven't checked if they have a 1.2.7 iPhone framework though).
Other than that, could you send us a patch, a diff, or anything that would show what you had to change to get it working? What was the problem with the Ur-Quan probe?

This is because the BYTE type in the source is loosely defined.  It has to be unsigned, ....
That is odd, because in 0.6.2 BYTE is typedef'ed the following way:
Code:
typedef unsigned char  uint8;
typedef uint8  BYTE;
Are you sure you are using the 0.6.2 sources?

I can probably help getting it to run faster if you tell me where the problems are. If libogg is too slow (not sure if iPhone has decent floating-point support), you can try Tremor. Some optimizations would probably have to be done in SDL, rather than UQM code.
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #19 on: October 31, 2009, 03:14:27 pm »

Good news!  This took me days to figure out, but at least it seems that that the iPhone version of SDL_Image was derrived from the same poor implementation as the OSX version.  Loading the PNG as a CGImage is much faster, and complements the platform, but for implementations that rely on palette swaps it won't do.

Fantastic news and nice work!  This has always been at the top of my list of games that I would have loved to see ported to a mobile platform.

Out of curiosity, how difficult do you think it would be to adapt the standalone melee to be a PvP over wireless, bluetooth or a full-up internet client/server connection?  I think it could take off in a big, big way.
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Cupcakus
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #20 on: November 02, 2009, 10:40:04 pm »

Some answers to the questions...

The first released version won't include networked play... but I do plan to include that in a future version if this release is successful enough to warrant it.  The iPhone networking features are more than robust enough to port that part of the game over.

The probe wasn't spawning because of a silly mistake on my part.  When I first grabbed the source and tried to compile it all for the iPhone, a lot of stuff wasn't compiling correctly.  I decided to just comment out the bits that weren't working at first to see if I could get the screen to come up at all.  Once I had worked out all the problems there were a couple of areas I forgot to comment back in.  One was an init function for the probe, and the other was the music for the intro.  When I found these and re-enabled them the game started working correctly.

The game is just about complete now, tons of optimizations in the SDL and Audio layers had to be done.  The framerate  on a 3G is still not ideal, 3GS works fine. Both are certainly playable.  There are two control schemes in place that are configured using the in-game menu.  Both use three buttons, labeled A,B,and C on the right side of the screen.  Directional control is either simulated buttons (think d-pad), or a simulated analog controller (Think joystick).  The analog controller works by detecting where you first touch, and then the movement vector is determined by how far you slide your finger from the center.  This has proven to be better (for me at least) for the melee fights, as the buttons just weren't fast enough and I was getting owned.

I also added an autosave feature which will save your game automatically if the device exits the game for whatever reason.  Typically this is because of a phone call.  Autosaves always store in slot 0, and you cannot save over them.

Most of the other menu settings have been disabled, as keys are not configurable, and the graphics options can't change as they have been greatly optimized for the device as-is.

There are a couple of issues I still have to look in to.  You can't start a battle in Super-Melee for some reason... none of the buttons work when you select Battle, and if you attemt to change the pilot or ships name the controls don't work right, things go a little nuts and you end up with a ship named "RRRRRRRZG".  Nothing too tragic.

The web site for the port is almost ready, I'll post an announcement here when it's all set.
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #21 on: December 11, 2009, 02:07:45 pm »

Cupcakus -- hope everything is going well and that you're close to submitting this one. I'd love to be able to play UQM/SC2 on the go with a touchscreen.
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #22 on: May 07, 2011, 04:18:51 pm »

Any good news there?  Roll Eyes its been over two years  Embarrassed i've found this site which i suppose has something to do with this project
http://darkquadrant.co.uk/
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #23 on: May 07, 2011, 07:58:52 pm »

Dark Quadrant is actually something else entirely. The main dev for that project posts stuff at the SCDB every so often, so you can find out more here and in various other topics in the forum's "mods and fan projects" section.
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #24 on: June 17, 2012, 07:04:57 am »

Any news on an iOS release??
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #25 on: July 07, 2012, 02:32:43 am »

Note that Apple has banned GPL applications from the App Store (http://www.zdnet.com/blog/open-source/no-gpl-apps-for-apples-app-store/8046).
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #26 on: July 13, 2012, 04:40:12 am »

Note that Apple has banned GPL applications from the App Store (http://www.zdnet.com/blog/open-source/no-gpl-apps-for-apples-app-store/8046).

Note that the last time we heard anything from the developer of this project was over a year before that article you linked was posted.  Even if it would have been a concern to him, it hadn't happened at the time he was discussing the idea in this thread.  Plus, I suspect the biggest reason Apple pulled the particular GPL program that article is discussing was probably because the author sent them a C&D, so they, y'know, C'd & D'd.  I don't personally have any GPL apps lying around to submit just to see if Apple would ban them up front, but it wouldn't surprise me in the least if they're only too happy to distribute new GPL stuff as long as no one complains about it.

This iPhone port has been dead for a long, long time - speaking as one who has scoured the web looking for a working copy of the program, mind you.  There's nothing left here but shattered hopes and broken dreams. =(
« Last Edit: July 13, 2012, 04:43:39 am by Steve-O » Logged
Elestan
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #27 on: July 13, 2012, 05:09:49 am »

Note that Apple has banned GPL applications from the App Store (http://www.zdnet.com/blog/open-source/no-gpl-apps-for-apples-app-store/8046).

Note that the last time we heard anything from the developer of this project was over a year before that article you linked was posted.  Even if it would have been a concern to him, it hadn't happened at the time he was discussing the idea in this thread. 
My comment was mainly for the benefit of people wondering about the prospect of an iPhone port; a warning that it would probably be prudent to check into Apple's license policy ahead of time.  If they do allow GPL apps, great.  But it would really suck to do all the work for a port, only to have it get rejected due to the license.
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #28 on: July 14, 2012, 04:56:44 am »

Note that Apple has banned GPL applications from the App Store (http://www.zdnet.com/blog/open-source/no-gpl-apps-for-apples-app-store/8046).
Frotz is still in the app store, and it's GPL.
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kazuos
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Re: iPhone port almost complete, some Q's maybe someone can help with...
« Reply #29 on: January 08, 2015, 11:52:02 pm »

Keep going with that Apple port! Follow this link for someone who will host all apps. The port looks impressive!             http://thebigboss.org/hosting-repository-cydia
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