OT Porting Games!

Sorry this is a bit Off Topic, but here are many talented people
and Loki is the best in porting Games, so I thought this is the right
place !

I have started to port an Amiga Role Playing Game to Linux using the SDL
lib.
Porting is really hard job in my opinion.
I would like to here some good advices (if their are any) to make my
life easier.
Maybe someone has written a howto with some tricks !

Thanks and best regards
Anes Lihovac
aka paines

Sorry this is a bit Off Topic, but here are many talented people
and Loki is the best in porting Games, so I thought this is the right
place !

I have started to port an Amiga Role Playing Game to Linux using the SDL
lib.
Porting is really hard job in my opinion.
I would like to here some good advices (if their are any) to make my
life easier.
Maybe someone has written a howto with some tricks !

Well, most of the issues involved in porting games are specific problems.
Off hand, I can’t think of any general issues that would apply to game
porting as a general task. If you have any specific problems, feel free
to ask away…On Fri, 15 Sep 2000, Anes Lihovac wrote:


Rafael R. Sevilla <@Rafael_R_Sevilla> +63 (2) 4342217
ICSM-F Development Team, UP Diliman +63 (917) 4458925
PGP Key available at http://home.pacific.net.ph/~dido/dido.pgp

Well first I create a Makefile for each project. Then just start
compiling and fixing the errors that pop up. =) If the game was written
modularly/functionally enough, then all the system dependant stuff will
usually be in one function, and porting that one function will fix the
rest of the program. At least that’s what I’ve found with most games.

http://www.mongeese.orgOn Fri, 15 Sep 2000, Anes Lihovac wrote:

Sorry this is a bit Off Topic, but here are many talented people
and Loki is the best in porting Games, so I thought this is the right
place !

I have started to port an Amiga Role Playing Game to Linux using the SDL
lib.
Porting is really hard job in my opinion.
I would like to here some good advices (if their are any) to make my
life easier.
Maybe someone has written a howto with some tricks !

Thanks and best regards
Anes Lihovac
aka paines

Well first I create a Makefile for each project. Then just start
compiling and fixing the errors that pop up. =) If the game was written
modularly/functionally enough, then all the system dependant stuff will
usually be in one function, and porting that one function will fix the
rest of the program. At least that’s what I’ve found with most games.

May the source be with you ! :))

Alex

One thing I do a lot is write preprocessor macros that map to my own
functions. Say I need a certain POSIX function like getenv(), which
doesn’t exist on MacOS. So I do something like this:

#define getenv(x) _my_getenv(x)

extern char* _my_getenv(const char*);

Then I can essentially patch in my code without modifying the original
source. It makes future ports a lot easier, and avoids telling the author
"I don’t have getenv, can you take it out?", which they probably wouldn’t
be too keen on doing ;-)On Fri, 15 Sep 2000, Garrett Banuk wrote:

Well first I create a Makefile for each project. Then just start
compiling and fixing the errors that pop up. =) If the game was written
modularly/functionally enough, then all the system dependant stuff will
usually be in one function, and porting that one function will fix the
rest of the program. At least that’s what I’ve found with most games.

http://www.mongeese.org

On Fri, 15 Sep 2000, Anes Lihovac wrote:

Sorry this is a bit Off Topic, but here are many talented people
and Loki is the best in porting Games, so I thought this is the right
place !

I have started to port an Amiga Role Playing Game to Linux using the SDL
lib.
Porting is really hard job in my opinion.
I would like to here some good advices (if their are any) to make my
life easier.
Maybe someone has written a howto with some tricks !

Thanks and best regards
Anes Lihovac
aka paines

“Garrett” == Garrett Banuk writes:

Well first I create a Makefile for each project. Then just start
compiling and fixing the errors that pop up. =) If the game was
written modularly/functionally enough, then all the system dependant
stuff will usually be in one function, and porting that one function
will fix the rest of the program. At least that’s what I’ve found
with most games.

Most games that I have looked at apparently started out trying to keep
the system dependent stuff modular/isolated, but ended up with system
dependent stuff all over the place. The hardest stuff to fix is
system dependent assumptions about how things work.

Somewhat OT, I found some code today, in a commercial, shipped game,
that would make me laugh if I didn’t have to actually work with the
damn stuff.

Here is an example:

if (id == 0)
	id = 0;

(You think I’m kidding?)

This game’s developers were also big on using straight hexadecimal
everywhere for all of their fixed point values – most of which were
16:16, but not all (What? Use meaningful names? We’ll just remember
what’s being treated as 16:16, and what’s 24:12!).> On Fri, 15 Sep 2000, Anes Lihovac wrote:

[question about porting games]

=wl


Albert ``Willy’’ Lee, Emacs user, game programmer
"They call me CRAZY - just because I DARE to DREAM of a RACE of
SUPERHUMAN MONSTERS!"