#102373 - sasuke_kun12 - Wed Sep 13, 2006 10:10 am
So guys, is this possible with the source code? coz if doom and heretic was ported, then surely ROTT would be one to? ( i really want to see if i can put the dopefish patch as a cheat)
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Current Projects: Rise Of The TriaDS
Percentage Complete: 15% - woot! commenting out the loader GUI
http://sasukekunds.blogspot.com
RELEASE DATE! 15th October it would really help if someone wants to help! if so PM me!
#102378 - OOPMan - Wed Sep 13, 2006 12:02 pm
I reckon it's probably quite possible...
The source code is available and WinROTT (With OpenGL support to boot) has also been done...
I'd say grab the base source code, as well as the WinROTT code as well, and dig around to get an idea of how much work it would be :-)
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"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#102427 - ikaris - Thu Sep 14, 2006 12:46 am
that would be AMAZING...
I love that game !
#102434 - TJ - Thu Sep 14, 2006 1:20 am
I don't think it would be much harder than the current DOOM port, at least, I don't remember the game being too much more advanced.
#102451 - josath - Thu Sep 14, 2006 3:07 am
iirc, rott was less advanced than doom: everything in the game has 90 degree corners, where doom levels have less restrictions.
#102471 - HtheB - Thu Sep 14, 2006 8:45 am
It's possible yes..
I tought if this one too.. but it was too hard for me :)
this game is allready ported to the PSP...
so.. it's time to get this cutie to the DS too! ;)
#102474 - OOPMan - Thu Sep 14, 2006 9:48 am
I believe ROTTs tech was a mixed case of being both more and less advanced josath...
Although the game had various Wolf3D-like restrictions, it also feature a lot of very interesting innovations that other games didn't pack for a while.
Decals for bullet holes were one thing, if I recall...
Floating platforms and the like that provided level-over-level stuff was another...
If I recall, there's a very interesting article on ROTT at ClassicGaming (I believe the WikiPedia article linkes to it...)
I'd recommend it, it makes for a good read :-)
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#102477 - sasuke_kun12 - Thu Sep 14, 2006 10:47 am
OOPMan wrote: |
I believe ROTTs tech was a mixed case of being both more and less advanced josath...
Although the game had various Wolf3D-like restrictions, it also feature a lot of very interesting innovations that other games didn't pack for a while.
Decals for bullet holes were one thing, if I recall...
Floating platforms and the like that provided level-over-level stuff was another...
If I recall, there's a very interesting article on ROTT at ClassicGaming (I believe the WikiPedia article linkes to it...)
I'd recommend it, it makes for a good read :-) |
lol i read it and found out the dopefish! ergh that is one wierd thing. Anywaiz i've downloaded both winrott and rott and gonna start once school hols starts (which is really soon)
heres my link to my blog! http://sasukekunds.blogspot.com
_________________
Current Projects: Rise Of The TriaDS
Percentage Complete: 15% - woot! commenting out the loader GUI
http://sasukekunds.blogspot.com
RELEASE DATE! 15th October it would really help if someone wants to help! if so PM me!
#117780 - Diddl - Wed Feb 07, 2007 11:53 am
what's the matter with this ROTT port? is it still alive? I'm interesting in this port and in duke3d/shadow warrior port also.
I tried to found this PSP sources (for ROTT) but I only found an old binary v0.99 from middle of 2006. I think a port from this PSP version should be the easiest way ...
So I did a try from this linux (icculus) port. But I got a terrible number of compiler errors without changing anything (devkitpro 2.0).
There are many small problems like multiple typedef.
Code: |
typedef unsigned char byte;
typedef byte byte8;
|
Should work on every C compiler. But this one in devkitpro for nds seems to have a problem with such a construction ...
And there are some types in nds.h already defined in rott.
#118049 - HtheB - Fri Feb 09, 2007 1:13 pm
From the blog:
RELEASE DATE FOR ALPHA ROTTDS: 15th of October (2006)
lol.. its 9 February already :P
#136390 - Diddl - Wed Aug 01, 2007 9:47 am
HtheB wrote: |
From the blog:
RELEASE DATE FOR ALPHA ROTTDS: 15th of October (2006)
lol.. its 9 February already :P |
15th of October, - but which year??? :-)
#136400 - Sunray - Wed Aug 01, 2007 11:44 am
2006 as it says?
#137428 - Diddl - Sat Aug 11, 2007 7:36 pm
Today I have downloaded WinRott source from birgers homepage (Birger did the fantastic WinRott port and also this new WinrottGL port).
This WinRott Sourcecode is for visual C-7. I only have VC-6 and so I had do change some things. After successful compiling I played WinRott for hours and I rembered again: Rott is one of the best shooter from this generation. Much better than doom and nearly as good as duke3d!
So I have a compileable WinRott sourcecode from Birger (SDL based). A well working DSdoom sourcecode (also SDL based). And at last I have a ROTT sourcecode for this ARM based GP2x console.
I think with this 3 ports it should be possible to make our DsRott port!
##
The problem is, I'm too weak to do it alone. Maybe I make it compileable under devkitARM r20 and I add all startcode from DSdoom to my DsRott port, - how should I finish this task. Any suggestions? Any help? Any Idea?
I would be happy to see a mini version of DSRott without music and sound. Maybe only the first level of shareware version. Only to see if it is possible form my NDS hardware. But if Quake runs, DSrott should be no problem!
#137469 - Dood77 - Sun Aug 12, 2007 5:02 am
Cool! Not that I can really be of help, but I look forward to a demo.
Diddl wrote: |
But if Quake runs, DSrott should be no problem! |
Quake doesn't run, it does more of a brisk walk. And even then simon had to lift each one of its legs himself... :P
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