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DS homebrew announcements > POGO2 Source Release (incl Crawl and glkpogo)

#130038 - sasq - Wed May 30, 2007 12:32 pm

Since I have no time to work on my hombrew projects at the moment, I release the source here:

http://www.nightmode.org/pogo/

Basically its a dump of my subversion tree that should allow you to compile Dungeon Crawl and glkpogo for both PC and NDS. Hopefully it shouldn't be too hard to fix it so that libpogo (which both crawl and glkpogo uses) uses devkitarm r20 and DLDI for instance.

There's some documentation in the archive, check trunk/README first.

Cheers,
-- Sasq

#130044 - Opus - Wed May 30, 2007 2:00 pm

Ah nuts.

I really was hoping to see this work on my R4. This project actually was the only reason why I even purchased a flash cart.

Then depression sets in........ :o(

Well, good luck with whatever is taking you away from this project.

I wish you the very best and hope things go well for you. :o)

#130093 - errabes - Wed May 30, 2007 10:11 pm

Thanks a lot for your work and for releasing the sources, I'm especially interested in a DLDI version of Dungeon Crawl.
Maybe I'll do it, but I don't think I'll be the fastest one... we'll see.

Good luck with what you are doing.

#130805 - NullPointer - Fri Jun 08, 2007 6:46 am

Seriously, I play it almost every day. DLDI support is something I'd be willing to pay for.

My coding skills are pretty rusty but I'm going to take a look at it anyway....

Huge thanks to Sasq for doing Crawl, it's a fantastic implementation!

#130809 - Opus - Fri Jun 08, 2007 8:12 am

And with that last post..... Nullpointer, you just now became my new personal and bestest of friends!

If you need any help or support, just give me your address and I'd be more than willing to ship you a case of beer (provided that you're 21 years or older, or at least know how to drink responsibly -- example; not trying to flush your parents curtains down the toilet or singing the song "Free Bird" while intoxicated). :o)

#131340 - Opus - Thu Jun 14, 2007 2:20 pm

Is there anyone here who thinks that they could support DLDI with this open source release?

#132175 - Opus - Sun Jun 24, 2007 6:01 am

Well, it's been about a week and a half since I last posted.

So anyway, what all exactly does it take to give any open source homebrew project DLDI support? I'm just curious.

Is it something that takes months to program or is it something that is simple enough to do in a matter of an hour?

Sorry, I just don't want to see this project left ignored and would love to see it work on my R4.

Thanks. :o)

#132181 - errabes - Sun Jun 24, 2007 9:56 am

That's funny, I started to look at it yesterday. The FAT part should be fine now (yeah it was about an hour matter), but other libs have evolved since then. I did small fixes and got tons of warnings for other parts, that I'm ignoring for now (maybe it's just some dirty tricks...or everything will explode).
I'm trying to build Crawl first, but it needs various fix as well.

I'm very lucky if everything works without requiring to look deeper, which can take a long time.
When I'll have something working, I'll release it with the sources.

Why does it take weeks to work a few hours: I don't often use my NDS when I'm not traveling, so I'm less likely to be motivated to do something related to NDS (and I'm lazy anyway).
Though, I'd like to have Crawl with DLDI support, so I'm doing it, but slowly.

#132214 - Opus - Sun Jun 24, 2007 6:47 pm

Wow, this news is most excellent!

I've been waiting quite some time to see POGO on my DS, so take your time.

Just don't leave us all hanging on this for the next three years. :o)

#132579 - errabes - Wed Jun 27, 2007 10:34 pm

I've more or less fixed a few things in Dungeon Crawl, so it seems to be fully working now. The code is not easy to understand though, maybe I've messed up something I didn't see.
Most parts of the keyboard panel code in crawl are commented, I don't understand why. I ended up using libpogo keyboard with crawl panel displayed on the top of it (just for having a pretty one).
I'll clean up and comment my modifications, then do a release in the next days, I guess, at least for libpogo and crawl.

I started to look a bit at glkpogo, but nothing serious yet.

#132623 - Opus - Thu Jun 28, 2007 6:53 am

Good stuff errabes!

Yeah, Glkpogo is what I really would most like to see, but I'll definitely take a look at whatever you put out there. :o)

By the way, what kind of work do you do that has you traveling all the time?

Just curious.

#132894 - NullPointer - Sun Jul 01, 2007 8:05 am

Great news indeed! Keep up the good work!

#133328 - Opus - Thu Jul 05, 2007 11:45 am

So what's the status on this so far, errabes?

No hurries, just asking. :o)

#133368 - DragonMinded - Thu Jul 05, 2007 8:33 pm

Putting DLDI support into an app is easy cheese. It's the same as compiling in a hardcoded driver for the old gba_nds_fat. DSOrganize uses gba_nds_fat and still has dldi support. Have a look at my fat library: http://www.dragonminded.com/ndsdev/libfatdragon%20src.zip

It is a drop-in solution for those already compiling gba_nds_fat as it uses the same interfaces, but includes DLDI support. It also compiles as a library. If you wanted to just look at disc_io.c and io_dldi.h/s and insert yourself, it's a simple adaptation from the dldi setup in libfat. I can't do this because I am at work right now, but one of you here should be able to get it in 10 minutes.
_________________
Enter the mind of the dragon.

http://dragonminded.blogspot.com

Seriously guys, how hard is it to simply TRY something yourself?

#133378 - errabes - Thu Jul 05, 2007 9:17 pm

The FAT/DLDI part was easily fixed using directly libfat (24th jun post).
But the code released is not a working version, more like in the middle of some (small) changes or something.

Only some small things to fix I guess, but it requires a lot of code reading, understanding, testing. The many layers doesn't help, but it's interesting.
Though, I miss a good debugging environment, I should look to improve that first.

I was doing something else lately, but I found a quite annoying problem in crawl, so I'll fix it before doing a release.
In the glkpogo version of frotz, there is a pb somewhere in the init. Nothing shows up yet.
Anyway I guess I'll do a release of the current patch at the end of the WE, so other people won't start from scratch if they want to look at this.

#133538 - errabes - Fri Jul 06, 2007 11:42 pm

Finally this evening I took the time to do build a playable version of dscrawl.

The libpogo (sober) keyboard is back because:
- the mapping is not the same as the bmp panel
- I had some pbs with the colors
Maybe a 10 min fix (at least for the mapping), but I'll do it later.

I put the binary and sources online:
Faster: http://errabes.free.fr/pogo2/
Backup: http://errabes.org/pogo2/

[edit] A data file was wrong in dscrawl binary package - it's fixed now.

#133832 - Opus - Mon Jul 09, 2007 2:47 am

Congratulations on your first release errabes!

You did real good! :o)

#133833 - NullPointer - Mon Jul 09, 2007 2:56 am

Whoot! Can't wait to try this out. downloading right now....

Thanks a ton!

Null Pointer

EDIT: Works great, nice job. I did like the original keyboard better but that's pretty minor.

#134095 - Opus - Tue Jul 10, 2007 3:49 pm

This is a really incredible finalized port that you put together, errabes!

The screen layout, touch screen features, button mapping, font, coloring, all of it's packaged together perfectly.

Excellent stuff!

One thing though, after I died, I got this message....

(24) James the Skirmisher (level 1, -1/15 HPs)
Began as a Human Fighter on Jan 31, 2021.
Slain by a hobgoblin (2 damage)
... on Dungeon Level 1 on June 18, 2025.
The game lasted 1053 days, 00:00:00 (39 turns)


See, I only really lasted less than five minutes so I'm not sure what this whole summation of staying alive for almost 3 years on the first level of the dungeon.

Just thought I'd post a possible bug.

By the way, I'm using an R4, latest firmware, and the game patched perfectly.

Anyway, thanks again.

I'm really, really, incredibly excited about the coding you'll be putting together on DS Frotz. That's going to be such a huge release for me to finally be able to enjoy! :o)

#134108 - Opus - Tue Jul 10, 2007 6:03 pm

Sorry, but thought I would post another bug.

If you look around on the floor, the cursor is highlighted on both the top and bottom screen, and when you move the cursor around to look at other areas, the previous place you looked at remains highlighted.

This is really cool. Brings me back to the old days of playing Mud games. :o)

#134141 - errabes - Tue Jul 10, 2007 11:14 pm

Thanks for your encouragements, though I didn't do much... The hard work was done by Sasq. I just spent a few hours trying to make it work from the sources he released.

I noticed another thing: the '9' key is missing out in libpogo keyboard... And there is no '^P', used to see the previous msg in the buffer, I guess.
The keyboard used for the releases of crawl were better in many ways, though it's all commented out in the sources. It seems he was planning to use libpogo keyboard everywhere.

I wrote the other bugs in my TODO list, though I guess I'd better focus on having glkpogo to run.
BTW, I don't know if it's really useful as there is already a frotz port: http://gugusse.central.free.fr/papafuji/adventures.html

#134142 - Opus - Tue Jul 10, 2007 11:20 pm

With all due respect for Papafuji and the work he put together, his DS Frotz release is really bad.

It constantly crashes, hangs up, or just doesn't even look remotely presentable most of the times.

It doesn't offer any unique features or customized fonts or coloring.

It's a real shame because it looks very much like he's dropped out of the scene for good and won't be releasing any more upcoming versions.

So anyway, that's why all of the pressure is now on you. :o)

#134170 - Egglet - Wed Jul 11, 2007 8:31 am

I find it a bit strange that there's no message buffer in the first place for this, since there's a fair bit of blank space in the message area to scroll previous messages down or at least leave them on screen for more than one tick. Combined with the inability to see the message history it's easy to miss some essential info if you're tap-tap-tapping down a corridor.

#134208 - errabes - Wed Jul 11, 2007 4:50 pm

Yeah, the buffer is handled with keys that are not available in the current keyboard layout. I found it annoying as well, so I'll fix it next.

I just built most glkpogo programs. Finally there was almost nothing to change, so I release those, except magnetic.

I had filesystem corruptions twice during my tests, but I'm not sure why. I'm doing too many tests and mixing up things. I couldn't reproduce it yet.
So, take care.

#134268 - NullPointer - Thu Jul 12, 2007 4:28 am

I'm going to be bold and ask for a feature. ;)

When your game ends, you have to restart the DS and it drives me nuts. Any chance you could have it kick back to the main menu, OR just reboot the game programmatically?

#134334 - Opus - Thu Jul 12, 2007 4:00 pm

I shall also be bold and request a feature, though I don't entirely agree with Nullpointer on his option... Having to turn off your DS makes dying that much more of a dreadful, realistic experience. :o)

So anyway, is there any possible chance to incorporate the font for Crawl to be used with Nethack?
The Nethack lettering is unbearable to read, especially given the white, blue, and red coloring that it uses.

Is there a way to clean that up for better presentation?

Even using a single color for the font would be much more presentable than the weird shading the game uses.

Again, thank you for your work with Crawl. It's never going to be removed from my card unless you release an update fixing some of the bugs that were found in the game.

Cheers. :o)

#134363 - errabes - Thu Jul 12, 2007 7:58 pm

For a restart option when dying, I'll have to look at what's possible and easy to do. Anyway, it's at the bottom of the todo list.

About Nethack, I don't think I'll do something. It seemed fine to me, when I played it a while ago.

BTW if I don't know it was clear that glkpogo release was available at the same url as last time http://errabes.free.fr/pogo2/ or http://errabes.org/pogo2/

#134383 - Opus - Thu Jul 12, 2007 9:34 pm

Holy #$#@$! I totally missed that you also released POGO as well.

I am too stupid to live. :o)

Anyway, it's running perfectly on my R4 and I couldn't be more happy.

Thank you errabes! You just became my new personal hero!

#134716 - NullPointer - Mon Jul 16, 2007 4:07 am

Found a post that includes a reboot library. Looks like it lets you boot any .NDS file programmatically. So, instead of "turn of your DS" message, how about just booting back into crawl.nds?

Link:
http://forum.gbadev.org/viewtopic.php?t=12774&highlight=reboot

Should be as easy as adding the lib and calling reboot_file()...

Null Pointer

PS - still totally loving the new file IO support, thanks again!

#134735 - FifthE1ement - Mon Jul 16, 2007 7:36 am

Wow, great job errabes I love these old games!

FifthE1ement
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#136070 - Opus - Sat Jul 28, 2007 9:52 pm

Hey errabes.

It's been about two weeks now and I'm just curious if you're still actively working on cleaning up some of the bugs and missing features in DS Crawl.

Also, is it possible to splash a little color in the text for Frotz?
Example:
http://en.wikipedia.org/wiki/Image:Zork_I_computer_game.png

Finally, how's it going with the Magnetic Scrolls interpreter? Is this something that you're still looking over or have you decided to take a break for the time being.

Thanks. :o)

#136677 - errabes - Fri Aug 03, 2007 7:57 pm

Hi, I'm doing nothing related to NDS lately... I bought a n800, so I spend a lot of time on it. I'll still use the NDS anyway, as it's a really different kind of device. But I won't try anymore to do on the NDS what I can do better on the n800.

A while ago, I tried to uncomment the old keyboard code in DS Crawl. But it brings up many problems, so I'd better try to improve the current one...
I also noticed we can do ctrl commands using right shoulder button (it's written in sasq doc), so the current keyboard is enough. Crtl-p shows the buffer, as expected.
Otherwise, I fixed a small display glitch and started to look at another one, but nothing worth a release yet. As far as I know, there are no blocking bugs in DS Crawl, so there is less motivation to go further.

I just built the Magnetic Scrolls interpreter. Nothing to change, just a Makefile to write properly. Sasq wrote in the README that it doesn't handle graphics. So I tried with a simple mag file, and it seems to work.
The binary is added to the package: http://errabes.free.fr/pogo2/glkpogo_dldi-b1.zip or http://errabes.org/pogo2/glkpogo_dldi-b1.zip

Another edit: I updated the sources package with the last few modifications and a guide to build everything (just some parts of a script I wrote for my environment, but it can helps).