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Vavoom for OS X

Tue, 11 Oct 2005 18:59:50

RambOrc

It became much more important than before as I just sold my PC - there is a FreeBSD port so it shouldn't be too difficult to create an OS X one I think. As soon as that's done, I can continue testing KA, but until then not. Also, does anyone know of a non-Winblows map editor?
Tue, 11 Oct 2005 19:46:27

dj_jl

First try to compile the current version. Then we'll see what else needs to be done. As of map editors, Yadex should work. Check utilities section on Doomworld for more.
Sat, 15 Oct 2005 10:43:16

Firebrand

Does Vavoom require any different libraries to compile correctly under OS X?
Mon, 17 Oct 2005 16:28:25

dj_jl

Both, Allegro and SDL are available for MacOS X, so basicly it should compile. The main problem is that I don't have any access to Mac.
Mon, 17 Oct 2005 16:46:20

Firebrand

I could try to compile the source under one of the Mac's at college, but I'll need to put the whole source and the compiler in a CD, which compilers would you recommend for this?
Mon, 17 Oct 2005 23:01:01

dj_jl

gcc should work fine.
Wed, 19 Oct 2005 16:53:01

Camper

I took myself the time to download the xCode Tools (including the gcc compiler for mac) and after trying to build the project something sprang in to my eye: the assembler code is written for the i386 architecture, while the current macs have a powerpc architecture. so there is probably some recoding required / we cut out the assembler stuff. Disclaimer: This may all be just bullshit, because I didn't look deeply
Thu, 20 Oct 2005 12:11:47

dj_jl

There are preprocessor directives that check if it's a i386 architecture, and if not, the result is an empty file.
Mon, 24 Oct 2005 20:22:25

Camper

OK after some changes in the Makefiles and some source files I got it compiled. When I let the DEBUG Version run it gives me the following printout: "Bus error". the debug.txt contains:
0x2000000 (32.000000 meg) allocated for zone, ZoneBase: 0x51E3000 - Host_Init STACK TRACE: stack 0 0xc100 frame 0 0xf0080d00 stack 1 0xa9abc frame 1 0xf0080d60 stack 2 0x92882f34 frame 2 0xf0080db0 stack 3 0x9002c3b4 frame 3 0xf0080e00 stack 4 0x0 frame 4 0xf0080e50
And the Apple Bug Tool reported the following:
Date/Time: 2005-10-24 22:12:14.102 +0200 OS Version: 10.4.2 (Build 8C46) Report Version: 3 Command: Vavoom Path: ./Vavoom Parent: bash [2524] Version: ??? (???) PID: 3552 Thread: 1 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000008 Thread 0: 0 libSystem.B.dylib 0x90042ae8 mach_wait_until + 8 1 libSystem.B.dylib 0x900428a0 nanosleep + 384 2 libSystem.B.dylib 0x9004677c usleep + 60 3 Vavoom 0x000a9990 -[AllegroAppDelegate applicationDidFinishLaunching:] + 700 (gl_tex.cpp:751) 4 com.apple.Foundation 0x92882878 _nsnote_callback + 180 5 com.apple.CoreFoundation 0x907726a0 __CFXNotificationPost + 368 6 com.apple.CoreFoundation 0x9076a7c4 _CFXNotificationPostNotification + 684 7 com.apple.Foundation 0x9286cc80 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92 8 com.apple.AppKit 0x936342c0 -[NSApplication _postDidFinishNotification] + 112 9 com.apple.AppKit 0x936341ac -[NSApplication _sendFinishLaunchingNotification] + 92 10 com.apple.AppKit 0x93633cf4 -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 264 11 com.apple.AppKit 0x9363389c -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 92 12 com.apple.Foundation 0x92883884 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 380 13 com.apple.Foundation 0x928836e4 _NSAppleEventManagerGenericHandler + 92 14 com.apple.AE 0x91451a40 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 208 15 com.apple.AE 0x914518dc dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44 16 com.apple.AE 0x91451734 aeProcessAppleEvent + 284 17 com.apple.HIToolbox 0x9312c204 AEProcessAppleEvent + 60 18 com.apple.AppKit 0x93631fe4 _DPSNextEvent + 800 19 com.apple.AppKit 0x93631b08 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116 20 com.apple.AppKit 0x9362e06c -[NSApplication run] + 472 21 Vavoom 0x000a9dec main + 756 (gl_tex.cpp:751) 22 Vavoom 0x00002bfc _start + 344 (crt.c:272) 23 Vavoom 0x00002aa0 start + 60 Thread 1 Crashed: 0 Vavoom 0x00008918 stack_trace() + 776 (sys_lin.cpp:573) 1 Vavoom 0x0000c100 mangled_main(int, char**) + 192 (sys_lin.cpp:821) 2 Vavoom 0x000a9abc +[AllegroAppDelegate app_main:] + 100 (gl_tex.cpp:751) 3 com.apple.Foundation 0x92882f34 forkThreadForFunction + 108 4 libSystem.B.dylib 0x9002c3b4 _pthread_body + 96 Thread 1 crashed with PPC Thread State 64: srr0: 0x0000000000008918 srr1: 0x000000000200f030 vrsave: 0x0000000000000000 cr: 0x24000248 xer: 0x0000000000000000 lr: 0x00000000000088b0 ctr: 0x0000000090001510 r0: 0x00000000f0080f00 r1: 0x00000000f0080d00 r2: 0x0000000000000000 r3: 0x0000000000000000 r4: 0x0000000000000000 r5: 0x0000000000000024 r6: 0x00000000ffffffff r7: 0x0000000000000024 r8: 0x0000000000000488 r9: 0x00000000f0080d60 r10: 0x00000000000cdbda r11: 0x00000000a0006444 r12: 0x0000000090001510 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000000000000000 r16: 0x0000000000000000 r17: 0x0000000000000000 r18: 0x0000000000000000 r19: 0x0000000000000000 r20: 0x0000000000000000 r21: 0x0000000000000000 r22: 0x0000000000000000 r23: 0x0000000000000000 r24: 0x0000000000000000 r25: 0x0000000000000000 r26: 0x0000000000000000 r27: 0x0000000000000000 r28: 0x0000000000000000 r29: 0x0000000002826a50 r30: 0x0000000002825200 r31: 0x0000000000008624 Binary Images Description: 0x1000 - 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0x91bbbfff com.apple.Accelerate 1.1.1 (Accelerate 1.1.1) /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate 0x91bbd000 - 0x91ca7fff com.apple.vImage 2.0 /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage 0x91caf000 - 0x91ccefff com.apple.Accelerate.vecLib 3.1.1 (vecLib 3.1.1) /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib 0x91d3a000 - 0x91d5afff libmx.A.dylib /usr/lib/libmx.A.dylib 0x91d60000 - 0x91dc5fff libvMisc.dylib /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib 0x91dcf000 - 0x91e61fff libvDSP.dylib /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib 0x91e7b000 - 0x9240bfff libBLAS.dylib /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib 0x92453000 - 0x92763fff libLAPACK.dylib /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib 0x92790000 - 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0x9486dfff com.apple.QuickTime 7.0.3 /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime 0x95419000 - 0x9549cfff libstdc++.6.dylib /usr/lib/libstdc++.6.dylib
Hopefully Janis will have an idea
Tue, 25 Oct 2005 00:00:31

Firebrand

If it serves for something, I have never been able to run de DEBUG version myself neither.
Wed, 26 Oct 2005 14:00:50

Camper

After using the Aplle Debugger I got the impression, that it fails while accessing Memory previously allocated by a malloc call. If I remember correctly somewhere in the function Init_Zone or something similarly named
Wed, 26 Oct 2005 14:29:44

RambOrc

That sounds like something fairly easily fixed, or?
Wed, 26 Oct 2005 14:58:26

Firebrand

[quote="Camper":3nph9jnd]After using the Aplle Debugger I got the impression, that it fails while accessing Memory previously allocated by a malloc call. If I remember correctly somewhere in the function Init_Zone or something similarly named I understand what you are talking about, but I don't have a clue of how to fix it, Janis might know better what's the problem, BTW, did you try to compile a RELEASE build?
Thu, 27 Oct 2005 17:38:44

Camper

Sure, thats the first thing I tried -- same error, I only tried the DEBUG to find out what was the bloody problem
Thu, 27 Oct 2005 20:03:13

Camper

New status report: I got it up and running, after I disabled all the vsprint statements, they seem to have a codeset problem of some sort, also the sprite colors look shitty, but the walls and patches look fine, and it just crashes after a few movements; so its bloody buggy and unstable. I will continue to look further into this matter. Camper out
Thu, 03 Nov 2005 21:00:22

Camper

I sorted out that vsprint problem, but as far as I see, there is a problem with the progs; the monsters don't see me, and if I cross some lines, the game crashes with the BAD_ACCESS_EXCEPTION stuff somewhere in pr_exec.cpp on line 1333: case OPC_PUSHBOOL: I smell a asm/cpp discontinuity Greetz Camper
Sun, 06 Nov 2005 17:44:45

dj_jl

What's the stack trace (from debug file)? I just tried to switch to cpp version of RunFunction and it works just fine. I got warning on line 1350 so I changed it to
*sp = (int)((VObject*)sp[-1])->GetVFunction(*current_statement++);
sp++;
AS of sight problem, try to create a little test map with one monster and try to debug the sight checking to see what's going on there.
Thu, 10 Nov 2005 18:02:08

dj_jl

It came into my mind that it could be something with the way bitfields are packed into integer. Try to compile and run this test program:
#include <stdio.h>

int main(int, const char**)
{
    union
    {
	struct
	{
	    int b1:1;
	    int b2:1;
	    int b3:1;
	    int b4:1;
	} b;
	int i;
    } a;
    a.i = 0;
    a.b.b1 = 1;
    a.b.b4 = 1;
    printf("%08x\n", a.i);
    return 0;
}
On Intel the output is 00000009.
Thu, 10 Nov 2005 18:52:36

Camper

The Number in my output is 90000000 <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sat, 12 Nov 2005 11:52:00

dj_jl

Here's a patch.
Index: pr_exec.cpp
===================================================================
RCS file: /cvsroot/vavoom/vavoom/source/pr_exec.cpp,v
retrieving revision 1.34
diff -r1.34 pr_exec.cpp
175a176,190
> //	SwapBits
> //
> //==========================================================================
> 
> static int SwapBits(int Val)
> {
> 	int Ret = 0;
> 	for (int i = 0; i < 32; i++)
> 		if (Val & (1 << i))
> 			Ret |= 1 << (31 - i);
> 	return Ret;
> }
> 
> //==========================================================================
> //
412a428,439
> 	union
> 	{
> 		struct
> 		{
> 			int b1:1;
> 		} b;
> 		int i;
> 	} a;
> 	a.i = 0;
> 	a.b.b1 = 1;
> 	bool NeedBitSwap = a.i != 1;
> 
462a490,494
> 		case OPC_PUSHBOOL:
> 		case OPC_ASSIGNBOOL:
> 			if (NeedBitSwap)
> 				Statements[i + 1] = SwapBits(Statements[i + 1]);
> 			break;
Mon, 14 Nov 2005 19:38:50

Camper

Hehe, I tried your fix, and something weird happened if I do
case OPC_PUSHBOOL: case OPC_ASSIGNBOOL: if (NeedBitSwap) Statements[i + 1] = SwapBits(Statements[i + 1]); break;
The singleplayer part disappears completely. So it might be the way, but not like this
Tue, 15 Nov 2005 18:27:50

dj_jl

Yeah, it's not needed for local and global variables. Here's a modiefied patch.
Index: pr_exec.cpp
===================================================================
RCS file: /cvsroot/vavoom/vavoom/source/pr_exec.cpp,v
retrieving revision 1.34
diff -r1.34 pr_exec.cpp
175a176,190
> //	SwapBits
> //
> //==========================================================================
> 
> static int SwapBits(int Val)
> {
> 	int Ret = 0;
> 	for (int i = 0; i < 32; i++)
> 		if (Val & (1 << i))
> 			Ret |= 1 << (31 - i);
> 	return Ret;
> }
> 
> //==========================================================================
> //
412a428,439
> 	union
> 	{
> 		struct
> 		{
> 			int b1:1;
> 		} b;
> 		int i;
> 	} a;
> 	a.i = 0;
> 	a.b.b1 = 1;
> 	bool NeedBitSwap = a.i != 1;
> 
415a443
> 	int PrevOpc = OPC_DONE;
462a491,495
> 		case OPC_PUSHBOOL:
> 		case OPC_ASSIGNBOOL:
> 			if (NeedBitSwap && PrevOpc != OPC_LOCALADDRESS && PrevOpc != OPC_GLOBALADDRESS)
> 				Statements[i + 1] = SwapBits(Statements[i + 1]);
> 			break;
463a497
> 		PrevOpc = Statements;
Tue, 15 Nov 2005 20:32:14

Camper

Status Report: Now the single player mode works again, but the movement is incredibly slow, while the turning speed is ok. Also the Sprites look still buggy, while the monsters and everything is behaving normal. In addition the OpenGL mode crashes with "Z_CheckHeap: next block doesn't have proper back link" when trying to start a single player game.
Mon, 21 Nov 2005 19:52:48

dj_jl

I went through ACS code and added byte swapping where it was missing. Here's the patch.
Index: sv_acs.cpp
===================================================================
RCS file: /cvsroot/vavoom/vavoom/source/sv_acs.cpp,v
retrieving revision 1.34
diff -r1.34 sv_acs.cpp
2109c2109
< #define PC_GET_INT	(*PCodePtr++)
---
> #define PC_GET_INT	LittleLong(*PCodePtr++)
2449c2449
< 			PCodePtr = activeObject->OffsetToPtr(*PCodePtr);
---
> 			PCodePtr = activeObject->OffsetToPtr(LittleLong(*PCodePtr));
2455c2455
< 				PCodePtr = activeObject->OffsetToPtr(*PCodePtr);
---
> 				PCodePtr = activeObject->OffsetToPtr(LittleLong(*PCodePtr));
2669c2669
< 				PCodePtr = activeObject->OffsetToPtr(*PCodePtr);
---
> 				PCodePtr = activeObject->OffsetToPtr(LittleLong(*PCodePtr));
2701c2701
< 				PCodePtr = activeObject->OffsetToPtr(*PCodePtr);
---
> 				PCodePtr = activeObject->OffsetToPtr(LittleLong(*PCodePtr));
4137c4137
< 					int caseval = PCodePtr[mid * 2];
---
> 					int caseval = LittleLong(PCodePtr[mid * 2]);
4140c4140
< 						PCodePtr = activeObject->OffsetToPtr(PCodePtr[mid * 2 + 1]);
---
> 						PCodePtr = activeObject->OffsetToPtr(LittleLong(PCodePtr[mid * 2 + 1]));

The Z_CheckHeap error indicates that somewhere there's a memory corruption. Try to place dprintf(.....); Z_CheckHeap(); in main loop to find out where it gets corrupted.
Tue, 22 Nov 2005 21:32:20

Camper

The patch didn't help. The debug stuff, was outta my timeline
Tue, 29 Nov 2005 11:18:51

RambOrc

So what's the conclusion? Is it going to work or not?
Tue, 29 Nov 2005 17:59:52

dj_jl

As I understand, software rendering works, but is a bit buggy. OpenGL driver crashes and Camper needs to do some debugging to find out why. BTW some screenshots would be nice.
Tue, 29 Nov 2005 18:37:19

RambOrc

Strange, the way I understood it there is no software rendering at all. Also, Camper what about binaries I can download and test?
Sun, 04 Dec 2005 21:05:19

RambOrc

Janis, Firebrand, you might be able to get somewhere using this PowerPC emulator: <!-- m --><a class="postlink" href="http://pearpc.sourceforge.net/">http://pearpc.sourceforge.net/</a><!-- m -->
Mon, 05 Dec 2005 16:32:53

Firebrand

Yep, I got the basic set up done, I'll get a MacOS installer CD borrowed here and test how it works, but it seems like a good emulator, nice finding Ramborc <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Thu, 05 Jan 2006 10:29:34

RambOrc

I found out that Doomsday has an OS X port, maybe looking at its source code / copying part of it would help in porting Vavoom?
Thu, 05 Jan 2006 15:33:03

Firebrand

I'm still looking for this guy who is supposed to borrow me his OS X CD, but I haven't been lucky since he went out on the holidays, I'll look for him tomorrow and ask him again <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it's a good idea to check the Doomsday source for Mac OS, BTW, does it really works Ramborc? It's the first port I hear that has Mac OS support, that's what makes me think it might be a bit buggy or something.
Thu, 05 Jan 2006 17:00:54

RambOrc

It doesn't work flawlessly but it's playable, at least with Heretic.
Thu, 26 Jan 2006 15:43:38

RambOrc

In the end, I decided to fork over the money for a PC just for the Korax project, I made a quick estimation and for about $600-$650 I can build a machine that's not completely shit, I'm not happy about this but it's still better than wasting the little existing programmer resources on such a job which looks to be a larger amount of work than anyone thought in the beginning. Of course if the OS X port is done, I'll happily sell the PC again. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 26 Jan 2006 16:18:54

Firebrand

Well, I made a small progress here, I finally got the Mac OS Tiger, now I'm reading wikis and documentation to get this thing installed, it boots from the CD using the latest PearPC version, but something seems to be wrong, because it asks me to reboot without even starting <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> , I'll keep you updated on it.
Thu, 26 Jan 2006 17:00:32

RambOrc

That sounds good, if you can get it to work within a month, then I can save the money for something more sensible (like paying my taxes), as I'd have the bucks to buy the stuff towards the beginning of March.
Fri, 03 Feb 2006 19:39:32

dj_jl

<!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I just managed to install Darwin on PearPC. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Fri, 03 Feb 2006 19:48:29

RambOrc

Even though I've just spent CHF 275 (approx. US$ 212) on this project PC, I'd extremely welcome the OS X port for Vavoom. Even though it's got liquid cooling, it's big and ugly, and requires an extra set of input devices (PS/2 instead of USB), eating up lots of space in my room. And that's just the outside, working with Win98 is just plain ugly. Since WadAuthor seems to work fine with an emulation on OS X, a Mac port of Vavoom would allow me to ditch the PC.
Sat, 04 Feb 2006 01:16:09

Firebrand

[quote="dj_jl":1qtp9ys7]:D <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> I just managed to install Darwin on PearPC. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Sounds good! I just managed to see the boot screen of MacOS X, but for some reason it crashes while loading! <!-- s:x --><img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad" /><!-- s:x --> .
Sat, 11 Feb 2006 12:32:16

dj_jl

<!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Got it working with software renderer. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Sat, 11 Feb 2006 13:23:57

RambOrc

Thumbs up. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 13 Mar 2006 13:37:53

RambOrc

<!-- m --><a class="postlink" href="http://maxxuss.konglish.org/">http://maxxuss.konglish.org/</a><!-- m -->
Mon, 17 Apr 2006 15:14:14

Firebrand

Well, it seems that the latest Vavoom version already has support for Mac OS X <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, this are good news indeed, I have compiled it and uploaded a new version of KA using this latest version, could you please test it Ramborc? It could be the solution you have been looking for, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 17 Apr 2006 18:47:26

RambOrc

Wow looks great! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I'll post my findings once I could get it to run, imagine I could ditch that ugly big PC box from the other room. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 18 Apr 2006 15:21:21

RambOrc

The version you uploaded has only Win32 executables, it can't be run on OS X. I looked at the readme how to compile under GNU/Linux but it's too complicated for me, so I'm not sure how to proceed to get a PowerPC OS X version (as a last resort, a PowerPC Linux version might be OK too provided OpenGL performance is acceptable with the Radeon 9200).
Wed, 19 Apr 2006 13:57:18

Firebrand

Sorry about that <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> , I tought it could be run with the actual code I've got, but it seems it has to be compiled with Linux to make it work <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->, maybe Camper could make it work fine, why don't you ask him about this? The only thing I can tell you is that Vavoom can be compiled and run on PowerPC.
Wed, 19 Apr 2006 22:24:37

dj_jl

Have you installed SDL or Allegro?
Wed, 19 Apr 2006 22:56:16

RambOrc

who? me?
Thu, 20 Apr 2006 16:47:38

dj_jl

You will need the runtime library. You can download binaries of SDL from <!-- m --><a class="postlink" href="http://www.libsdl.org/">http://www.libsdl.org/</a><!-- m -->
Fri, 05 Nov 2010 10:32:36

RambOrc

While moving stuff, I found this thread. The difference vs back then is that I have an Intel Mac in the meantime, so it should be a lot easier to port/compile Vavoom now if there is no Mac OS X version yet.
Sat, 06 Nov 2010 18:53:47

Firebrand

Well I guess that if you have a compiler, all it would take would be that you get the libraries needed and compile them yourself for making a build <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 06 Nov 2010 18:57:58

RambOrc

You always so conveniently forget that I am not a programmer. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->

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