![]() I'll probably port Bugdom 2 if it ever comes out, but I'm not really interested enough in Otto Matic or CMR to port them (right now anyway). I expect that's basically enough to port jorio's other Pangea games, although I haven't taken a look at them. with controller (I made the icons bounce up and down to indicate selection, but you could go with some other indicator). Since the games are made for desktop, I had to implement controls to enable navigating the menus etc.You can probably figure out how to do this properly, but you can just copy this method if necessary. I didn't quite figure out what it was (probably needed to transpose the matrices or something) and ended up just implementing matrix multiplication in C++ instead of passing it to the GPU (see line 839 of ). There's a difference in how jorio and VitaGL handle matrix multiplication or something.My Pomme fork also sets the preferences directory to ux0:/data/. I made a fork of jorio's Pomme library so that most of this is automatic ( ), so just use that instead of jorio's Pomme repo. Then you have to do some manual pixel switching to make the colors match up. You play Skip McFly, a grasshopper who explores the areas. So you basically need to replace every instance of GL_BGRA with GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV with GL_UNSIGNED_BYTE, and GL_UNSIGNED_SHORT_1_5_5_5_REV with GL_UNSIGNED_SHORT_5_5_5_1. Bugdom 2 is the only console-quality 3D action-adventure game for the iPhone and iPod Touch. The Pangea code stores pixels as ARGB/BGRA, but the VitaGL needs RGBA.You can find your own workaround or feel free to use my VitaGL fork ( ). To get around this, I forked VitaGL and implemented a new function, glTexSubImage2DUnpackRow, with an extra argument for row unpacking. Two, loading some of the textures requires a custom GL_UNPACK_ROW_LENGTH which is not implemented in VitaGL. One, you have to comment out GL_FOG_HINT. As a grasshopper named Skip you'll get to explore amazing new areas of the Bugdom, and meet many new characters Bugdom 2 is loaded with dazzling graphics, and. Most of the OpenGL calls are implemented in VitaGL. It has been three years since Rollie McFly rid the Bugdom of the evil King Thorax and his minions, but the Bugdom is still a dangerous place.jorio uses SDL for window handling, but you can comment out basically all this code since you can hardcode the view when you init VitaGL (see vglInitExtended call in Main.cpp).Look at main.cpp ( ) or Rinnegatamante's various ports to see how to increase the heap as necessary (otherwise you'll run out of memory and crash).Install vita toolchain if you haven't already, and edit CMakeLists.txt to to use it (should be basically the same as CMakeLists.txt in my repo). Bugdom 1.3.You can check the difference between my code and jorio's ( ) to get an overview.īasically, here are the main points to follow: It's all open source, so feel free to look at my code to implement other ports (note that the work is under creative commons, so you must follow that license as well). Were you thinking of trying to port jorio's other Pangea games? I think it should be pretty doable following my methodology for Bugdom. In The Playroom, she will ask you to go slot car racing with Sam the Snail. She is located in almost all of the levels you will come across. Bring an Acorn to her and she will give you items. She usually carries a Map or a Checkpoint and will trade the items for only Acorns. Hi, idk what the discord thing is but I'm glad if you enjoyed it. Sally will often help you in tough times in Bugdom 2.
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