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Author Topic: Rockdoom - swapping strafe and aiming controls  (Read 2115 times)

Offline AgentRev

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Rockdoom - swapping strafe and aiming controls
« on: September 19, 2011, 08:46:54 PM »
Hey there,

I have an iPod Nano 2G, and I got a question about Rockdoom. I know this game is old, but I want to know how to use the scrollwheel for aiming and left/right for strafing. I don't think it is possible to change it in the options, since Game Strafe shows as Unassigned.

Can someone tell me how to do this, or point me where in the code such a change would have to be made? (already grabbed sources from svn)

If code needs to be modified, would someone be kind enough to point me to compiling instructions for Rockdoom? I've already done C before, but I really have no idea on how to turn this into a .WAD


Thanks a lot if you can help me.
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Offline saratoga

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Re: Rockdoom - swapping strafe and aiming controls
« Reply #1 on: September 19, 2011, 09:02:06 PM »
I have no idea how the controls for doom work, but the code for doom is in apps/plugins/doom.

FWIW doom does not compile into WADs.  Those are just map files, not actual code.  To build doom you just compile rockbox, it gets compiled into your build. 

If you have't set up the dev tools, see here:

http://www.rockbox.org/wiki/DevelopmentGuide

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Offline AgentRev

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Re: Rockdoom - swapping strafe and aiming controls
« Reply #2 on: September 19, 2011, 11:45:16 PM »
Thanks for the infos, I gave a try at it.

Is it really necessary to compile the whole thing just for a few lines changed? I mean I tried to compile it with the Ubuntu VM from the page you said, and after 15 mins it was still stuck on the codecs folders, but then my computer froze for an unknown reason. The VM had 4 cores and 1GB RAM allocated, and I used the "make -j" command.
« Last Edit: September 19, 2011, 11:46:52 PM by armorfid »
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Offline saratoga

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Re: Rockdoom - swapping strafe and aiming controls
« Reply #3 on: September 19, 2011, 11:52:47 PM »
Quote from: armorfid on September 19, 2011, 11:45:16 PM
Is it really necessary to compile the whole thing just for a few lines changed?

Yes.

Quote from: armorfid on September 19, 2011, 11:45:16 PM
The VM had 4 cores and 1GB RAM allocated, and I used the "make -j" command.

Should take about a minute the first time, then a few seconds each time after that.
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Offline AgentRev

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Re: Rockdoom - swapping strafe and aiming controls
« Reply #4 on: September 20, 2011, 12:42:01 AM »
It's funny how it compiles 10 times faster with only 1 core rather than 4. Not the first time I have issues with multi-core Linux VMs.


Post Merge: September 20, 2011, 01:21:19 AM
Well, looks like I succeeded at linking the aiming to the scrollwheel, still gotta sort the strafe.

I kinda understand now why the aiming wasn't put on the scrollwheel, since that it doesn't follow the finger 1/1, but rather jumps across "steps" of 10-15 pixels when scrolling (and yet it's still too slow).
« Last Edit: September 20, 2011, 01:21:19 AM by armorfid »
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Offline torne

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Re: Rockdoom - swapping strafe and aiming controls
« Reply #5 on: September 20, 2011, 11:44:35 AM »
Quote from: armorfid on September 19, 2011, 11:45:16 PM
I mean I tried to compile it with the Ubuntu VM from the page you said, and after 15 mins it was still stuck on the codecs folders, but then my computer froze for an unknown reason. The VM had 4 cores and 1GB RAM allocated, and I used the "make -j" command.
If you literally ran "make -j" that will run *as many processes at once as possible*, which for the rockbox build is hundreds. This will grind your computer to a halt. You want something between about -j4 and -j8 for a 4 core machine.

Even my 16 core workstation with 12GB of RAM can't deal with an unlimited -j. :)
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some kind of ARM guy. ipodvideo/gigabeat-s/h120/clipv2. to save time let's assume i know everything.

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