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Testing Duke3D
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Topic: Testing Duke3D (Read 2768 times)
__builtin
Developer
Member
Posts: 410
iPod 6G, c200v1 (RIP), e200v1 (RIP)
Testing Duke3D
«
on:
December 24, 2017, 07:31:03 PM »
Duke3D was just merged. It hasn't been tested as thoroughly as I'd like, though. If you have a supported target (one with a color screen, ARM CPU, and large enough plugin buffer), you can test it by following the instructions on the wiki page after getting a fresh dev build:
https://www.rockbox.org/wiki/PluginDuke3D
. Please let me know how it works.
«
Last Edit: December 24, 2017, 08:17:49 PM by __builtin
»
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Frankenpod
Member
Posts: 760
Re: Testing Duke3D
«
Reply #1 on:
December 28, 2017, 02:56:36 PM »
Seems to work on ipod classic. Haven't bothered trying to enable muisc. Slight pauses sometimes when sound is played. Though really I don't think the device has enough buttons to make it comfortably playable. I blame Apple's obsession with UI minimalism rather than your port, however (always thought the ipod should have had a dedicated volume control, allowing you to change volume whatever screen you were on).
Great job though, anyway. If only for the amusement of seeing my ipod running something that was once the most demanding thing my then PC could cope with.
«
Last Edit: December 28, 2017, 05:15:29 PM by Frankenpod
»
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__builtin
Developer
Member
Posts: 410
iPod 6G, c200v1 (RIP), e200v1 (RIP)
Re: Testing Duke3D
«
Reply #2 on:
December 28, 2017, 05:57:49 PM »
Performance with sound enabled should be vastly improved in the most recent dev build. As for controls, I've found that sometimes remapping a key in-game is necessary (from the Keyboard Setup menu). Also, a button can be mapped to up to two functions. For example, I have PLAY on the ipod6g mapped to both jump and next weapon.
«
Last Edit: December 28, 2017, 05:59:21 PM by __builtin
»
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Frankenpod
Member
Posts: 760
Re: Testing Duke3D
«
Reply #3 on:
December 29, 2017, 10:07:27 AM »
I reckon it makes more sense to have the wheel for turning and the forward/back buttons for side-stepping left/right rather than the other way round as it is by default.
But I don't play the games on the ipod much, due to fear of wearing out the buttons! Spare parts seem to be getting scarcer and if I never have to open an ipod classic case again it will be too soon.
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cela
Member
Posts: 62
Re: Testing Duke3D
«
Reply #4 on:
December 30, 2017, 11:40:12 AM »
I can confirm duke3d works well on Zen X-Fi2 which is touchscreen. Music and sound is good from the inbuilt speaker. Only issue is the plugins are not enabled by default on this device so I built Rockbox from source and disabled all the plugins without keymaps just to test duke3d out!
Other devices duke3d works well on are Zen X-fi, Sony NWZ-E380, and Sansa Fuze+. On Sony NWZ-E380 only the demo version seems to work due to the .grp file size I think.
«
Last Edit: December 30, 2017, 01:16:15 PM by cela
»
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Rockboxed Daps:-
Pinephone (RaaA), Benjie T6, Sony NWZ-E384 (dead battery), Samsung YP-R0 (the best rockbox player), Creative Zen X -Fi, Sansa clip+, Sansa Fuze+ x2 (good for rockbox games) , Creative Zen X-Fi2 , Unbranded Rk27xx Dap (I need to fix the buttons)
__builtin
Developer
Member
Posts: 410
iPod 6G, c200v1 (RIP), e200v1 (RIP)
Re: Testing Duke3D
«
Reply #5 on:
January 15, 2018, 08:06:29 PM »
I've implemented a preliminary greylib patch on gerrit that should in theory allow duke3d to run on grayscale targets. If anyone has a grayscale target to test, I can provide builds.
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