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Thread: FPC 4 GBA: binaries uploaded

  1. #11

    FPC 4 GBA: binaries uploaded

    The finished part is on bitmap modes and IMO is complete enough, though I should check all code examples and "wash" a bit the language used (maybe you have noticed my awful english...) :alien:
    Get your fpc4gba copy now!
    Get your fpc4nds copy now!

  2. #12

    FPC 4 GBA: binaries uploaded

    hmm I wonder how easy it would be to port Siege of Avalon to GBA.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  3. #13

    FPC 4 GBA: binaries uploaded

    I once had a look at that game, but my conclusions is that that source code is hopeless; it is closely intermixed with the VCL and uses a proprietary blit engine. Even if you would be able to use the LCL, the GBA has way to few resources to support the LCL. I think making it run in FPC would be an accomplishment itself, porting it is another matter.

  4. #14

    FPC 4 GBA: binaries uploaded

    I have already started work on porting it to JEDI-SDL, so there is no dependency on the VCL. The idea was to get it up and running on Linux and Win32 ( and I think someone compiled it on MacOS as well ), which I managed to do at least the intro and main menu were working. I even added multi-language support.

    SoA uses a layered sprite system, which allowed you to strip characters down to their underwear. Once the layering sprite system is ported the rendering loop could easily be re-written to be more effecient. Even the proprietry blitting system can be replaced. It's not an easy job, but it can be done. The main issue I see with GBA would be replace the SDL calls with GBA calls or alternatively we could write a thin SDL API replication layer that maps to GBA blit calls and the space restrictions that go with GBA.
    All doable, but it takes time and loads of it. If I won the lottery I'd pay some people to finish it off.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  5. #15

    FPC 4 GBA: binaries uploaded

    Cool If you managed to kick out the VCL there might be some ways to save that code.

    There are no GBA calls. The GBA is:

    var videoram:array[0..xxxx] of word absolute $yyyy;

    ... and write the blitting code in assembler. We now have the Hermes blitting engine in FPC SVN, that one might help.

  6. #16

    FPC 4 GBA: binaries uploaded

    Quote Originally Posted by dmantione
    We now have the Hermes blitting engine in FPC SVN, that one might help.
    Can you explain more about Hermes or provide links?
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  7. #17

    FPC 4 GBA: binaries uploaded

    Hermes is a blitting engine that mainly focuses fast clearing of surfaces and on drawing bitmaps with colour space conversion (i.e. drawing 8-bit palette graphics in 32-bit graphics modes or drawing 32 bit graphics in 16-bit mode, or whatever).

    MMX assembler accelerated versions of all routines exist.

    It was translated from C to Pascal by Nikolay Nikolov:

    Pascal version is here:

    http://svn.freepascal.org/svn/fpc/tr.../extra/hermes/

    Original C version:

    http://www.clanlib.org/hermes/

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