Author Topic: NaaLaa Linux experiments  (Read 184 times)

Marcus

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NaaLaa Linux experiments
« on: November 06, 2017 »
Well, don't get your hopes up quite yet, but I'm finally working on a real Linux port of NaaLaa, with some support from cvirus.

It's working but without sound so far (I haven't decided what to go with there - audiere, free but old, or fmod or bass, not quite free). Extensions will have to wait, so it'll be more like NaaLaa 5 than 6. Hopefully I can upload a test version soon that anyone with a Linux system can try out.

« Last Edit: November 30, 2017 by Marcus »
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cvirus

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Re: NaaLaa Linux experiments
« Reply #1 on: November 06, 2017 »
well it's working quite nice.


cvirus

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Re: NaaLaa Linux experiments
« Reply #2 on: November 07, 2017 »
New Screens SpaceShooting and CrapsAdventure Ubuntu.

cvirus

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Re: NaaLaa Linux experiments
« Reply #3 on: November 07, 2017 »
HeliAttack Latest version on Linux Ubuntu 16.04 LTS.

Marcus

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Re: NaaLaa Linux experiments
« Reply #4 on: November 08, 2017 »
Nice :D

I made many tests yesterday. The biggest issues left to fix are:

  • There's no sound
  • Drawing polygons doesn't work
  • Raycaster and Mode7 libraries cause really weird output
  • Writing an IDE
  • Big pixel modes work but fullscreen mode doesn't
  • 'create font' doesn't work
  • The extension system doesn't work

Before releasing anything, even a beta thingy, I want to take care of all but the last two issues. I just don't think I can write a TTF to Bitmap font thing under Linux, but I will of course try. I'd rather make 'load font' handle more formats than naalaa's own, so that you can create fonts using Hiero and other bitmap font generators. Making extensions work probably isn't that hard. But re-writing some of the extensions will take lots of time, since they're not cross-platform by nature.

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cvirus

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Re: NaaLaa Linux experiments
« Reply #5 on: November 08, 2017 »
HeliAttack screen, compiling everything with no errors,  one must be careful with case sensitive, cause Linux is sensive.

Marcus

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Re: NaaLaa Linux experiments
« Reply #6 on: November 10, 2017 »
The issues with polygon drawing and the raycaster failure were caused by the fact that naalaa on Linux is 64 bit instead of 32 (as on Windows). The mixed size of data types caused naalaa's arrays to go ape-shit. So, now naalaa only uses 64 bit types on Linux. Integers are 64 bits and the floating point type is now represented by a 64 bit double instead of a 32 bit float. This means ... that we'll be able to make deeper Mandelbrot zooms :)

If any Linux guy reads this, is a 32 bit version a "must" these days? Not even sure if I can make and test it on my machine.
« Last Edit: November 10, 2017 by Marcus »
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Marcus

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NaaLaa game Robowack on Linux
« Reply #7 on: November 30, 2017 »
My full (sparetime) focus is currently on getting naalaa up and running on Linux.

I don't want naalaa to be dependant of other libraries and runtime dummies forcing the programmer and then the end user to install packages and ... stuff. This means, for example, that I've had to write the sound system from "scratch" rather than using audiere, fmod or bass. It's lots of hard work, but I'm getting some good help from cvirus :) The biggest thing left at the moment is writing an IDE, but it probably shouldn't take too long until a beta version will be available.

Attached to this post is my old game Robowack compiled with naalaa for Linux. The compiler is included too, so you could try compiling your own stuff (or programs posted in this forum) if you want to.

If you have a Linux toaster, feel free to report if/how the game and compiler works :)


« Last Edit: November 30, 2017 by Marcus »
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cvirus

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Re: NaaLaa Linux experiments
« Reply #8 on: December 06, 2017 »
This are the screens of robowack,it runs nice on ubuntu 16.04 LTS and previous versions.  8)

johnno56

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Re: NaaLaa Linux experiments
« Reply #9 on: December 12, 2017 »
I run with 64bit Linux Mint and ran the Robowack executable without any problems. Renamed the executable and recompiled. Ran the new executable without any problems. Very cool.

Am I correct in assuming that there is an IDE available?

J

Marcus

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Re: NaaLaa Linux experiments
« Reply #10 on: December 12, 2017 »
I run with 64bit Linux Mint and ran the Robowack executable without any problems. Renamed the executable and recompiled. Ran the new executable without any problems. Very cool.

Am I correct in assuming that there is an IDE available?

J

Thanks for testing :)

I'm working on an IDE. But it will be rather primitive in the first release. Before anything's released, I gotta implement find/replace functions and undo/redo (I realized just now that the standard IUP text control doesn't support that on Linux). Hopefully I can make it work with scintilla later on, and then it'll function better than the Windows version.

You can download the test version I'm sharing with cvirus from here: http://naalaa.com/temp/naalaa001.tar.gz  Just unpack it somewhere and run the install script with "sudo ./install". That will install the IUP runtime libraries required by the editor, NED. The programs you create will not require "anything" to run.
 
I'm using 64bit Linux Mint too. My Windows PC is kind of dead, so ... I'm finally inspired to make the Linux version :D
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johnno56

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Re: NaaLaa Linux experiments
« Reply #11 on: December 12, 2017 »
Cool.

At the moment I am using Geany as my IDE. It was easy enough to setup the compile command. Of course, once the compile is completed, I have to manually set the output as an executable. But hey, it will do until something better comes along... lol How long have you been using Mint? I've been using Linux since Ubuntu was version 5.10. Moved to Mint when it was version 13.04 and upgraded to 64bit about 2 years ago.

Thanks for the link. I will definitely check it out...

J

johnno56

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Re: NaaLaa Linux experiments
« Reply #12 on: December 12, 2017 »
Naalaa001 installed just fine and without problems. Tested NED using "santa" and ran very smoothly. I still got killed off but ran smoothly... lol
I see what you mean about the IDE. I kind of like the 'Spartan' or 'Monochromatic' look and feel. Besides, it does what it needs to do. I'm sure, with time and patience, it too will 'evolve'.

I still have pretty much all of the old N5 and N6 examples floating around on a hard drive. Might 'dust them off' and give them a bit of 'air'. I will let you know if I have any difficulties. Be warned. I'm NOT very good at action-type games... die far too quickly.. Oh. I also have a joystick that needs to get some exercise... lol

Again. Thanks for the link. Much appreciated. I need coffee...

J

cvirus

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Re: NaaLaa Linux experiments
« Reply #13 on: December 13, 2017 »
Glad to know.  O0

johnno56

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Re: NaaLaa Linux experiments
« Reply #14 on: December 13, 2017 »
I have completed the compilation and testing of the games in the N6 examples folder. Two games failed to compile - both were "font" issues. One produced errors but still executed. Log attached. (i hope...)

J