Jump to content
SubSpace Forum Network

Help with writing an OS X port?


Recommended Posts

Posted

Hi all,

 

I was hoping there'd be at least some interest in !@#$%^&*isting me with this. I've been playing since the original Sniper days (still have the CD and box set back at the house somewhere), but recently got a Powerbook for those days when I'm on the road. Unlike most people who just give up, I tried playing Subspace in Virtual PC. It's, well... *okay*. But choppy 640x480x8 gets tiresome after awhile, not to mention the higher network lag.

 

I've seen people asking every once in awhile about an OS X port of Subspace. I know OpenSS was mentioned, but that's just Yet Another Dead Sourceforge Project [tm]. So I'm taking it upon myself to learn Subspace's guts, and eventually hope to write a clean room implementation of Subspace for OS X.

 

I know most of the format of the object bitmaps, the wave sound files, and the LVL files (not completely sure about LVZ. Haven't found definitive info on that compared to LVL). The client/server protocol I kind of know, compliments of reading ASSS's source code over the weekend. So it's just a matter of throwing it all together.

 

I'm trying to give myself a crash course in OS X's programming frameworks, and how to properly do everything. It doesn't help that I really am not sure how DirectX did it, whether everything in Subspace is just all kinds of multi-layered 2D bitmaps just composited on top of each other, or if there really is some amount of 3D going on. But I'm willing to learn and write if some others, who are maybe a little more knowledgeable about Subspace's internals, are willing to assist.

 

So... Is there anyone out there willing to assist? :D

 

--

Scott

Another dedicated, yet mediocre, SS playerr

Posted

But Snrrrub is a university boy so he is very busy. I wonder if his client will ever get done. But fi you are a good programmer then maybe you can help him out.

Also, it is not a linux prt, but a very corss-platform port of the game (OSX, Linux/Unix, Windows, ...).

Posted

Fluffy show me a directX game equivalent or superior to SubSpace in Graphics in Java, also there are many java decompilers, java is easier to crack than c/c++.

 

P.S>Akai where do i put my avatar with a good size.

 

-nintendo64

Posted
Fluffy show me a directX game equivalent or superior to SubSpace in Graphics in Java, also there are many java decompilers, java is easier to crack than c/c++.

http://www.javagameplay.com/warzone3.html

 

Take a look at the other games on that website too. I dont think they use directX, but keep in mind that these are only applets (making them very limited) that were compiled using JDK 1.0 (for compatability), which was released over two years ago. A full java aplication would be able to use the newest SDK release for compiling which has way more features and functionallity than the one from two years ago.

Posted
Also, all the games on that website are pretty -*BAD WORD*- hard to decompile and then make sense of; I couldn't do it. Java classes are easy to decompile but if you put some effort into it you can make the code really hard to understand and/or be successfully altered by someone who wanted to crack it.
Posted

Well, you can write C++ code on most "decent" phones nowadays since they're based on Symbian OS. Mind you, I don't think anyone would want to play on the stupidly low resolutions. Of course, there's always Nokia Series 90 (the recently-announced Nokia 7700) or the Sony Ericsson P800/P900 if you happen to have around $1000 to blow on a cell phone. smile.gif The 7700 has a 640x320 screen at 16bpp so it's actually pretty sweet as far as resolution goes. Too bad it's like 6-8 months away. :(

 

Anyway, you can't necessarily take Java code written for a PC and put it on a cell phone. The phones use J2ME and MIDP 1.0 or, more recently with the introduction of Nokia 6600, MIDP 2.0. Among other things, floating point support is missing so simple trigonometric functions cannot be used unless you're into the fixed point arithmetic and have fixed point lookup tables or manage to write a fixed point approximation routine for those trig functions. smile.gif Good times, good times...

 

Now, will someone tell me why I bothered posting this?

 

-Snrrrub

  • 3 weeks later...
Posted

yet another useless and unimplementable computer suggestion...

 

 

if mac has programs written in cpp or another pop coding language (im not a mac person) there should be a program that lets you input .exe and .dll, and u getmac copies, i know this probably won't work, and it wont, and never will, but just think ut2k3 on mac g5 >:}

Posted
yet another useless and unimplementable computer suggestion...

 

 

if mac has programs written in cpp or another pop coding language (im not a mac person) there should be a program that lets you input .exe and .dll, and u getmac copies, i know this probably won't work, and it wont, and never will, but just think ut2k3 on mac g5 >:}

http://mac.ign.com/articles/370/370395p1.html?fromint=1

 

I normally HATE quoting, but I'll do it this time... First few hits on google or so. I didn't even bother looking much up...

Guest
This topic is now closed to further replies.
×
×
  • Create New...