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in Blades of Exile
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quote:
Originally written by Celtic Minstrel:

A few questions:

  1. Are you basing all code on the Windows sources? Or are you taking Mac sources into account, too?
  2. What platform are you doing this work on?

In order
  1. Yes, Windows sources.
  2. Yes, but in a special way. If the porting goes as outlined in the main page of the website, then automatically the sources will be Mac OS X compatible.


[ Wednesday, January 16, 2008 20:17: Message edited by: King InuYasha ]

--------------------
Open Blades of Exile Cross 32-bit Project
Know any Win16=>Win32 porting resources? Let me know!
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in Blades of Exile
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quote:
Originally written by CommonGenius.com:

InuYasha, I tried to go to the link in your signature, but it won't open (tries to download a file named "enano"?), and I can't find oboecross32 from the main site. Can you direct me to the appropriate link? I am interested in developing on BoE, on the Windows side. My impression is that most of the current development (what there is of it) is being done on the Mac side; but since presumably all of that work could be ported to Windows, I don't want to duplicate work that has already been done on the Mac.
You might have caught the server at a bad moment. The PHP system on that server is being upgraded at times, and messed with quite often, unfortunately out of my control. The site is supposed to show CMS controlled site with basic info...

Anyways, here is a direct link to sources...

http://hg.sharesource.org/oboecross32/

[ Saturday, January 12, 2008 19:37: Message edited by: King InuYasha ]

--------------------
Open Blades of Exile Cross 32-bit Project
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Posts: 29 | Registered: Friday, November 9 2007 08:00
Who Killed General? in General
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quote:
Originally written by The Ratt:

I have a question, are internal server errors the same as 500 errors? Because I have never got 500 errors, only internal server errors, in fact I got one just now.
Internal Server Error = HTTP 500 Status code

A 500 error is an internal server error. Generally you are supposed to get HTTP status code 200, which means the connection worked and content is being downloaded. Occasionally a 301 or a 302 status code, which means the site moved. 404 is missing destination. 401 is forbidden, and i think that wraps it up...

--------------------
Open Blades of Exile Cross 32-bit Project
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¡Ay! These issues are cropping up all the time now on here. They used to only occur every 5-10 times, but now its occurring at least once every time..

--------------------
Open Blades of Exile Cross 32-bit Project
Know any Win16=>Win32 porting resources? Let me know!
Posts: 29 | Registered: Friday, November 9 2007 08:00
Who Killed General? in General
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quote:
Originally written by *i:

Time and convenience. These boards exist as a means for the fans of Spiderweb Software to communicate; they are not, however, the primary purpose of the company; releasing software is and these boards exist primarily for the game forums.

At the time UBB was one of the better ones out there and far superior to the old Ikonboards. While yes, Jeff and Mariann could make a different set of forums, this is a time sink. Realistically, what does that gain them? Not a whole lot. The forums work 99% of the time and serve their intended purpose. The time investment to set up a new, more stable message board is not justified.

Couldn't UBB.classic just be converted using an automatic converter though? I know that phpBB2 has an automatic converter module for UBB.classic 6.x which once imported into phpBB2 could be upgraded to phpBB3.

http://www.phpbb.com/community/viewtopic.php?f=10&t=169217
http://www.grahameames.co.uk/phpbb/

Meh, just a suggestion...

--------------------
Open Blades of Exile Cross 32-bit Project
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Trying to Compile from Source in Blades of Exile
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Yay! I feel somewhat happy! As simple as it is, it still means I managed to actually port some code!

First rev of wx basics: http://hg.sharesource.org/oboecross32/rev/6860af0cad94
Edit: oops, corrected slight error: http://hg.sharesource.org/oboecross32/rev/a40065e2900c

*Dances a little, then realizes big problem*

OH SNAP! There is a Mac codebase file in the Windows codebase... "./ScenEd/townout.cpp" is the Mac Scenario Editor codebase file "townout.c"

[ Thursday, December 27, 2007 15:49: Message edited by: King InuYasha ]

--------------------
Open Blades of Exile Cross 32-bit Project
Know any Win16=>Win32 porting resources? Let me know!
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in Blades of Exile
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quote:
Originally written by Miramor:

It would be nicer if the site had some decent bandwidth.
Ehh, I got what I could. At least I have a lot of space...

--------------------
Open Blades of Exile Cross 32-bit Project
Know any Win16=>Win32 porting resources? Let me know!
Posts: 29 | Registered: Friday, November 9 2007 08:00
Trying to Compile from Source in Blades of Exile
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While what I am doing does not use the Mac sources (as I have only a little idea on how Windows sources work, much less Mac ones...), I have figured out a way to determine which parts of Blades of Exile need porting from Win16 to Win32. Simply put, Winelib can parse the sources and attempt to build them. Winelib does not suppport anything the Win32 API does not support, and thus the parts of the Win16 API dropped from the Win32 API are given back as errors, stopping the build.

BoE game source:
wineg++ -c -mno-cygwin -I. -o actions.o actions.cpp
global.h:447: error: expected unqualified-id before ‘short’
global.h:447: error: expected `)' before ‘short’
global.h:447: error: expected `)' before ‘short’
global.h:447: error: expected `)' before ‘short’
global.h:448: error: expected unqualified-id before ‘short’
global.h:448: error: expected `)' before ‘short’
global.h:448: error: expected `)' before ‘short’
global.h:448: error: expected `)' before ‘short’
graphutl.h:3: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:4: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:6: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:7: error: expected initializer before ‘*’ token
graphutl.h:10: error: expected ‘,’ or ‘...’ before ‘*’ token
actions.cpp: In function ‘void check_cd_event(HWND__*, UINT, UINT, LONG)’:
actions.cpp:1511: error: ‘MAKEPOINT’ was not declared in this scope
actions.cpp: In function ‘void flash_rect(RECT)’:
actions.cpp:1571: error: ‘SetViewportOrg’ was not declared in this scope
actions.cpp: In function ‘void flash_round_rect(RECT, short int)’:
actions.cpp:1603: error: ‘SetViewportOrg’ was not declared in this scope
actions.cpp: In function ‘Boolean handle_keystroke(UINT, LONG)’:
actions.cpp:1829: error: ‘GFSR_USERRESOURCES’ was not declared in this scope
actions.cpp:1829: error: ‘GetFreeSystemResources’ was not declared in this scope
actions.cpp:1832: error: ‘GFSR_GDIRESOURCES’ was not declared in this scope
winegcc: g++ failed
make: *** [actions.o] Error 2
PC editor:
wineg++ -c -mno-cygwin -I. -o bladpced.o bladpced.cpp
global.h:447: error: expected unqualified-id before ‘short’
global.h:447: error: expected `)' before ‘short’
global.h:447: error: expected `)' before ‘short’
global.h:447: error: expected `)' before ‘short’
global.h:448: error: expected unqualified-id before ‘short’
global.h:448: error: expected `)' before ‘short’
global.h:448: error: expected `)' before ‘short’
global.h:448: error: expected `)' before ‘short’
graphutl.h:1: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:2: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:5: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:6: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:7: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:8: error: expected initializer before ‘*’ token
bladpced.cpp:171: error: ‘_export’ does not name a type
bladpced.cpp:174: warning: ‘__stdcall__’ attribute only applies to function types
bladpced.cpp:174: error: ‘int WinMain’ redeclared as different kind of symbol
/usr/include/wine/windows/winbase.h:2386: error: previous declaration of ‘int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)’
bladpced.cpp:174: error: ‘hInstance’ was not declared in this scope
bladpced.cpp:174: error: ‘hPrevInstance’ was not declared in this scope
bladpced.cpp:175: error: ‘lpszCmdParam’ was not declared in this scope
bladpced.cpp:175: error: ‘nCmdShow’ was not declared in this scope
bladpced.cpp:180: error: expected unqualified-id before ‘{’ token
winegcc: g++ failed
make: *** [bladpced.o] Error 2
Scenario Editor:
wineg++ -c -mno-cygwin -I. -o blscened.o blscened.cpp
global.h:352: error: expected unqualified-id before ‘short’
global.h:352: error: expected `)' before ‘short’
global.h:352: error: expected `)' before ‘short’
global.h:352: error: expected `)' before ‘short’
global.h:353: error: expected unqualified-id before ‘short’
global.h:353: error: expected `)' before ‘short’
global.h:353: error: expected `)' before ‘short’
global.h:353: error: expected `)' before ‘short’
tfileio.h:9: error: variable or field ‘make_new_scenario’ declared void
tfileio.h:9: error: ‘Str255’ was not declared in this scope
tfileio.h:9: error: expected primary-expression before ‘short’
tfileio.h:9: error: expected primary-expression before ‘short’
tfileio.h:9: error: expected primary-expression before ‘short’
tfileio.h:10: error: expected primary-expression before ‘short’
tfileio.h:10: error: initializer expression list treated as compound expression
tfileio.h:36: error: variable or field ‘flip_rect’ declared void
tfileio.h:36: error: ‘Rect’ was not declared in this scope
tfileio.h:36: error: ‘s’ was not declared in this scope
graphutl.h:3: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:4: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:6: error: expected ‘,’ or ‘...’ before ‘*’ token
graphutl.h:7: error: expected initializer before ‘*’ token
graphutl.h:10: error: expected ‘,’ or ‘...’ before ‘*’ token
blscened.cpp:154: error: ‘_export’ does not name a type
blscened.cpp:157: warning: ‘__stdcall__’ attribute only applies to function types
blscened.cpp:157: error: ‘int WinMain’ redeclared as different kind of symbol
/usr/include/wine/windows/winbase.h:2386: error: previous declaration of ‘int WinMain(HINSTANCE__*, HINSTANCE__*, CHAR*, int)’
blscened.cpp:157: error: ‘hInstance’ was not declared in this scope
blscened.cpp:157: error: ‘hPrevInstance’ was not declared in this scope
blscened.cpp:158: error: ‘lpszCmdParam’ was not declared in this scope
blscened.cpp:158: error: ‘nCmdShow’ was not declared in this scope
blscened.cpp:163: error: expected unqualified-id before ‘{’ token
winegcc: g++ failed
make: *** [blscened.o] Error 2
I would have preferred -Wall switch enabled, but that's too much pain at once....

Apparently, the code is C++, here I thought it was C when i glanced at the Mac vs Win16 sources and saw how similar they were... Hey, at least it's progress... These files are being built using autogenerated makefiles from Winemaker. By no means is Winelib a substitute for a genuine native port to Linux. It is merely a stopgap development measure.

Note: Pushed fix in filename to Mercurial repository....

[ Monday, December 24, 2007 17:34: Message edited by: King InuYasha ]
Posts: 29 | Registered: Friday, November 9 2007 08:00
The Abominal Desktop Thread Continued: A New Abomination in General
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quote:
Originally written by Thralni:

Oh my god, that bar at the bottom looks really identical like the dock of Mac OS 10.5, you know. This has kept me wondering for alonger time, bcause the Spaces" of OS 10.5 actually have been for a long while in Linux already. I wonder if this Linux dock was in Linux already before OS 10.5 was announced?
It was around before 10.5 was announced. It is also a lot more customizable than the Mac OS X one. The only thing this dock can't do YET is move to the top, left, or right. But, that doesn't bother me. I themed the dock to have a bluish glass effect to match the background.

[ Monday, December 24, 2007 04:18: Message edited by: King InuYasha ]
Posts: 29 | Registered: Friday, November 9 2007 08:00
The Abominal Desktop Thread Continued: A New Abomination in General
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Ehh, I chose to go minimalist after this upgrade.

IMAGE(http://i37.photobucket.com/albums/e74/Pharaoh_Atem/Fedora8Desktop.png)

Maybe I will change it later? Probably...
Posts: 29 | Registered: Friday, November 9 2007 08:00
I, II, or III in The Exile Trilogy
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I liked Exile III the best. It was well designed, in my opinion more so than the other two, and kept me busy longer.... It also helped that when I made my switch to Linux, I could take Exile III with me. Given that I only played the demo because my wallet was already hurting at the time, I feel bad that Spiderweb Software became discouraged and demoralized about making Linux games. With the resurgence of the Linux desktop, and more businesses using it in corporate environments and the work people seeing it and trying it out at home, Linux will gain a foothold. Also, Windows Vista hasn't been doing so well... Already with all the other advancements in propagation of Linux to the masses (Dell selling Ubuntu PCs, Everex and ASUS low cost machines, etc.), Spiderweb Software should rethink their position about Linux games.

Anyone who says that the games always work fine under Wine are crazy. The latest versions of Wine + any of the Exile and a few of the Avernum games = borked up screen and sound. Sound is easily fixed with driver emulation, but screen issues... Also it is a very weak excuse to not support Linux natively when there are very powerful cross-platform toolkits that can be used for game development (SDL, OpenAL, wxWidgets, MinGW, Code::Blocks, wxFormBuilder, etc.), and all these tools work on Linux, Windows, and Mac OS X. I just hope Spiderweb reconsiders it for Avernum 5. Now that would be sweet for Linux.

[ Sunday, December 23, 2007 18:41: Message edited by: King InuYasha ]

--------------------
Open Blades of Exile Cross 32-bit Project
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Posts: 29 | Registered: Friday, November 9 2007 08:00
Geneforge 4 Operating System in Tech Support
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quote:
Originally written by Tyranicus:

quote:
Originally written by Andrea:

GF4 probably requires at least Windows 2000 because (and this is a guess) it probably needs a version of DirectX not supported on previous iterations of the operating system.
I highly doubt this, since DirectX 9.0c is available for 98 and ME, and DirectX 10 is only available on Vista.

However, there are incompatibilities between the 9x and NT versions of DirectX, intentionally in order to make more people move to the NT platform. The reason why DirectX 9 was even supporting the 9x platform is because at the time, the big game developers had a significant 9x userbase. However, that changed very quickly after most of the 9x series lost support from Microsoft. The big game developers could no longer hold onto that claim, and were pretty much forced to move on.

[ Saturday, December 22, 2007 23:03: Message edited by: King InuYasha ]
Posts: 29 | Registered: Friday, November 9 2007 08:00
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quote:
Originally written by Celtic Minstrel:

I don't know whether this matters at all to you, but Khoth has a darcs repository for the Mac source.

The only reason I say this is that it might make sense to keep them both in the same type of repository.

Also, two Google code projects have been created – one is called oboe, the other blades-of-exile. If the creators of those projects were contacted, and you had a Google account, the source could be moved to their repository. (I think it's Subversion?)

These are just suggestions. Follow them or ignore them as you please.

I'm currently trying to get the Mac character editor to work, and making very little progress. Part of my problem is that, like you, I don't really understand all the API functions (in my case, the Carbon API).

It would probably be simpler (and messier in some sense) if the Mac version switched to a file system more like the Windows version, where each graphic is in a separate file. You could make it look neater though – on the Mac these files could probably be hidden inside a file package (a folder that is treated like a file); on Windows they could perhaps be zipped or something (this would require using zlib though, or something similar).

Maybe someone should do a comparison of the Mac and Windows source to determine which parts are identical.

It would be nice if this were to finally start to progress again. :)

While I do remember about those, I do have a Google account, but I do not wish to use Google's rudimentary system. I didn't want to use SF because of its extremely limited support of DVCSes. And I have worked with a project before using a DVCS. Personally, I find darcs to be lame, and besides, that codebase is for Mac. Most people haven't made a VCS version of the Windows version. Anyways, my tree is in a Mercurial repository for two reasons:

1) Because I always seem to lose track of my files

2) I wanted to allow others to see my tree help contribute to it.

The website is here.
At the website you can find links to various parts of the project, including the source.

Anyone that does want to help with this effort, which would be greatly appreciated, merely register at sharesource.org and send king_inuyasha a private message there requesting developer level access. Also, I would like to know what your skills are in the message. Mac, Linux, and Windows developers are all welcome.

[ Saturday, December 22, 2007 22:41: Message edited by: King InuYasha ]

--------------------
Open Blades of Exile Cross 32-bit Project
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quote:
Originally written by Celtic Minstrel:

I wonder – is there anyone who has access to both a Mac and a Windows compiler? Because porting to SDL (and possibly, as someone suggested, wxWidgets?) is probably a good idea, but would ideally (I think) be done in parallel on the Mac and Windows sources.
The GNU compilers are the official ones for Mac and Linux, and also available for Windows. It is also the compiler my sources are being tuned for. Specifically, I am using the MinGW GCC 4.2.1-sjlj-2 tech preview version. I'm hoping once I figure out what the heck I am supposed to do, I will set up a Mercurial repository and allow people to work on the sources as well. And I was the one who suggested wx and SDL. I am also pushing for consolidation of the codebase to one tree, so that it is easier to maintain. If there are Mac and Windows developers interested in consolidating the codebases while providing native apps for their respective platforms, I would implore them to help me here, because I am a novice programmer, and I don't really know how to do the complex porting required to move code from raw APIs to encapsulated cross platform APIs. My goal is to try to move sound from MMSystem to SDL because that seems the simplest right now.

[ Saturday, December 22, 2007 15:32: Message edited by: King InuYasha ]

--------------------
Open Blades of Exile Cross 32-bit Project
Know any Win16=>Win32 porting resources? Let me know!
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quote:
Originally written by Celtic Minstrel:

Feel free to redo it. Ormus has not read my message yet, so he either doesn't check his email often or has disabled email notification of private messages. There's not much more that can be done, really. :(
I'm actually attempting to do it. Given that this is my first major C++ project since I designed a tiny math program for a science fair project, I'm having to relearn C++ and find materials on porting from Win16 to Win32. Hopefully, I can additionally ease platform porting by porting some of the interfaces to SDL at the same time. I have also reorganized the source tree to a more logical format so there is no recursive path searching in the sources.

[ Saturday, December 22, 2007 13:47: Message edited by: King InuYasha ]

--------------------
Open Blades of Exile Cross 32-bit Project
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Posts: 29 | Registered: Friday, November 9 2007 08:00
Blades of Exile Source Code Released in Blades of Exile
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quote:
Originally written by Celtic Minstrel:

quote:
Originally written by Arenax:

I'm ripping apart the source code in an attempt to port it to C#

Please, no C#! This is originally a Macintosh game, and C# is basically a Windows programming language. It needs to run on both platforms.
quote:
Originally written by Thomas Frost:

Is there any compiled registed version for windows? 16 bit will do
Ormus had a Win32 release. Check out this thread.

C# will work on Mac OS X AS LONG AS it is Mono compatible. And Ormus's release functions as if it was unregistered.
Posts: 29 | Registered: Friday, November 9 2007 08:00
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quote:
Originally written by Celtic Minstrel:

I just sent him a private message about this. If he hasn't been checking the forum recently, then hopefully he has opted to be notified by email upon recieving a PM. Really all we can do about this is wait, I think.
The question now is, how long should we wait before we assume we need to redo the porting process to relicense it? Should we really wait? It has been quite a while since it was announced the change to GPLv2, and BoE/win32 is stagnant since then. Perhaps it should just be redone.

[ Friday, December 21, 2007 17:26: Message edited by: King InuYasha ]

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If Ormus has vanished, doesn't that mean that the Win32 version he made is going to get stuck as CPL? That would mean that someone else would have to re-port the whole game to Win32 to get it under GPLv2 licensing.

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quote:
Originally written by Celtic Minstrel:

Well, I decided to add it to the list in my first post. But I don't think OS integration is a priority here - the game uses a custom dialog engine, so the only titlebars will be OS dependent. (The game window and the map window titlebars). Although I've noticed that on Windows the dialogs also have titlebars.
Well, the wx stuff would let you get the native Mac OS X UI you want, and the SDL library is important because of the the custom interfaces used in the game. Obviously you cannot use wx for the dialog engine, so SDL would be the logical choice there. This kind of port would make having a separate Mac and Windows codebase pointless since one codebase can build for all the targets. Essentially you modernized the Win32 code, while also providing native Mac OS X support and gaining Linux support. It seems like I am reiterating, but I am stressing what I would consider very important to the road on getting the game fully working on OS X and Windows as well as Linux. Plus, having one codebase would definitely be easier to manage than having two or three separate ones, eh?

Here is a link to a page on combining SDL with wxWidgets.

[ Thursday, November 15, 2007 14:20: Message edited by: King InuYasha ]

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Open Blades of Exile Cross 32-bit Project
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quote:
Originally written by Miramor:

Porting it all to wxWidgets would be the best way to go, I guess.

I'd be a bit weary of using both SDL and OpenAL though. I'm not speaking as a programmer here, so I could have the wrong idea, but use of both for sound (in one way or another) caused enormous problems for Vega Strike, with sound mixing not working and stuff.

Well, I don't think this particular game would have any benefit from OpenAL. I just put that out there as information. I think SDL would still be needed for some of the custom output, unless you were to use wxUniversal (if it is possible to make wxUniversal use those bitmaps). But the problem with wxUniversal is that it looks ugly on all platforms. wxNative (which is what I call the standard toolkit) is better because it integrates with GTK, Aqua, and Win32 + native theming. For those people who use KDE, GTK will look like KDE apps when running under the KDE DE in certain distros (Fedora, SUSE, Mandriva, etc.) but not in others by default (Debian, Ubuntu, etc.)

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The game itself still says it is shareware, while it is really CPL?/GPL? and it needs to be fixed to lessen confusion.

Also, maybe if the sources were ported to use SDL and wxWidgets, we could get three birds in one stone? wxWidgets supports native UIs for Mac OS X, Linux, and Windows.

SDL is a graphics, audio, and input library that works natively on Windows, Linux, and Mac OS X.

I doubt we will need this, but for the sake of showing it, there is OpenAL, which is a cross-platform audio layer which has the ability to use "3D sounds" (EAX, etc.)

[ Sunday, November 11, 2007 04:24: Message edited by: King InuYasha ]

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Open Blades of Exile Cross 32-bit Project
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I wonder though, would it be possible for a native Linux port to be created? I think that would be great to see for the game!

--------------------
Open Blades of Exile Cross 32-bit Project
Know any Win16=>Win32 porting resources? Let me know!
Posts: 29 | Registered: Friday, November 9 2007 08:00