Word war vi -- now ported to iPad

Word war vi -- now ported to iPad

Postby smcameron » 18 Jan 2012, 00:08

Still works on linux, mac, and freebsd, of course Original Word War vi
Oh yeah, also works on Open Pandora

The iPad port was done unbeknownst to me and I just found out about it a couple of days ago. I'm not quite sure how the iPad port fits into Open Source as I thought itunes was sort of incompatible with the GPL, and Word War vi is released under the GPL. So maybe I was wrong about that, or maybe things have changed, or maybe if someone at apple notices, then it gets kicked off of itunes island. Who knows. :?

Anyhow the source code for the iPad port is here:
http://code.google.com/p/ppiecuch-proje ... loads/list

Here is the itunes link:
http://itunes.apple.com/us/app/word-war ... 57046?mt=8

Here's a youtube video of the iPad port:
http://www.youtube.com/watch?v=llzNbgtEIBI

I don't have an iPad, so I don't know if the port is decent or not, though it looks to be alright in the youtube video. There's no sound in the video, but there appear to be sound files in the source, so maybe he just didn't or wasn't able to record the sound for the youtube video, (or maybe omitted sound for performance?) Who knows.

Here is the blog of the guy that ported it:
http://komsoft.ath.cx/~pawelp/

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Re: Word war vi -- now ported to iPad

Postby qubodup » 18 Jan 2012, 06:06

Not bad.. the original author gets credited in the (not very pretty) icon itself...

Well, let's see how many days it remains on the store.

@steve do you have any feelings about this? That this was ported without you being informed? The fact that pawelp is getting revenue from this? (Without offering to share?)

Would you be willing to give him an exclusive license in exchange for revenue? (Is this possible or do libraries used prevent GPL-freedom even if you agreed?)
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Re: Word war vi -- now ported to iPad

Postby smcameron » 18 Jan 2012, 07:51

The icon, I realized, after looking at it for awhile, is a photoshop of this image:
http://happypenguin.org/images/wordwarvi_screenshot.png

That's very old (it still has the old style gun turrets, and the laser is just some green line segments instead of various colors bracketed by white lines, and the dashboard, etc. is all wrong (but cropped out in the icon).

That is was ported without me being informed is fine (though it strikes me as beinglittle weird -- if I ported somebody's game, I'd email them to say, "hey, I ported your game -- check it out, here's a link." but maybe I'm just an attention whore that way.) It certainly is not a requirement that anyone porting the game contact me. That he's getting revenue from it also doesn't bother me as a) he ported it to the iPad, I didn't. b) it's GPL'ed and he's posted the source, so I could compile it myself, maybe even sell it cheaper if I cared enough to do so (as could you or anyone.)

As for granting him an exclusive license, no, I released in under the GPL very deliberately, and under the GPL it shall remain. I'm not completely sure that I even could, as there are a few patches to the game which are the contributions of others -- some small patches (which I could *probably* ignore if I wanted to play hardball, as they are all "one liners" more or less.) and also some significant contributions to the music (CC licensed) which cannot be ignored.)
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Re: Word war vi -- now ported to iPad

Postby dusted » 19 Jan 2012, 16:47

Request the source code for the port, he HAVE to give that to you (and ANYONE who asks for it) if not, you have a nice case for the FSF.

Thing is, everyone is allowed to take any GPL code and sell it, however they MUST also provide the source, with their modifications, to anyone who request it.
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Re: Word war vi -- now ported to iPad

Postby smcameron » 19 Jan 2012, 16:54

Chill man. I already did request the source, and he already posted it (as noted above).

It's here:
http://code.google.com/p/ppiecuch-proje ... loads/list

I haven't tried to use the source, since I don't have a Mac nor an iPad.
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Re: Word war vi -- now ported to iPad

Postby smcameron » 27 Apr 2012, 05:29

Just FYI, Word War vi has been migrated over from sourceforge to github.

New place is: http://smcameron.github.com/wordwarvi -- looks pretty much like the old place, but git under the hood instead of old cvs.

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Re: Word war vi -- now ported to iPad

Postby smcameron » 04 Jul 2012, 15:26

Word War vi is now packaged for debian (ubuntu possibly to follow).

http://packages.debian.org/unstable/main/wordwarvi

https://bugs.launchpad.net/ubuntu/+bug/304024
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Re: Word war vi -- now ported to iPad

Postby smcameron » 15 Oct 2012, 20:47

Word War VI v. 1.01 source is out: https://github.com/downloads/smcameron/ ... .01.tar.gz

And if I didn't mention it here previously, it's hosted on github now: http://smcameron.github.com/wordwarvi/

Main change is the license on two music files from CC BY-SA 2.0 to CC BY-SA 3.0 to satisfy Debian's requirements.
(Thanks to Marty Keil and Skip Kavanaugh for granting me permission to change the license on those two files.)

Other user visible change is that explosions now look more spherical.

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Re: Word war vi -- now ported to iPad

Postby charlie » 15 Oct 2012, 20:56

No windows port?
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Re: Word war vi -- now ported to iPad

Postby smcameron » 16 Oct 2012, 03:51

Send me some patches.

I believe GTK is ported to windows, so I would think the port should be considerably easier than the ipad port.

I guess windows programmers are just lazy? :) Or don't see the merit in porting a game that is ostensibly about the battle between vi and emacs?

Who knows why there's no windows port by now... not me.

Edit: Word War vi has even been "ported" to the 18th century device known as a zoetrope:
http://hackaday.com/2012/10/03/laser-et ... me-screen/

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Re: Word war vi -- now ported to iPad

Postby NaN » 16 Oct 2012, 14:31

It will compile under win7/mingw with a few ifdefs here and there (the code is using a few posix functions). The game will segfault at start though. Haven't had time to really look into it. Does the game depend on a specific random implementation? I had to replace it with rand/srand.

{l Code}: {l Select All Code}
#0 76B39F40   msvcrt!memmove() (C:\Windows\syswow64\msvcrt.dll:??)
#1 004142E5   insert_points(host_list=0x28eb04, nhost=0x28faa4, injection=0x28d848, ninject=1, injection_point=372) (D:\Word War VI\wordwarvi\wordwarvi.c:8964)
#2 00414619   peak_roof(building=0x28eb04, npoints=0x28faa4, left=371, right=372) (D:\Word War VI\wordwarvi\wordwarvi.c:9029)
#3 00414B5F   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=371, right=372) (D:\Word War VI\wordwarvi\wordwarvi.c:9133)
#4 00414B03   indent_roof(building=0x28eb04, npoints=0x28faa4, left=369, right=370) (D:\Word War VI\wordwarvi\wordwarvi.c:9105)
#5 00414BCB   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=369, right=370) (D:\Word War VI\wordwarvi\wordwarvi.c:9140)
#6 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=367, right=368) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#7 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=367, right=368) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#8 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=365, right=366) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#9 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=365, right=366) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#10 004148D8   turret_roof(building=0x28eb04, npoints=0x28faa4, left=338, right=339) (D:\Word War VI\wordwarvi\wordwarvi.c:9076)
#11 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=338, right=339) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#12 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=336, right=337) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#13 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=336, right=337) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#14 00414914   turret_roof(building=0x28eb04, npoints=0x28faa4, left=325, right=326) (D:\Word War VI\wordwarvi\wordwarvi.c:9077)
#15 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=325, right=326) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#16 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=323, right=324) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#17 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=323, right=324) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#18 00414914   turret_roof(building=0x28eb04, npoints=0x28faa4, left=307, right=308) (D:\Word War VI\wordwarvi\wordwarvi.c:9077)
#19 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=307, right=308) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#20 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=305, right=306) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#21 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=305, right=306) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#22 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=303, right=304) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#23 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=303, right=304) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#24 00414B03   indent_roof(building=0x28eb04, npoints=0x28faa4, left=301, right=302) (D:\Word War VI\wordwarvi\wordwarvi.c:9105)
#25 00414BCB   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=301, right=302) (D:\Word War VI\wordwarvi\wordwarvi.c:9140)
#26 00414ADD   indent_roof(building=0x28eb04, npoints=0x28faa4, left=297, right=298) (D:\Word War VI\wordwarvi\wordwarvi.c:9104)
#27 00414BCB   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=297, right=298) (D:\Word War VI\wordwarvi\wordwarvi.c:9140)
#28 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=295, right=296) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#29 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=295, right=296) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
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Re: Word war vi -- now ported to iPad

Postby smcameron » 16 Oct 2012, 21:18

NaN {l Wrote}:It will compile under win7/mingw with a few ifdefs here and there (the code is using a few posix functions). The game will segfault at start though. Haven't had time to really look into it. Does the game depend on a specific random implementation? I had to replace it with rand/srand.

{l Code}: {l Select All Code}
#0 76B39F40   msvcrt!memmove() (C:\Windows\syswow64\msvcrt.dll:??)
#1 004142E5   insert_points(host_list=0x28eb04, nhost=0x28faa4, injection=0x28d848, ninject=1, injection_point=372) (D:\Word War VI\wordwarvi\wordwarvi.c:8964)
#2 00414619   peak_roof(building=0x28eb04, npoints=0x28faa4, left=371, right=372) (D:\Word War VI\wordwarvi\wordwarvi.c:9029)
#3 00414B5F   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=371, right=372) (D:\Word War VI\wordwarvi\wordwarvi.c:9133)
#4 00414B03   indent_roof(building=0x28eb04, npoints=0x28faa4, left=369, right=370) (D:\Word War VI\wordwarvi\wordwarvi.c:9105)
#5 00414BCB   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=369, right=370) (D:\Word War VI\wordwarvi\wordwarvi.c:9140)
#6 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=367, right=368) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#7 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=367, right=368) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#8 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=365, right=366) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#9 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=365, right=366) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#10 004148D8   turret_roof(building=0x28eb04, npoints=0x28faa4, left=338, right=339) (D:\Word War VI\wordwarvi\wordwarvi.c:9076)
#11 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=338, right=339) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#12 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=336, right=337) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#13 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=336, right=337) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#14 00414914   turret_roof(building=0x28eb04, npoints=0x28faa4, left=325, right=326) (D:\Word War VI\wordwarvi\wordwarvi.c:9077)
#15 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=325, right=326) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#16 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=323, right=324) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#17 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=323, right=324) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#18 00414914   turret_roof(building=0x28eb04, npoints=0x28faa4, left=307, right=308) (D:\Word War VI\wordwarvi\wordwarvi.c:9077)
#19 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=307, right=308) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#20 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=305, right=306) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#21 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=305, right=306) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#22 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=303, right=304) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#23 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=303, right=304) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)
#24 00414B03   indent_roof(building=0x28eb04, npoints=0x28faa4, left=301, right=302) (D:\Word War VI\wordwarvi\wordwarvi.c:9105)
#25 00414BCB   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=301, right=302) (D:\Word War VI\wordwarvi\wordwarvi.c:9140)
#26 00414ADD   indent_roof(building=0x28eb04, npoints=0x28faa4, left=297, right=298) (D:\Word War VI\wordwarvi\wordwarvi.c:9104)
#27 00414BCB   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=297, right=298) (D:\Word War VI\wordwarvi\wordwarvi.c:9140)
#28 0041489C   turret_roof(building=0x28eb04, npoints=0x28faa4, left=295, right=296) (D:\Word War VI\wordwarvi\wordwarvi.c:9074)
#29 00414B84   embellish_roof(building=0x28eb04, npoints=0x28faa4, left=295, right=296) (D:\Word War VI\wordwarvi\wordwarvi.c:9135)


Hmm, that looks like a similar bug reported on FreeBSD that I could never replicate on linux, nor figure out by inspection what the heck was going wrong. But, if it is the same problem, you may be able to get around it by commenting out this line:

{l Code}: {l Select All Code}
11359         add_buildings(&terrain);/* Some FreeBSD users report that */
11360                                 /*add_buildings() causes crashes. */
11361                                 /* Commenting this out on FreeBSD */
11362                                 /* may help, but, no buildings. */
11363                                 /* I've looked at the code, but */
11364                                 /* don't see anything wrong with it. */


and see if that helps. The cost will be, no buildings. The buildings are only scenery though, so it should not affect gameplay (though, it may slight affect the initial locations of various enemies in the game as all that is procedurally generated from a fixed random seed, so perturbing the algorithm by omitting the buildings will make the levels come out slightly different.)

The code that generates the buildings is recursive, maybe something weird is going wrong and it's blowing the stack? Kind of what it looks like in that stack trace. I've stared at thet code (ages ago) for a long time without seeing anything that looks wrong, but sometimes you're blind to your own mistakes. Clearly something's wrong in there. Don't know why it doesn't show up on linux.

Thanks for giving this a try, and may you emerge victorious!

-- steve

p.s.

Looking at that stack trace a bit more, it does not really look quite the same as the FreeBSD stack trace.

It looks like this code:

{l Code}: {l Select All Code}
 9120 static void embellish_roof(struct my_point_t *building, int *npoints, int       left, int right)
 9121 {
 9122         int r = randomn(10);
 9123
 9124         switch (r) {
 9125                 case 1: peak_roof(building, npoints, left, right);
 9126                         break;
 9127                 case 2:turret_roof(building, npoints, left, right);
 9128                         break;


is always choosing case 2.

Now why would that be?

randomn() function looks like this:

{l Code}: {l Select All Code}
 2645 /* get a random number between 0 and n-1... fast and loose algorithm.  */
 2646 static inline int randomn(int n)
 2647 {
 2648         /* return (int) (((random() + 0.0) / (RAND_MAX + 0.0)) * (n + 0.0)      ); */
 2649         /* floating point divide?  No. */
 2650         return ((random() & 0x0000ffff) * n) >> 16;
 2651 }


Which is my attempt at an optimized way of scaling sorta-random integers.

You mentioned using srand and rand instead of random().

I notice now that random() returns a long int, and rand returns an int.

Maybe that's the difference? (although, I'm surprised random() returns a long int
when I wrote the above code, my assumption was that it returned and int (32 bits --
long ints on linux are 64 bits (on 64 bit systems anyway). I think long ints on windows are 32 bits.)

That doesn't make sense anyway, because 32 bits of randomness should be enough
for

return ((random() & 0x0000ffff) * n) >> 16;

to return something other than 2 rather more often than never, and this code works on 32-bit linux systems on which a "long int" is 32 bits.

Puzzling.

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Re: Word war vi -- now ported to iPad

Postby NaN » 17 Oct 2012, 01:41

Using modulo to has fixed it ;) I am having no sound though, will look into it later.
{l Code}: {l Select All Code}
static inline int randomn(int n) { return random() % n; }

Image
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Re: Word war vi -- now ported to iPad

Postby smcameron » 17 Oct 2012, 01:50

Hot diggety dig dog!!!!!!!!! That's fantastic!

Nice screen shot, btw.

And on modern hardware, modulo is probably faster than what I am doing.
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Re: Word war vi -- now ported to iPad

Postby NaN » 17 Oct 2012, 13:11

No joystick support and no rumble effects. Self extracting archive: WordWarVI.exe

@smcameron
Would you accept a patch with the changes I've got so far? I've tried to keep it really minimal: WordWarVI_Win32.diff
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Re: Word war vi -- now ported to iPad

Postby smcameron » 17 Oct 2012, 14:31

Cool! Thanks! It will be at least later on tonight after I get home from work before I can check it in.

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Re: Word war vi -- now ported to iPad

Postby smcameron » 17 Oct 2012, 15:52

BTW, were any makefile changes needed? What's the build process like?

Some instructions about how to get the various libraries and whatnot needed to build from source on windows might be a good thing to add to the README. (but I will take what I can get, so if that's asking too much, don't worry about it.)

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Re: Word war vi -- now ported to iPad

Postby charlie » 17 Oct 2012, 16:33

I tried it, sound worked. Good job NaN.
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Re: Word war vi -- now ported to iPad

Postby NaN » 17 Oct 2012, 17:01

smcameron {l Wrote}:BTW, were any makefile changes needed? What's the build process like?

Some instructions about how to get the various libraries and whatnot needed to build from source on windows might be a good thing to add to the README. (but I will take what I can get, so if that's asking too much, don't worry about it.)

-- steve

I used a quick and dirty codeblocks ide project setup, fetched precompiled gtk(gtk+-bundle_2.24.10-20120208_win32.zip), vorbis/ogg, portaudio libs from web.

I can upload the whole cruft as win32 dependencies archive if there is interest.

The build/setup instructions would be like:
1. Download install mingw
2. Download codeblocks ide (nightly build recommended)
3. Download/clone wordwarvi source
4. Download wordwarvi win32 dependencies, extract into wordwarvi dir.
5. Open win32/wordwarvi.cbp in codeblocks and build.
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Re: Word war vi -- now ported to iPad

Postby smcameron » 17 Oct 2012, 21:17

I'm not so interested in "the whole cruft", but am interested in the instructions, what you've provided so far is pretty good, only thing missing is maybe the win32/wordwarvi.cbp file (I'm assuming that's sort of like codeblocks notion of a Makefile).

There's probably some magic in there to make the self-extracting exe archive as well, I'd imagine...
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Re: Word war vi -- now ported to iPad

Postby NaN » 17 Oct 2012, 23:26

The self extracting archive is just a 7-zip option on windows.

I've attached the wordwarvi.cbp.txt (rename it to wordwarvi.cbp as cbp extensions are not allowed here).
1. Create win32 folder in wordwarvi source directory.
2. Download precompiled gtk (all-in-one bundle) libs, copy include and bin folders into wordwarvi/win32
3. Download precompiled vorbis/ogg libs, copy include content into wordwarvi/win32/include and the dlls into wordwarvi/win32/bin.
4. Download precompiled portaudio lib, copy include content into wordwarvi/win32/include and the dlls into wordwarvi/win32/bin.
5. Open wordwarvi.cbp in codeblocks and build.

PS: wordwarvi.cbp has to be in the wordwarvi source dir to get the relative paths right
Attachments
wordwarvi.cbp.txt
codeblocks project file
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Re: Word war vi -- now ported to iPad

Postby smcameron » 18 Oct 2012, 04:35

Thanks,

I've committed your changes (with some small modifications)

-- steve
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Re: Word war vi -- now ported to iPad

Postby NaN » 23 Oct 2012, 16:58

New windows release with joystick/gamepad support. At least twice as much fun. :lol:

Download: WordWarVI.exe

I'll post the patch a bit later, need to clean up it a bit.
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Re: Word war vi -- now ported to iPad

Postby NaN » 24 Oct 2012, 00:03

windows joystick patch
Attachments
joystick_win32.txt
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Re: Word war vi -- now ported to iPad

Postby smcameron » 24 Oct 2012, 02:49

Awesome! Thanks! I'd been canvassing my windows developer friends for help on this, but with no real luck.

I don't doubt it's twice as much fun. Same is true on linux.

Now just need joystick support on FreeBSD, and Mac OSX lol.

Committed this to github, with some very minor modifications.

-- steve
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