eddy on 7/12/2008 at 10:17
Just curious, is your editor available for download somewhere?
Al_B on 7/12/2008 at 11:19
Sure - (
http://bearcity.pwp.blueyonder.co.uk/) UW2 Map Editor. It's worth mentioning that it only works with UW2 files and not to UW1 or system shock. It's also not perfect and there are a number of attributes that still need to be displayed (particularly for mobile objects).
Ulukai on 2/2/2009 at 21:27
I don't have a DS, but this is a really neat sounding hobby project. Any more progress?
This is the kind of thing that reminds why programming is fun :)
Al_B on 3/2/2009 at 21:03
Not just yet. Pretty all of my programming energy has been drained by work since Christmas although I have made progress on updating the editor to .net. I'm going to release that first before putting more effort into the port.
The project's definitely not dead and with any luck I should be able to put more effort into it before too long.
Nab on 3/3/2009 at 10:43
Funny, I am trying much the same thing as well.
Years ago I created a rendering engine for underworld 2 (uw2rev.sourceforge.net) but it was dormant for years. Some time ago I thought about porting it to the DS. I did not start with the rendering this time (mainly because translating experimental DX7 code to even more experimental OpenGLes code is not fun).
My progress:
lev.ark: I can read the file but I guess my understanding of the tiles and items/ critters is not as good as yours. Automapping and map notes are readable
cnv.ark: The conversation virtual machine works. I am currently implementing the import functions.
eddy on 3/3/2009 at 16:17
Does the DS support OpenGL ES?
I've also been working on a portable (works on Win32, Win64, Linux, Solaris, and *BSD) UW1/2 + Shock engine lately, which is done in OpenGL:
(
http://www.ttlg.com/forums/showthread.php?t=122228)
(
http://sourceforge.net/projects/abysmal/)
What's currently done is level rendering for UW1/2/Shock, partly object rendering for UW, partly object picking, collision detection, audio (midi music, voice sounds) and various file importers.
So if you're also working on something then we might want to collaborate. At least we could share any new knowledge about the file formats.
Nab on 3/3/2009 at 22:20
Well I am not sure if the DS actually supports OpenGL ES or if there is such a thing as a fixed specification of OpenGL ES. Looking at devKitPro - the homebrew DS environment I used - there were some OpenGL functions. But as Al_B said before, float arithmetic is incredibly slow on the DS. From what I saw, fixed point is the way to go on the DS.
Anyway, I am all for pooling resources and information. What I have written so far is based mainly on uw_formats.txt from the uwadv project on sourceforge with a few odds and ends thrown in for good measure.
As soon as I get to terms with the sourceforge svn system, I can upload my updated specs and the tools I have written so far. I am not making any promises on deadlines, mind you :-)
eddy on 4/3/2009 at 06:10
As far as I see devKitPro uses GCC as compiler. This should make it fairly easy to port existing libraries and applications to the DS.
I've also updated a few bits in the uw_formats.txt from uwadv, so we should probably keep this central somewhere.
edit: I just saw that the DS has only 4 MB RAM. This could make programming on it a bit tricky.
Al_B on 4/3/2009 at 20:29
It's excellent to see that there's so much activity in this forum - let's try and keep up the momentum and get some stuff published.
Quote Posted by eddy
I've also updated a few bits in the uw_formats.txt from uwadv, so we should probably keep this central somewhere.
How about keeping it in your abysmal project on SourceForge? At least that way it can be updated quickly when necessary.
Quote Posted by eddy
edit: I just saw that the DS has only 4 MB RAM. This could make programming on it a bit tricky.
It should still be perfectly possible - but it would need most files to be held in the filesystem and not loaded into RAM.