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> The Ur-Quan Masters port
Xor
post Apr 15 2004, 01:30 PM
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http://sc2.sourceforge.net/

The Ur-Quan Masters is the open source port of old game Star Control II
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padishah_emperor
post Apr 15 2004, 01:34 PM
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Is there an ipk?
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Xor
post Apr 15 2004, 01:48 PM
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Sorry, I mean, I want to request someone with crosscompiler installed to recompile/port it
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jh
post Apr 16 2004, 06:18 AM
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I wonder if it will run ok on a Z... is it action-oriented? Playable on a 5500? Only for a Cxxx? It uses SDL, so it might work. From their FAQ: (http://sc2.sourceforge.net/info.html)

What are the system requirements?

* The original game ran just fine on a 386. The requirements are a bit steeper for this version, however, because modern OSes don't let applications do everything they want. This imposes overhead. (Also, the versions of Windows we target won't run on a 386 either, but that's beside the point...) Also, the additional overhead of the 3DO features carries a cost.
Minimum verified system requirements are:
o Pentium 200 running a supported OS.
o 64 MB of RAM (the game's footprint is around 30MB).
o A reasonably recent video card. The oldest cards anyone has tested on are TNT2 and Voodoo 3. For OpenGL support, your video card needs to be able to handle 512x256 or 1024x512 textures. (The Voodoo 3 can not do this.)
If you're running at or near the minimum, you should play in 320x240 mode, full screen, and experiment with OpenGL mode to see whether that speeds up or slows down your game. If you're running the game with default quality levels (640x480 windowed), an Athlon 600 is the current minimum tested.
Important note:Not all features are added yet, and not all optimizations have been done yet. System requirements could go up or down in later releases.
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Xor
post Apr 16 2004, 08:30 AM
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The OpenGl isn't required.
The code use libSDL || OpenGL
original version was playable on 286 as well.
the original graphics (they still use it) is 320x240. There might be only problem with libSDL_images.

Anyway i'll try to install crossplatform environment under VirtualPC.

The only changes i can see now it to use different keys
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yzord
post Apr 22 2004, 06:51 AM
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This would be awesome! There are no space strat games for the Z (actually, almost no action/strat games at all except for a port of Strategic Assault from the PocketPC.

Yz
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jdralphs
post Apr 22 2004, 07:58 AM
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QUOTE
This would be awesome! There are no space strat games for the Z (actually, almost no action/strat games at all except for a port of Strategic Assault from the PocketPC.

Yz


Yeah, Seriously!
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km2783
post Feb 14 2006, 03:23 PM
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I realize this is a really old thread, but did this get anywhere? ph34r.gif
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raduga
post Feb 14 2006, 05:37 PM
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QUOTE(km2783 @ Feb 14 2006, 03:23 PM)
I realize this is a really old thread, but did this get anywhere? ph34r.gif
*


I managed to build it some time ago, (2004?) but it segfaulted pretty early in the startup. I spoke with some of the primary developers on the subject, but they seemed skeptical- of course they had a hard time believing that any such thing as a Zaurus could actually exist smile.gif

It might run on overclocked Cxxxx, but it might be slow. Its probably worth another try.
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Sy Ali
post Jun 17 2006, 05:31 PM
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I'd be willing to try running it on a SL-C1000 if that pesky segfault issue were solved first. =)
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Snappy
post Jun 17 2006, 06:04 PM
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I believe it may run quite smoothly ... 'cos I do remember running it on a 286 ... or was it a 486? ohmy.gif ... ok, I think it was a AMD 486dx2-80 (80Mhz!) ... tongue.gif ... so yes, it will work.

And the original game was primarily sprite based, so standard vga will work already ... it was running at 320x200x256colors!
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Meanie
post Jun 17 2006, 06:09 PM
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QUOTE(Snappy @ Jun 18 2006, 12:04 PM)
I believe it may run quite smoothly ... 'cos I do remember running it on a 286 ... or was it a 486? ohmy.gif ... ok, I think it was a AMD 486dx2-80 (80Mhz!) ... tongue.gif ... so yes, it will work.

And the original game was primarily sprite based, so standard vga will work already ... it was running at 320x200x256colors!
*


it has already been ported to pdaXrom and it works
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Snappy
post Jun 17 2006, 06:13 PM
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QUOTE(Meanie @ Jun 18 2006, 10:09 AM)
QUOTE(Snappy @ Jun 18 2006, 12:04 PM)
I believe it may run quite smoothly ... 'cos I do remember running it on a 286 ... or was it a 486? ohmy.gif ... ok, I think it was a AMD 486dx2-80 (80Mhz!) ... tongue.gif ... so yes, it will work.

And the original game was primarily sprite based, so standard vga will work already ... it was running at 320x200x256colors!
*


it has already been ported to pdaXrom and it works
*




Neato neat! One more reason to consider pdaXrom ... wink.gif
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Sy Ali
post Jun 17 2006, 07:38 PM
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QUOTE(Snappy @ Jun 17 2006, 10:04 PM)
I believe it may run quite smoothly ... 'cos I do remember running it on a 286 ... or was it a 486? ohmy.gif ... ok, I think it was a AMD 486dx2-80 (80Mhz!) ... tongue.gif ... so yes, it will work.
*


You had a dx2-80?? Those were super-rare. The earlier ones ran so hot sometimes that they melted.


Good to hear it's out there.. pdaXrom is indeed quite interesting. There is a good hacking community focused around that project.
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Snappy
post Jun 17 2006, 09:51 PM
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QUOTE(Sy Ali @ Jun 18 2006, 11:38 AM)
QUOTE(Snappy @ Jun 17 2006, 10:04 PM)
I believe it may run quite smoothly ... 'cos I do remember running it on a 286 ... or was it a 486? ohmy.gif ... ok, I think it was a AMD 486dx2-80 (80Mhz!) ... tongue.gif ... so yes, it will work.
*


You had a dx2-80?? Those were super-rare. The earlier ones ran so hot sometimes that they melted.


Good to hear it's out there.. pdaXrom is indeed quite interesting. There is a good hacking community focused around that project.
*



Yeah its pretty rare ... and very shortly, the 100Mhz barrier was broken by AMD and the subsequent 133, 166, 200 Pentiums started coming in ...

But it was good while it lasted ... those were the days when I had a 40mb hdd ... double-stacked (Software Compression via Stacker!) to "80mb". wink.gif
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