OESF Portables Forum

Model Specific Forums => Sharp Zaurus => Zaurus - pdaXrom => Topic started by: Antikx on October 11, 2007, 11:34:18 pm

Title: Compiling Clonekeen
Post by: Antikx on October 11, 2007, 11:34:18 pm
I'm trying to compile CloneKeen:
http://clonekeen.sourceforge.net/ (http://clonekeen.sourceforge.net/)
...and it get a ways through but "mak"e stops with this error:
Code: [Select]
scale2x/scalebit.o scale2x/scale2x.o scale2x/scale3x.o \
  scale2x/pixel.o \
  `sdl-config --libs`
scale2x/scalebit.o: file not recognized: File format not recognized
collect2: ld returned 1 exit status
Any suggestions, please?
Title: Compiling Clonekeen
Post by: kkazakov13 on October 12, 2007, 03:09:50 am
Are you cross compiling ? it looks to me like i386 object error
Title: Compiling Clonekeen
Post by: kkazakov13 on October 12, 2007, 03:44:57 am
Uh no, I tried compiling it by myself and saw the same error. I fixed it by removing the 3-4 problematic .o files - they were recreated. The zip file with the source was not clean-ed up, and the objects from the last 'make' on i386-compatible platform are inside.


P.P. I'm getting an segmentation fault, trying to run it. Giving up
Title: Compiling Clonekeen
Post by: Antikx on October 12, 2007, 08:38:22 am
ok. thanks for trying.
Title: Compiling Clonekeen
Post by: Capn_Fish on October 12, 2007, 02:37:58 pm
Are you using optimizations when you're building it? IIRC, optimizations made some program I built segfault, but it ran fine without them.
Title: Compiling Clonekeen
Post by: Antikx on October 12, 2007, 05:39:08 pm
do you want to try compiling it Capn_Fish? Maybe you'll have better luck than us.
Title: Compiling Clonekeen
Post by: Capn_Fish on October 14, 2007, 04:48:21 pm
It complains about not being able to find "strings.dat" for me. I'm putting it at

http://www.techassassins.com/Zaurus/junk/keen (http://www.techassassins.com/Zaurus/junk/keen)

Let me know if it works.
Title: Compiling Clonekeen
Post by: Antikx on October 15, 2007, 01:10:58 am
thanks for your efforts.
I'm getting the same error when using the shareware and full version.

If it helps there's reference to "strings.dat" in:
main.c
fileio.c
tileattr.c
keen.h
Title: Compiling Clonekeen
Post by: Capn_Fish on October 15, 2007, 07:32:14 am
Perhaps you need the data files from the original game? That's what it sounds like is missing.
Title: Compiling Clonekeen
Post by: Antikx on October 15, 2007, 10:59:43 am
doh!
I found this:
Quote
NOTE TO USERS WHO WILL BE COMPILING THE GAME FROM SOURCE: The CloneKeen binary dist contains some data files you'll need to run the game. If you're getting an error about missing strings.dat, you need the data files out of the Windows binary dist. You will need to copy your executable to the /bin directory contained in the binary zip, and then put all the files from the original ep1 shareware into a subdirectory underneath bin named "data".
The game works, YA!
...but it seems too slow to be playable. I'm using the sdl that came with pdaXii13 R198.
Should I use the one in your feed? would that help.
Title: Compiling Clonekeen
Post by: Capn_Fish on October 15, 2007, 02:10:00 pm
I don't think so. Mine's just a straight build, nothing special.

I'd use mine anyway, only because it's newer.
Title: Compiling Clonekeen
Post by: Antikx on October 15, 2007, 02:23:05 pm
OK, thanks.
I haven't tried overclocking yet, but I image it would make it playable.
Title: Compiling Clonekeen
Post by: Antikx on October 15, 2007, 04:44:11 pm
I'm curious about something.
Can someone running pdaXii13 or beta3 try this out, please?

-grab the windows installer from here: http://clonekeen.sourceforge.net/#download (http://clonekeen.sourceforge.net/#download)
-extract it
-delete the data direcory
-Grab the binary above that Capn_Fish compiled and make it executable
-grab this shareware version: http://www.spatang.com/dl.php?a=1keen131&b=orig (http://www.spatang.com/dl.php?a=1keen131&b=orig)
-remake the data directory
-and extract the shareware file into the data directory
-run the keen binary

EDIT:
--------
If I kill the window manager and go into the options of the game and set Frameskip to 10 it is totally playable.
Two details though...
-There doesn't seem to be any sound. Capn_Fish... is it possible that the SDL sounds stuff got messed up during compile?
-The game is tilted 90degrees
   -This is a problem with the SDL right? Is it safe to use Zodttd's SDL on R198 as I think this might fix it. Sorry if I'm talking a bit out of my a$$ here.