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Posted by fejoa, Feb 20 at 7:21 am
vasiliy wrote
thank you!


basically, you need k8jam, and it should do the rest. k8jam has no external dependencies, and should be buildable with provided shell script, producing single standalone binary. it need not to be installed.

then "k8jam config --help" will show configure options. but i'm not sure if all of them work. i believe that "k8jam config" should work, tho. then "k8jam" again to build the binary. do not try to install it, this is not supported yet. just run from where it built.

please, note that 64-bit builds are not supported, so you will need 32-bit support installed. k8jam should automatically add "-m32" flags on 64-bit system (i hope . also, SDL2, SDL2 Mixer, zlib, libpng 1.6, and working OpenGL libs. k8jam will detect them and complain. also, i believe that ALSA is required for sound, due to one callback in the source; it can be disabled, tho; everyhting it does is silences ALSA "pcm buffer underrun" errors. i'll add libalsa detection to configure later.

i believe that's it. everything should be fairly starightforward.

Finally I got around to compiling this on stock Ubuntu 22.04 (jammy).
First I installed k8jam, which worked like a charm.
I had to install 32-bit libraries for SDL2, SDL2_mixer, and libpng as well as multilib versions of gcc and g++ to support 32-bit build.
Used
sudo apt-get install gcc-multilib g++-multilib libSDL2-dev:i386 libSDL2-mixer-dev:i386 libpng-dev:i386

Then k8jam config gave me:
configuring...
WARNING: 64 bit arches aren't supported. forcing 32-bit build.
checking for SDL2 ... found
checking for OpenGL ... found
checking for ZLib ... found
checking for libpng ... found
checking for SDL2 Mixer ... not found
checking for ALSA ... found
CFG: using saves in $HOME
MESSAGE: Now you can run 'k8jam' to build software.

with "SDL2 Mixer ... not found". But then I just opened "jamrules.auto.configure" and replaced these lines:
# SDL2 Mixer
DEFINES += DISABLE_SOUND ;
with
# SDL2 Mixer
LINKLIBS.all += -lSDL2_mixer ;

and then typed k8jam and it compiled successfully. I'm not sure why it didn't pick up the SDL2_mixer 32-bit development lib during the k8jam configure step, but it was logical to work around.

Very pleasant playing experience vasiliy, and great ergonomic improvements, thanks heaps!
Posted by fejoa, Feb 20 at 5:17 am
The port of 0.50 was relatively straightforward because there were fewer libraries. Had to port it to SDL2 first though, which wouldn't be needed with latest IVAN as that's already done. I never got up to porting latest IVAN because I ran out of free time. I don't know if it will be more or less complicated than 0.50, but in all likelihood there'll be more obstacles to code around. Maybe the sound and audio might give a little static, but on the whole the other additional features are just straight cpp, and it's still single-threaded SDL2 so should port to emscripten easily enough. We won't know what the danger level is until someone ventures into that dungeon.

Here's the diff: https://github.com/Attnam/ivan-050-wasm/compare/383ffef...ma...
Emscripten should build just fine on linux using pretty much the same steps.
Posted by fejoa, Feb 20 at 4:51 am
We could have regressive versioning, starting at 1.0 and then counting backwards... "0.99, 0.98, 0.97...". That would really confuse them.

Makes you wonder what happens at version zero?
Posted by fejoa, Feb 20 at 12:30 am
Ha yeah that 0.666 is all yours vasiliy

Good news, looks like the revived mac build runs properly again, according to some prompt feedback: https://github.com/Attnam/ivan/issues/653#issuecomment-26688...

So I think the build system is all set and ready to go.
Posted by fejoa, Feb 19 at 7:01 am
So you know the ivan wasm version? Did you know you can upload savefiles from your computer's file system into the browser and play those games? Well... only if you compiled the game locally and made the savefile in there.

The one thing I never managed to do was upload and run IVAN 0.50 savefiles created by the application built by the original devs. I think this could be because some of the datatypes are different sizes than their modern versions. I think the devs might have built on i383 arch or something, but I have no idea. Or it could be not working for another reason. Does anyone want to have a go at debugging and solving this particular issue? You could say it's a nice-to-have, but I definitely have some old vanilla savefiles, and I bet others have too. It would be insane to load them up in the browser and just play like the old days...

To load up filesystem saves, you go into the configuration menu and select option J.
Posted by fejoa, Feb 19 at 6:37 am
Many operating systems updated in the last few years. Build system went out of date, but slowly being updated. One area of struggle is macos builds, I have them compiling on gh actions again with minimal changes, but the build artifacts are allegedly not running properly on more recent operating systems.

Does anyone have some hardware and bandwidth to build and test on mac?


Edit: I should mention that with the volley of updates in the pipeline I'm hoping to get us to a 0.60 release soon.
Posted by fejoa, Feb 11 at 2:30 am
Ooh nice spotting, thanks V!
Posted by fejoa, Jan 24 at 4:41 pm
I'm very happy to see this fork back in active development, I've been a long admirer of your codebase and the innovations taking shape are exciting.

Have you got any tips for building it on linux?
Posted by fejoa, Dec 20, 2023 at 11:47 pm
For those with write access to Attnam/ivan, results from CodeQL analysis can be viewed here: https://github.com/Attnam/ivan/security/code-scanning

Annoyingly GH has no facility for making those results public, but there are 707 issues total, of which 18 are critical, 23 high, 0 medium, 0 low, 17 error, 127 warning, 522 notes.