PrBoom: Difference between revisions
mNo edit summary |
m (→Install) |
||
| Line 7: | Line 7: | ||
PrBoom is integrated in Buildroot on latest SVN snapshots. It needs SDL, SDL_mixer & SDL_net. Currently there is no sound support on Armadeus boards. Video was taken on the new LCD. Runs at full speed in 320x240 with only ~40% CPU usage in 8bpp mode. | PrBoom is integrated in Buildroot on latest SVN snapshots. It needs SDL, SDL_mixer & SDL_net. Currently there is no sound support on Armadeus boards. Video was taken on the new LCD. Runs at full speed in 320x240 with only ~40% CPU usage in 8bpp mode. | ||
==Install== | |||
* Launch Buildroot configuration: | * Launch Buildroot configuration: | ||
$ make menuconfig | |||
[[Image:Menuconfig_package.png]]<br> | [[Image:Menuconfig_package.png]]<br> | ||
<br> | <br> | ||
| Line 17: | Line 17: | ||
Activate PrBoom package (it will autoselect SDL, SDL_mixer and SDL_net). Then, exit and save your config. Re-Build your rootfs: | Activate PrBoom package (it will autoselect SDL, SDL_mixer and SDL_net). Then, exit and save your config. Re-Build your rootfs: | ||
$ make | |||
===APF9328 with only 8 MBytes of FLASH=== | |||
As the generated rootfs is too big to be put on the 8MBytes APF9328 FLASH, there are 2 solutions: | As the generated rootfs is too big to be put on the 8MBytes APF9328 FLASH, there are 2 solutions: | ||
====1. put rootfs on a MMC/SD==== | |||
In Buildroot configure rootfs to be tar-ed: | |||
'''Target filesystem options --->''' | '''Target filesystem options --->''' | ||
[[Image:Menuconfig_tar_rootfs.png]] | [[Image:Menuconfig_tar_rootfs.png]] | ||
| Line 30: | Line 31: | ||
BIOS> run mmcboot | BIOS> run mmcboot | ||
After Linux boot on Target, launch the game. | After Linux boot on Target, launch the game. | ||
====2. put games files on NFS export==== | |||
''armadeus/buildroot/build_arm_nofpu/root/usr/games/prboom'', ''armadeus/buildroot/project_build_arm/armadeus/root/usr/share/games/doom/prboom.wad'' and ''doom1.wad''.!! Files should be in the same directory !! Then cd in directory and launch the game: | |||
==Launching== | |||
# /mnt/nfs/usr/games/prboom -width 320 -height 240 & | # /mnt/nfs/usr/games/prboom -width 320 -height 240 & | ||
Revision as of 16:31, 27 July 2008
PrBoom
| PrBoom | ||||||||
|---|---|---|---|---|---|---|---|---|
| Gametype | FPS | |||||||
| Web site | http:// | |||||||
| ||||||||
Infos
Doom clone derived from original ID Software sources and enhanced (SDL support, bugs correction...). Doom is the sequel of Wolfenstein.
It is working quite well on 8bpp framebuffers; for 16bpp one, a bug has to be corrected in i.MX framebuffer (ongoing).
PrBoom is integrated in Buildroot on latest SVN snapshots. It needs SDL, SDL_mixer & SDL_net. Currently there is no sound support on Armadeus boards. Video was taken on the new LCD. Runs at full speed in 320x240 with only ~40% CPU usage in 8bpp mode.
Install
- Launch Buildroot configuration:
$ make menuconfig
Activate PrBoom package (it will autoselect SDL, SDL_mixer and SDL_net). Then, exit and save your config. Re-Build your rootfs:
$ make
APF9328 with only 8 MBytes of FLASH
As the generated rootfs is too big to be put on the 8MBytes APF9328 FLASH, there are 2 solutions:
1. put rootfs on a MMC/SD
In Buildroot configure rootfs to be tar-ed:
Target filesystem options --->
and then:
[armadeus]$ sudo tar xvf /.../buildroot/binaries/armadeus/rootfs.arm.tar -C /media/usbdisk [armadeus]$ sudo umount /media/usbdisk
in U-Boot then use (with MMC inserted):
BIOS> run mmcboot
After Linux boot on Target, launch the game.
2. put games files on NFS export
armadeus/buildroot/build_arm_nofpu/root/usr/games/prboom, armadeus/buildroot/project_build_arm/armadeus/root/usr/share/games/doom/prboom.wad and doom1.wad.!! Files should be in the same directory !! Then cd in directory and launch the game:
Launching
# /mnt/nfs/usr/games/prboom -width 320 -height 240 &
Launching
# /usr/games/prboom -width 320 -height 240 &
If SDL is complaining because it can't find any mouse (Unable to init SDL: Unable to open mouse) then, before launching the game, do:
# export SDL_NOMOUSE=1


