wesnoth on zaurus SL6000

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jp30
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wesnoth on zaurus SL6000

Post by jp30 »

I decided to try compiling wesnoth for my Zaurus SL6000 running under OpenZaurus/GPE. This was quite easy since the SL6000 has a large (for a PDA) screen (480x640 resolution), and GPE is an X11-based environment.

I had no problems configuring and compiling with --enable-tunygui, and play even worked OK (though a bit slow). The only problem I couldn't figure out was that the unit graphics came out very "faded" as if something had gone wrong with their transparency.

Anyone else seen this problem?
Darth Fool
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Post by Darth Fool »

Cool. Almost makes me want to go out and buy a zaurus.
AkitoScorpio
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Post by AkitoScorpio »

You sir are a genius.... I'm not a programer... I'm just paid to make sure they don't melt a hole to the center of the earth.... but I would of never of thought of a PDA version.
Dave
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Post by Dave »

I'm not sure what the origin of your problem is...but having it run on a Zaurus sure is cool! :)

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
yann
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Post by yann »

I don't see this on my iPAQ in 320x240. I can't see what could go wrong - maybe a bug in the floating-point emulation code ?

Since I'm planning to get rid of floating-point as much as possible, it may provide a way to (in)validate this idea.
gettextization
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jp30
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Post by jp30 »

yann wrote:I don't see this on my iPAQ in 320x240. I can't see what could go wrong - maybe a bug in the floating-point emulation code ?
Could be. The problem seems to be specifically to do with unit graphics though.

Here's what happens: I start playing HttT, and Delfador and Konrad are barely visible, just faintly overlayed on their background castle tiles. Their HP gauges and orbs are fully visible. The same happens for every unit in the game.

I suppose that it could possibly be a problem with SDL-image, (or even libpng?) rather than wesnoth itself.

Another problem is that castle and encampment transition graphics don't work (it's hard to describe exactly how - for the most part they just don't appear at all - I could try to capture a screenshot if that would help).

Finally, (not exactly a bug) I had to change the value of SIZE_NORMAL in font.hpp. On the zaurus's display, 14 is too big, but 8 is unreadably small. 12 is a good value. I take it that ultimately this will be set automatically based on the screen resolution?
Darth Fool
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Post by Darth Fool »

jp30 wrote: I suppose that it could possibly be a problem with SDL-image, (or even libpng?) rather than wesnoth itself.
seems likely to me. What versions do you have on your machine?
Another problem is that castle and encampment transition graphics don't work (it's hard to describe exactly how - for the most part they just don't appear at all - I could try to capture a screenshot if that would help).
Well, they do say a picture is worth 1000 words!
Last edited by Darth Fool on January 17th, 2005, 2:55 pm, edited 1 time in total.
jp30
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Post by jp30 »

Darth Fool wrote:
jp30 wrote: I suppose that it could possibly be a problem with SDL-image, (or even libpng?) rather than wesnoth itself.
seems likely to me. What versions do you have on your machine?
SDL_image I built myself from source, version 1.2.3

libpng came with OpenZaurus and describes itself as "1.2.5+1.2.6rc5-r0".

One more comment on the actual problem by the way, unit images appear OK in message dialogs, so it's not that they're failing to load correctly; the problem must be something to do with the way units are rendered onto the map.
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