Google Code was shut down anyway, I exported the repo to GitHub here: https://github.com/PoochyEXE/nullpomino
I can't install Java on my computer (no admin privileges). Is there a way to run Nullpomino using a portable JRE?
Hi everyone, Is there someone able to point me in the direction of resetting the settings for Nullpomino without having to launch the game? I set the resolution to 1280 x 960 and enabled fullscreen, now when I try to run the game I get an error stating that it can't start. Yet I'm unable to find a settings file in the installed directory to change the startup resolution. Any help would be greatly appreciated. Thanks in advance -PrincePheonix
I'm interested in playing Nullpomino on RetroPie. Anyone has ideas on where to start to achieve this, or it there's any hope at all?
I managed to get it to run on my Raspberry Pi 3 model B (not plus) in Raspbian. I have the SDL version running (the one with joystick/game controller support), but it has some issues: It can't reach 60 FPS in-game if the background is enabled. Only 640x480 resolution is supported. The low performance is probably because OpenGL isn't used for fast graphics, and the 640x480 fixed resolution is a fundamental limitation of Nullpomino overall. To get the best performance possible, even at 640x480, a new OpenGL ES 2 renderer would have to be written from scratch. Though a simpler option would be to make a SDL2 Renderer API renderer, which would give good performance and be highly portable. If you really want to play the SDL version without backgrounds (or play at less than 60 FPS with backgrounds), let me know, and I'll put in the extra effort to get it working well with RetroPie, and write a guide on how to install it. But I will be putting up the modified version of sdljava, because I got it to compile on my 64-bit Linux system to check that it could be rebuilt for my Raspberry Pi.
Whoa, that would be fantastic. This sounds like the real deal, and exactly what I'm looking for. Thanks for the quick post, I'm excited to see this in action!
I've attempted getting NullpoMino working on RetroPie, but ran into an issue. The game has terrible screen tearing, making it an awful, unplayable experience. When running in a Linux desktop in Raspbian, or a plain X server ran at the command line in a RetroPie install, the game runs fine, but it's a very heavy and complicated setup that is far more work than just making a new SDL2 NullpoMino renderer. I'm still going to post the modified version of sdljava, but I'm not going to pursue making NullpoMino work well in RetroPie. I only wanted to do this thinking it wouldn't be too difficult, but it's ended up looking to be a real project I don't want to take on.
Oh no, that's a shame. You mean that if nullpomino is running from the CLI, it has screen tearing, and on the desktop it runs fine, all on the same hardware? I will not question your findings, but it makes me wonder why it is the case... Thanks for putting some time in this project.
Running from the CLI (and running from RetroPie/EmulationStation is effectively the same) results in no X server being used, with NullpoMino's SDL 1.2 renderer drawing more directly to the screen; I am guessing that either NullpoMino or SDL 1.2 needs to do some management of screen presentation (i.e. Vsync) to eliminate tearing. With a desktop, an X server is running, and the server is managing how NullpoMino's rendered output is presented to the screen. I doubt SDL 1.2 without an X server has been tested much on raspi, since everything uses SDL 2 now.
What's more likely the reason it doesn't show tearing under X is you're using a desktop compositor which forces vsync globally. The same is true when running games in windowed mode under the DWM on Windows.