Hi all! In these days I've tried to compile the C++ version of HeborisUE, since it uses SDL. Probably someone already managed to give it a spin under the penguin, but, since I've found nothing around... GFX, music and FX seem working well. How to build your own Linux version. What you need: - sdl development packages (ask to your distro's package manager!) - sdl_image development packages - sdl_mixer development packages - freeglut development packages - (if you want to convert MP3s songs from addons) ffmpeg with mp3 capabilities. What to do: - Get your HeborisUE_C7V4EX_C++_20071124.zip somewhere - Download hebolinux here - unzip the Heboris file somewhere - Unpack hebolinux into the same directory - Point your command line prompt into the Heboris directory - sh hebolinux.sh - Wait - If everything is alright... "cd exe" and "./HeborisLinux" or "./HeborisLinuxGL" hebolinux.sh can also convert MP3 background musics to WAV and handle gfx/audio/replay addons. Just unpack the addons into the "exe" directory (like you do in Windows) and launch "sh hebolinux.sh". Remember to set "BGM: WAVE" into the SETTING screen! PS: I know that Heboris works with WINE but... why to use wine for an SDL/C++ game? hebolinux also patches a bit the Heboris sources (case sensitivity issues and audio initialization). If there is someone "important" listening, I can give a "crossplatform friendly" patch - and also fix the lotsa of warnings that newer GCC compilers say. (hidden in hebolinux ). And, obviously, feel free to improve (and spread) hebolinux. No guarantees: do everything NOT as user!
Nice work. I'm not a linux user myself but a lot of my friends are - and I always wondered why there was no linux build when the C++ port of Hebo UE was built around SDL.
Nice work! I was always wondering why there wasn't a Linux port as well, glad to see someone finally filled the niche. Now I can run Heboris natively on my tower and not deal with all the futzing with Wine. Pretty damn awesome. ~EI
Like in old arcades, "Thank You For Playing" It's a pity that this version of Heboris is no longer supported by mod developers, prefering the Lite version. But is still a really commercial-quality tetris game.
Well, the C++ port of C7V4 is.. just that, a port. There is actually a beta of C8 available - but it's the YGS2k version and it's not ported to C++ yet. But there's still some development going on - although it's been a while since we've seen an update I wouldn't discount it completely.
Was the C++ version a port or a total rewrite? If it was a total rewrite, a port of the YGS2k version of the C8 can be a waste of time, if not supported - for "supported" I means modding/new modes (the most supported version seems to be the mini version, which is just YGS2k) IMHO, for being a complete game, the C7 C++ version is a good game. But I think that adding user friendly modding support the C7 C++ version and expanding that version should be the "right thing", since is the most complete, flexible and scalable version. Obviously it needs lotsa of cleanups (I've seen a huge .cpp file - which means that the code need more modularity) but putting effort on it can bring fun (and training ) to everyone. Lockjaw's code is way cleaner than Heboris - that means better code is possible - but Heboris is more like a japanese arcade game (*cough* since is a clone *cough*) and deeply different than The Reference - in look&feel, game modes and aim. And I feel that I (Linux user) need both for my (noobs) Tetris needings Thumbs up for the C++ port!
So i am currently looking to rewrite part of the code to allow mapping of the directional movement. And since you seem to atleast know a little bit about the code i was wondering if you had any ideas of where to start looking?
Well, there's only a beta available right now.. the fact that they haven't released any updates for a while doesn't mean that there's not something in the works. Yes, there's currently better support for Hebo Mini, but there's no reason to believe that Hebo U.E is scrapped.
cdsboy: What you mean for mapping? Isn't there a keyboard settings into the "settings screen -> up -> left" ? Lee N: I'm not saying that the project is dead! I hope that is going ahead because I really love Heboris and I really liked to play on my Linux box.
He may (I'm not saying for certain) have been referring to Heboris's inability to recognise inputs from a joystick if the stick is labelled as a "POV Hat" rather than an X-axis and Y-axis. Most digital arcade-style sticks (for example the VSHG) suffer from this, and you need to map the stick movements onto the keyboard with another program for Heboris to see them.
... nailed it... I want to make it so that you can do that for the joystick too. I'm not getting anywhere tho
Sadly, I don't have the hardware. :/ I've seen some slices of code for "POV Hat" sticks into the ZSnes emulator code, so you can have a look to it. Sorry for my unusefulness into this problem.
Well i don't really aim to make it work with pov-hats. I know sdl supports them. What i want to do is just make it so that you can map any button to the directions.
the problem is hat signalling treats each direction as seperate, intentionally. So U+R does not trigger u + r, it triggers a seperate input called "U+R" And these diagonals must be mapped to diagonal directions.
Generally though, Tetris is played with a 4-way stick. And I'm unsure about what you said even being true, because when I play shmups with my stick, and have buttons mapped to Up, Down, Left and Right on MAME, it handles diagonals fine. Could be because the VSHG actually only has 4 direction switches. Diagonal motion is caused by pressing two switches simultaneously.
I think he is referring to how the POV hat is displayed in the Windows controller test dialog. Despite how it is displayed, I have never seen a digital 8-way device do anything other than combine individual input from the 4 cardinal directions. I don't think we have any reason to believe it is separated into 8 unique inputs.
Assuming what you say is correct you bring up a valid point. But however, linux (atleast my system), doesn't actually read pov-hats as a seperate input type. they are simply on axis 4 and 5 for direction.
I've ran into this problem before. I know it exists on some program sand operating systems. For example, if you try to map a pov hat in MAME< yo uwill find that diagonal sget ignored completely unless you actually map them to up-left/etc. It pisses me off that most oc controllers with analog sticks map the dpad to pov hats and not buttons. try binding keys in mame non window,s and actualyl pressing the diagonals, and yo uwil ldistinctly see "pov hat up-left" and stuff liek that as you map them.
well thats not really a problem in this case. It is a valid problem, but i only want to bind the up, down, left, and right arrows.