Good job. What window manager and panel is that? And did you have to follow any special instructions to get the game to compile on this system?
xfce with an aqua-like theme (gentoo linux) btw the only real problem was the function jpgalleg_init() i had to comment it from the source, the rest are just modifications on the makefile actually it doesn't show ljbg.jpg as a background (i tried to convert it to bmp but nothing) here is the makefile: http://rafb.net/p/ygBt8C45.html edit: i forgot that i had to set LJMUSIC_USING_DUMB to 0 and the makefile must be cleaned a little bit
Nice work. I've recently been trying to figure out how to compile Lockjaw on Mac OS X, but it's a little bit over my head... Is extensive knowledge of C programming required for this sort of thing or is it just a matter of knowing how to write the makefile?
to compile it on linux i just modified 2 lines on the source code and the makefile btw it doesn't show the background img, i'm trying now to make it work
How did compiling JPGalleg give you a problem? How did compiling DUMB give you a problem? I'll call the subject line fairy.
That function is part of libjpgalleg, which is a small library that allows Allegro (the software library that Lockjaw uses) to interact with jpgs as if they were btmaps. It's a non-standard library, so you will have to compile it yourself, which is fairly simple (./fix.sh unix; make; make install, but the last step requires root access). DUMB is fairly standard, and is probably available from the Gentoo equivavlent of Debian's package management system. Lockjaw uses the Allegro version of DUMB, called lib_aldmb1 in Debian/Ubuntu, which will probably also be available for download without having to resort to compiling it yourself. The only remaining issue that you will have, is that the program expects lj.dat (and a few other files) to be in the corent directory, which means that the usual way of creating a "shortcut" to it (either by creating a launcher on your panel, or by making a symlink) won't work directly. You will need to write a small script that moves to the current directory, and then runs it.
@Mr. Antisocial: Just use xcode. It works very well. If you have any other questions feel free to shoot me a pm.
ok, with the correct jpgalleg (2.5, i had 1.1-r1 because 2.5 is masked) everything works fine so the only thing to modify (and not so much) to compile lj on linux is the makefile
Cool! I wonder if this means it would be simple to compile for the GP2X. I just bought one from my friend, but I don't know if being linux-based means that linux programs should run on it, or if more is involved.
You may have to re-program it to get the input read correctly, and to use less libraries. Also, the stick is 8-way, so it may not be suited for the job...
Well its possible since theres a version of allegro is available for it. You would have to edit the the settings to fit the screen size and i believe you would have to recode the input handling.
Heh, before this post, I had exactly twice as many posts as Caithness... I think that anyone with knowledge of the system they are programming for could port it, given some time.
It's true, the GP2X's stick is not suited at all to falling tetrominoes. I tried the GBA version in an emulator, and then realized that I could already play GBA homebrew on my DS. Lockjaw plays much better with a DS D-pad. Anyway, now I'm mainly interested in compiling it for OSX. Do you know how to do it without involving Xcode, cdsboy? That program is pretty daunting to me.
if only Nintendo would make a DS gamepad for pc and mac. maybe us DS-heads are biased, but i love the feel of it too.
I use a Nintendo brand N64 controller through an N64->USB adapter when testing each build of Lockjaw.
We talking the DS lite or original here? I find the original to be so much better than the lite in terms of the controls.