Keen Clone

You can discuss anything about fan-made Commander Keen games here.
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Commander Spleen
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Post by Commander Spleen » Wed Feb 11, 2009 12:11

gerstrong (at K:M) wrote:I'm using formulas of real physics and some numerical calculation, optimised for games, of course.
I hope you don't try getting too realistic with the physics. At least get a genuine replication of the original games' physics working first, and offer 'realism' down the track as an option in the menu.

Realistic physics in games bugs me. As I've said once before, the reason I play games isn't to experience reality in a computer, it's to experience things that I won't experience in real life.

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DaVince
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Post by DaVince » Wed Feb 11, 2009 15:54

About the music: are module files (.mod, .xm, .it...) supported? I prefer to make music in these formats because they're small and loop so well.

Nice work on all those improvements, by the way. Gotta try this out real soon.
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gerstrong
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Post by gerstrong » Wed Feb 11, 2009 16:00

Don't worry about that. It will be mostly accurate to the original games. I'm implementing the new physics already, and I test them against the original game.

Really real physics won't happen :-)

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Post by gerstrong » Wed Feb 11, 2009 16:08

@DaVince: Sorry, but the answer is no, for now. To support OGG I need a library, so I imagine it is the same with music of other formats. So I need to see, how to use it. But maybe later implement it!

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DaVince
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Post by DaVince » Wed Feb 11, 2009 16:59

Alright, no problem, I can always convert them. I think that SDL_sound is an all-around solution for music and sound filetypes, but you probably won't want to switch to that after all that hard work with OGG. :)

Now, about the game: I downloaded the source version, and the package was kind of a mess with source files and then more source files + a compiled file inside the Release folder. It's a source package, only put the source (and resource) files in it... After reading the readme doing a make clean and a make for my x86 Ubuntu system was a breeze - compiled in an instant and seems to work. Well, almost, because the source package lacks data/games.cfg inside Release/.

Edit: by the way, there's a bunch of residue backup files hanging around, all ending with a ~ at the extension and all "hidden". Might wanna remove those. :P

EDIT: aw, it exploded. Made a weird buzzing noise and then errored out on me. Log is as follows:

Code: Select all

Processing command-line options.
allocmem(): allocating 415744 bytes for scroll buffer...OK
allocmem(): allocating 73600 bytes for blit buffer...OK
Starting graphics driver...
sdl_init is getting called
Hardware acceleration will be used.
stretch_blit_yoff = 0
sdl_Setvideomode dimensions = 640x400
showcursor
scrollsurface = creatergbsurfacefrom
blitsurface = creatergbsurfacefrom
Graphics_Start(): configuring palette.
Starting sound driver...
SDL_AudioSpec:
  freq: 48000
  channels: 2
  audio buffer size: 2048
Using audio driver: alsa
SoundDrv_Start(): SDL sound system initialized.
Starting input driver...
JoyDrv_Start()
0 joystick(s) were found.

The names of the joysticks are:
Starting control driver...
The controls configuration has been loaded!
Starting timer driver...
Game data of Episode 1 is complete.
Game data of Episode 2 is complete.
Game data of Episode 3 is complete.
latch_loadheader(): reading main header from 'data/egahead.ck1'...
   LatchPlaneSize = 0x74e0
   SpritePlaneSize = 0x18b0
   OffBitmapTable = 0x0040
   OffSpriteTable = 0x0160
   Num8Tiles = 256
   Off8Tiles = 0x0000
   Num32Tiles = 0
   Off32Tiles = 0x0000
   Num16Tiles = 0
   Off16Tiles = 0x0000
   NumBitmaps = 611
   OffBitmaps = 0x0800
   NumSprites = 18
   OffSprites = 0x5460
   Compressed = 119
latch_loadheader(): Allocating 608 bytes for sprite table.
latch_loadheader(): Reading sprite table from 'data/egahead.ck1'...
latch_loadheader(): Allocating 9792 bytes for bitmap table.
latch_loadheader(): reading bitmap table from 'data/egahead.ck1'...
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latch_loadlatch(): Opening file 'data/egalatch.ck1'.
latch_loadlatch(): Decompressing...
latch_loadlatch(): Decoding 8x8 tiles...
latch_loadlatch(): Decoding 16x16 tiles...
latch_loadlatch(): Allocating 1855408385 bytes for bitmap data...
Cannot allocate memory for bitmaps.
latch_loadsprites(): Opening file 'data/egasprit.ck1'.
latch_loadsprites(): Decompressing...
latch_loadsprites(): Decoding sprites...
Fatal error, cleaning up.
  * Freed 0 strings.
  * Joystick driver shut down.
  * Timer driver shut down.
SoundDrv_Stop(): shut down.
  * Sound driver shut down.
freed screen
freed scrollsurface
freed blitsurface
  * Graphics driver shut down.
  * Scrollbuffer memory released to system.
  * Blitbuffer memory released to system.

A fatal error has occurred; game is shutting down.
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Post by gerstrong » Wed Feb 11, 2009 19:22

Hi DaVince,
thank for you for the advices. I pushed too much and I uploaded the compiled versions within. I didn't want to do that. I'll be careful next time.

Now, to the next feature. CKP uses SDL and OGG all the time. However SDL cannot manages your sound and opens wav files as far, as I know, but nothing else. For other formats, you need special libraries. This is the problem. Decoding those files it is.

I would like to help with your problem, but I see here, that you read too much data. Would you mind, if you sent me your data files, so I can check better, where the problem is?

Thanks in advance

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Post by DaVince » Wed Feb 11, 2009 23:29

Well, the data I used is basically all files inside the following archives directly into data/:

http://www.bipship.com/db/keencollective/keen1-1.34.zip
http://www.bipship.com/db/keencollective/keen2-1.31.zip
http://www.bipship.com/db/keencollective/keen3-1.31.zip
...And the hqp inside data/hqp.

Does it try to read all files including the exes and docs that come with it or something?

I don't think something compiled wrong at least, or I wouldn't be seeing an SDL window for a split second before it crashing.
(Sorry it took me some time to reply, I was completely indulged in Weird Al videos on Youtube for a while. :o)
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Post by Commander Spleen » Thu Feb 12, 2009 4:30

I use JGMOD for playing module files because it's small and static-linked. It does use Allegro though, so it might not be so helpful for an SDL project.

By the look of this SDL_Sound page you should just need libmodplug to play any module format, just as libvorbis is used for OGG. It would really be a great feature, as I share DaVince's enthusiasm for the generally ultra-tiny and easy looping nature of modules.

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Post by gerstrong » Thu Feb 12, 2009 5:50

@DaVince: Did you test it with version 1.31 of Commander Keen?

I never have tested version 1.34. I still need to do that. But before I support more versions, I need to tie up the source code. As you said before, it is still very messed up. This is nothing new. The old source was it before. However, the structure of the game process is very linked.

So in order to get it running properly I must be very careful when trying to separate functions.

For now I'm working on physics and my main problem problem is, that walking, jumping and pogo code are executed all the time, doesn't matter, what you do. Maybe this gives someone the idea, that there is still work to do.

First I want to have better and more logical physics. After that, all the other features will come. I promise...

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Post by gerstrong » Thu Feb 12, 2009 6:01

Yeah! Version 1.34 doesn't work. Please use 1.31 for the game.

I'll get back and add this support later! It won't be the next update. I have other priorities which are higher for now.

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Post by DaVince » Thu Feb 12, 2009 15:18

Ah, so that's it! I wonder why I didn't think of that (probably because I just assumed the latest version would work). Thanks!
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Update

Post by gerstrong » Thu Feb 12, 2009 18:12

Hereby I update CloneKeenPlus to version 0.2.2

There is only fix, physics. It is not much, but it was a lot of work.

Tell how you feel it! You should now notice the proper inertia. It should be very similar to the game now. If it's not the case, please let me know in which parts...

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