673efa0e5f3fb

673efa0e6002f
1 Guest is here.
 

673efa0e60a10dertseha

673efa0e60a73
°SS1src

Forked from this post, this thread here documents the effort made by the user known as "Interrupt" on the Discord server of NDS.

Most recent .gifs:
{alt}

{alt}

{alt}

{alt}

(Always with a few hours in between, posted by the person "Interrupt")

The current topic is the conversion of the fixed-point math, which has both a lot of assembler code, as well as endianess-dependencies. This is the main problem now as it messes up physics (as seen by the captures).

Axemelon even went as far as to pastebin their port of fixed-point math:
* https://pastebin.com/8aJvnfD9
* https://pastebin.com/aVuhkc6v
« Last Edit: 20. November 2019, 22:26:53 by Moderator »
Acknowledged by: icemann

673efa0e60b97dertseha

Re: Interrupt's adventure in porting the mac source
673efa0e60bed
Your friendly Discord report here:
{alt}

Seems like Interrupt - the one doing this hacked port - skipped the physics part and is still making these screenshots in no clip mode. They now started to work on objects. The map notes were first indicators before getting into types.

Axemelon is following this progress and gives tips and hints here and there.

673efa0e60d43dertseha

Re: Interrupt's adventure in porting the mac source
673efa0e60d90
More stuff from Interrupt:
{alt}

{alt}

Posted with the words
Holy shit, this is coming together

At this point I'll stop posting their gifs. Unless you people want more. If that's the case, this should become its dedicated thread. (More incentive for me to get used to these mod tools here)

Also, Axemelon was asked to provide their serialization code, which they did: https://pastebin.com/TwCVcGnH

673efa0e60eb3icemann

Re: Interrupt's adventure in porting the mac source
673efa0e60f00
Keep the gifs coming. Even if it's in a separate thread. I'd like to know of the progress of it.
Acknowledged by: dertseha
Re: Interrupt's adventure in porting the mac source
673efa0e611ce
Keep the gifs coming. Even if it's in a separate thread. I'd like to know of the progress of it.

Agreed! It's fascinating to see the progress of this. And please keep us informed of any updates or news on Discord or related websites and blogs, it's great to have all the news and information posted in one thread.

673efa0e6143adertseha

Re: Interrupt's adventure in porting the mac source
673efa0e6148e
And please keep us informed of any updates or news on Discord or related websites and blogs, it's great to have all the news and information posted in one thread.
I'll be happy to bring anything in that I come across, as hopefully anyone on this forum will probably do.
Though please understand that I'm not intending to compete with your personal news aggregator :)

673efa0e615b8voodoo47

Re: Interrupt's adventure in porting the mac source
673efa0e61605
I'm not completely sure just by looking at the screenshots - seems like he is porting the original DOS game to the latest MacOS?

673efa0e616c0icemann

Re: Interrupt's adventure in porting the mac source
673efa0e6170b
It's the other way round I'm pretty sure. Then again those borders around the images are definitely Mac OS stuff. Though that may be due to what OS dertseha is using.

673efa0e6197cdertseha

Re: Interrupt's adventure in porting the mac source
673efa0e619d9
It's the other way round I'm pretty sure. Then again those borders around the images are definitely Mac OS stuff. Though that may be due to what OS dertseha is using.
Citizens - this is rumor control :)
The gifs are all those that Interrupt posted on the Discord channel - they don't show anything I'm running (or even doing). I'm only forwarding their results. And yes, Interrupt appears to be doing this on a new mac. Yet it's less about porting to a modern mac, it's more porting it to little endian code, which happens to be a modern mac at their disposal.
(And to be clear here as well, this Interrupt is a private person doing this on their own time - not what NDS is doing. Axemelon is the one officially doing the port for NDS.)

There is at least one new picture posted, give me some time (and attempts) to split this up.

673efa0e61b15dertseha

Re: Interrupt's adventure in porting the mac source
673efa0e61b6c
More from Interrupt:

{alt}

Main issues right now:
- physics coordinate spaces don't seem to match, so physics is off
- not loading in scheduled actions for the map yet, so no trigger timers work
- trying to go into cyberspace crashes after the new level loads
and there are still rendering issues around rendering sprites / the hud clipping strangely
(Which Stephen commented as "This is really impressive")

673efa0e61cf6Interrupt

Re: Interrupt's adventure in porting the mac source
673efa0e61d48
I also have a Twitter thread going since the beginning of this project:
https://twitter.com/cuddigan

More screenshots:

{alt}








« Last Edit: 09. May 2018, 21:01:31 by Interrupt »
Re: Interrupt's adventure in porting the mac source
673efa0e61eb3
Very nice!

What's up with the sawtooth on floor and ceiling?

673efa0e620c0Interrupt

Re: Interrupt's adventure in porting the mac source
673efa0e62113
Very nice!

What's up with the sawtooth on floor and ceiling?

It's one of the many endianness problems in the code, the order it's collecting the color to draw is probably reversed. There's another similar issue in drawing the big sprites, but those are both issues I can live with for now. Been trying to get things to playable as fast as possible, and then work through the smaller issues from there.
Acknowledged by: Gawain

673efa0e621c9voodoo47

Re: Interrupt's adventure in porting the mac source
673efa0e62214
ah, nice to see you here - so, am I right thinking you are trying to get the DOS game running on the latest MacOS?

673efa0e6229aicemann

Re: Interrupt's adventure in porting the mac source
673efa0e622e3
Very impressive work.

673efa0e6253bInterrupt

Re: Interrupt's adventure in porting the mac source
673efa0e62593
ah, nice to see you here - so, am I right thinking you are trying to get the DOS game running on the latest MacOS?

I'm getting the recently released Mac source code running on modern systems, like OSX, and part of that work involves switching things back to the original DOS assets.

Switching things back to the DOS assets was much easier than trying to use the Mac resource files since those have a ton of endian-ness problems that the DOS assets did not have. Started down that path initially and noped out real fast.

673efa0e62658voodoo47

Re: Interrupt's adventure in porting the mac source
673efa0e626a2
interesting - and yeah, this is definitely going to be useful, as quite a few people will want to run the DOS assets, I'd imagine (the upcoming NDS release is fully based on the Mac version, if I understand correctly).

are you planning to support windows/linux as well?

673efa0e628a5dertseha

Re: Interrupt's adventure in porting the mac source
673efa0e628f8
(the upcoming NDS release is fully based on the Mac version, if I understand correctly).
Axemelon wrote on Discord that they ported the Mac assets to the DOS resource format.

673efa0e62995voodoo47

Re: Interrupt's adventure in porting the mac source
673efa0e629e7
hmm, that probably means their binary will be capable of running the DOS assets as well.
Re: Interrupt's adventure in porting the mac source
673efa0e62ab4
Welcome to the forums, Interrupt! It's fascinating seeing your work progress.

673efa0e62bb7dertseha

Re: Interrupt's adventure in porting the mac source
673efa0e62c0c
Quite some progress (if you follow Discord/Twitter).
Pre-release for Windows published a few hours ago: https://github.com/Interrupt/systemshock/releases/
See main page for current limitations.

673efa0e62d26voodoo47

Re: Interrupt's adventure in porting the mac source
673efa0e62d73
looking good, but grabbing the mouselook code would be highly advisable, no matter how vanilla is the port supposed to stay.

also, mimicking SS2's mod/fan mission loading would probably be a good idea (basically, mods and FMs are loaded separately).

673efa0e62e0awinterheart

Re: Interrupt's adventure in porting the mac source
673efa0e62e58
Mouselook already implemented in code (don't know it on 0.5 release or not).

673efa0e62f16dertseha

Re: Interrupt's adventure in porting the mac source
673efa0e62f60
The port is making its first public rounds (that crossed my Google-fed newsfeed)
https://www.gamingonlinux.com/articles/shockolate-is-a-new-cross-platform-source-port-of-system-shock-1.11962
1 Guest is here.
Woman talking, rooms blowing up, grab the key codes, blah blah, whatever.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673efa0e63816