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673f55c62528edertseha

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°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

673f55c6253e2dertseha

Re: Interrupt's adventure in porting the mac source
673f55c625438
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.

673f55c625575dertseha

Re: Interrupt's adventure in porting the mac source
673f55c6255c0
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

673f55c6256c9icemann

Re: Interrupt's adventure in porting the mac source
673f55c625717
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
673f55c6259d9
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.

673f55c625bc0dertseha

Re: Interrupt's adventure in porting the mac source
673f55c625c0e
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 :)

673f55c625d1evoodoo47

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

673f55c625e2aicemann

Re: Interrupt's adventure in porting the mac source
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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.

673f55c62611bdertseha

Re: Interrupt's adventure in porting the mac source
673f55c626173
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.

673f55c6262b0dertseha

Re: Interrupt's adventure in porting the mac source
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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")

673f55c628251Interrupt

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

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

673f55c628732Interrupt

Re: Interrupt's adventure in porting the mac source
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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

673f55c62882avoodoo47

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

673f55c6288faicemann

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

673f55c628b71Interrupt

Re: Interrupt's adventure in porting the mac source
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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.

673f55c628cd4voodoo47

Re: Interrupt's adventure in porting the mac source
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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?

673f55c628f77dertseha

Re: Interrupt's adventure in porting the mac source
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(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.

673f55c62907evoodoo47

Re: Interrupt's adventure in porting the mac source
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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
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Welcome to the forums, Interrupt! It's fascinating seeing your work progress.

673f55c6292afdertseha

Re: Interrupt's adventure in porting the mac source
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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.

673f55c6293ffvoodoo47

Re: Interrupt's adventure in porting the mac source
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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).

673f55c629504winterheart

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

673f55c629671dertseha

Re: Interrupt's adventure in porting the mac source
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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
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