(16 Jul 14, 01:57PM)stef Wrote: Install Raspbian, install the required libraries and tools. Compile. Fix any bugs you encounter. That easy. However, you will end up with a game running on software-emulated Open GL. Too slow to use.Yeah, I figured that I could get it running with software-emulated GL, but given th PI's rather limited specs, I'd be lucky to get a frame per second.
(16 Jul 14, 01:57PM)stef Wrote: Look again. AC is also running on AMD64 and PowerPC.Oh, I hadn't been able to find references to AC on anything other than PCs, I'll look again soon.
(16 Jul 14, 01:57PM)stef Wrote: Much more complicated. Also - you want to port software but you can't handle diff?I should mention I don't know any coding whatsoever, I just know how to compile. Barely. Hence why I know so little about this and why I've been trying to find a way to avoid having to rewrite the game for OpenGL ES, since I can't actually do it.
(16 Jul 14, 01:57PM)stef Wrote: http://assault.cubers.net/docs/license.htmlWould it be acceptable for the installer to do this automatically, if it downloads the media files separately from where they are hosted normally? They wouldn't technically be distributed that way.
You can't redistribute a modified package. Instead, distribute just the binary for the new platform. People can add the zip file with the media files themselves. AC documentation calls this a "binary mod" and it is highly encouraged.
(16 Jul 14, 01:57PM)stef Wrote: Again, diff is your friend.I don't even know what diff is.
(16 Jul 14, 01:57PM)stef Wrote: AC doesn't care much about the OS. It's all about the libraries. If your target only has GL ES, you have to port AC to that.Oh, I was under the impression that Android used SDL and OpenGL ES, so if I had the source for an Android version I could compile it and it would run, without software GL emulation.
Android is probably not the easiest target. I'd guess, that AC is a bit out of the scope of the NDK, so you'd have to port AC to java. Good luck with that. (Although, there's a NDK-port of enet on github, and it's only four years old...)
Edit: After a bit more research I managed to find the debian binaries that claim to work on ARMHF, but immediately crash with nothing more than a "segmentation fault" to figure out what went wrong. In retrospect I actually found those a while back, but forgot about them because they didn't work then, either.
Edit2: Compiled the ARMHF source into binaries myself, it'll run now but it complains about being unable to create OpenGL screen, so it isn't ported to OpenGL ES. Funny that its listed as working on ARMHF Debian if it still requires OpenGL, since I'm reasonably certain normal ARMHF OpenGL doesn't exist.