I was looking for a better version of Manic Miner to get running on the raspi and stumbled across a port of Chuckie Egg to linux and it built with no changes what so ever. the GL version of course doesn't run but the version called aachuckie (ncurses) does and the version called chuckie runs really well on the console although the colours are off on my monitor. i've uploaded my build dir to http://russelldavis.org/RaspberryPi/chuckieegg.tar.gz
just untar and cd to the created dir and either ./aachuckie or ./chuckie and have fun
Chuckie Egg
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Hi, thanks for this. I've tried it out and it runs pretty well.
Running from the command line, the colour is all blue on mine too. The sound works for about 10 seconds, then splutters.
Running with a GUI in a console window, the colours are fine, however the responsiveness is too slow.
It would be great to get this working properly, I used to play it lots on the Acorn Electron.
Is there any way to improve it?
Running from the command line, the colour is all blue on mine too. The sound works for about 10 seconds, then splutters.
Running with a GUI in a console window, the colours are fine, however the responsiveness is too slow.
It would be great to get this working properly, I used to play it lots on the Acorn Electron.
Is there any way to improve it?
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Does this use a palletised framebuffer ?
Might be same problem as this:
https://github.com/raspberrypi/linux/issues/41
which is on my todo list...
Might be same problem as this:
https://github.com/raspberrypi/linux/issues/41
which is on my todo list...
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As a temporary workaround to get proper colors:
SDL_FB_BROKEN_MODES=1 ./chuckie
SDL_FB_BROKEN_MODES forces SDL to use the current video mode (16-bit), instead of changing to the 256 color palletted mode the game actually wants.
This does come with a performance penalty.
SDL will have to convert the 8-bit output from the game to 16-bit on each frame update.
Probably wouldn't notice it for simple games like this though.
SDL_FB_BROKEN_MODES=1 ./chuckie
SDL_FB_BROKEN_MODES forces SDL to use the current video mode (16-bit), instead of changing to the 256 color palletted mode the game actually wants.
This does come with a performance penalty.
SDL will have to convert the 8-bit output from the game to 16-bit on each frame update.
Probably wouldn't notice it for simple games like this though.
Redyam wrote:Hi, thanks for this. I've tried it out and it runs pretty well.
Running from the command line, the colour is all blue on mine too. The sound works for about 10 seconds, then splutters.
Running with a GUI in a console window, the colours are fine, however the responsiveness is too slow.
It would be great to get this working properly, I used to play it lots on the Acorn Electron.
Is there any way to improve it?
yes this was just a quick "oh look what i found lets see if it builds & runs" build. i'll take a proper look at it in a few days I just am slaving away over a hot keyboard at the moment trying to complete 5 things at once.
dom wrote:Does this use a palletised framebuffer ?
Might be same problem as this:
https://github.com/raspberrypi/linux/issues/41
which is on my todo list...
someone on the tweet machine said it's a known SDL problem with it being ask for 565 and giving 888 instead. i just used the sdl libs from the repos so haven't looked at exactly why the colours are wrong, and i just pretended that my glasses lens were blue and all was good
Prefer that to QuakeIII - all we need now is.... REPTON
Ostendo ignarus addo scientia.
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Looks nice, but I can't figure out the controls.
Is there an rc file somewhere I'm not seeing?
I see it should support joysticks, but my gamepad does nothing. The old QAOP cursor keys don't work either.
I see it should support joysticks, but my gamepad does nothing. The old QAOP cursor keys don't work either.
less /dev/brain | tail > /dev/null
the keys are
a=up
z=down
,=left
.=right
space=jump
a=up
z=down
,=left
.=right
space=jump
There is a firmware update that should fix 8bpp palettised modes. Chuckie Egg should have correct colours now. And it seems to run well.
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dom wrote:There is a firmware update that should fix 8bpp palettised modes. Chuckie Egg should have correct colours now. And it seems to run well.
since
./vcgencmd version
Jun 28 2012 18:11:29
Copyright (c) 2012 Broadcom
version 322659 (release)
?
ukscone wrote:
since
./vcgencmd version
Jun 28 2012 18:11:29
Copyright (c) 2012 Broadcom
version 322659 (release)
?
Yes. Committed this afternoon.
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updated and chuckie egg runs & looks great in the console
Ok so how do us mortals get hold of it
By mortals I mean those of us not clever enough to compile stuff
Texy
By mortals I mean those of us not clever enough to compile stuff
Texy
"!.8inch TFT LCD + Switch Shield" add-on boards for sale here :
http://www.raspberrypi.org/phpBB3/viewtopic.php?f=59&t=40674
50p goes to the Foundation
http://www.raspberrypi.org/phpBB3/viewtopic.php?f=59&t=40674
50p goes to the Foundation
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Or will rpi-update do its stuff?
T.
T.
"!.8inch TFT LCD + Switch Shield" add-on boards for sale here :
http://www.raspberrypi.org/phpBB3/viewtopic.php?f=59&t=40674
50p goes to the Foundation
http://www.raspberrypi.org/phpBB3/viewtopic.php?f=59&t=40674
50p goes to the Foundation
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texy wrote:Or will rpi-update do its stuff?
T.
rpi-update will do it's magic
runs but keys are sticky so unusable on my setup
Ostendo ignarus addo scientia.
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pygmy_giant wrote:runs but keys are sticky so unusable on my setup
console or in X? & do you mean you have stickykeys set in your keymap?
Hullo,
Paul Brook's version of CE is great, but it is missing the final niceties like the high score table and the ability to change the keys.
For a more polished version, you might also want to take a look at Mark Lomas' native SDL version for Linux:
http://www.bagshot-row.org/chuckie-egg/ ... ChuckieEgg
HTH.
Paul Brook's version of CE is great, but it is missing the final niceties like the high score table and the ability to change the keys.
For a more polished version, you might also want to take a look at Mark Lomas' native SDL version for Linux:
http://www.bagshot-row.org/chuckie-egg/ ... ChuckieEgg
HTH.
ukscone wrote:the keys are
a=up
z=down
,=left
.=right
space=jump
This should give all French users nimble fingers but a mild headache ^^
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samwise wrote:
For a more polished version, you might also want to take a look at Mark Lomas' native SDL version for Linux:
http://www.bagshot-row.org/chuckie-egg/ ... ChuckieEgg
HTH.
i took a quick look at mark lomas's site even though avast & google said it was an unsafe site. i grabbed the source from an old version of his site using archive.org and it builds but segfaults. i'll take a better look at it over the weekend
The malware scare was first brought to Mark's attention in April 2011, when a few sites were reporting the compressed Windows exe version on his Downloads page as being infected. He assured me at the time that it was a false positive, but he replaced that particular file with a new uncompressed executable anyway that he hoped wouldn't have the same problematic signature ...
My view is that I'd be fairly confident it's fine, but even if that exe has been infected, that shouldn't matter if you're grabbing the source code to compile on Linux. I've certainly compiled and run it on Debian Testing AMD64 without any issues, back when he first released it.
HTH,
Sam.
My view is that I'd be fairly confident it's fine, but even if that exe has been infected, that shouldn't matter if you're grabbing the source code to compile on Linux. I've certainly compiled and run it on Debian Testing AMD64 without any issues, back when he first released it.
HTH,
Sam.
i followed some links on that page and saw the riscos port. i wonder if it'll run on the raspi riscos?
Worth trying, it was re-written to work with the more recent desktop versions of RISC OS. Might be worth contacting Michael Foot about it through the website that page links to.
Mark's SDL port was originally based on Michael's RISC OS port.
Sam.
Mark's SDL port was originally based on Michael's RISC OS port.
Sam.