mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

PainTown for RPi?

Mon Feb 10, 2014 9:09 am

Hi guys,

I'm working on a home-made arcade cabinet here in Brazil, and in the past I was interested on M.U.G.E.N. It's a 2D fighting game engine, which is possible to use custom stages, chars and some other stuffs. Recently, all the efforts on M.U.G.E.N. was transferred to PainTown, it has the same goal of M.U.G.E.N (with the same souce code) but it's possible to create 2D beat-and-up games (using OpenBOR engine and source code).

The source code for linux is avaliable on this website (http://paintown.sourceforge.net/) and I would like to try a port for Raspberry Pi. Is it possible to do it with Linux source code? If yes, could some one help me with anything (tips, tutorials, etc.) to port it? Do I need to modify the source code to compile it correctly?

Thank you for your attention,
Marcelo

4thdwarflord
Posts: 142
Joined: Mon Dec 03, 2012 4:26 pm
Location: Deep in the mines of Moria

Re: PainTown for RPi?

Mon Feb 10, 2014 1:21 pm

Its written in c++, so it should just compile without problems

http://sourceforge.net/apps/trac/painto ... FromSource

Try the instructions as above (ignore the ubuntu part though) - i haven't read through it, but it looks like you only have to do part of it.

mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

Re: PainTown for RPi?

Mon Feb 10, 2014 1:52 pm

I will try it today!
I promise to post the results here!

Thank you!

mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

Re: PainTown for RPi?

Mon Feb 10, 2014 8:43 pm

Compiling following the instructions above. Until now, everything is okay, few warnings but no errors!

mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

Re: PainTown for RPi?

Mon Feb 10, 2014 8:57 pm

Error :(

g++: internal compiler error: Killed (program cc1plus)
Please submit a full bug report, with preprocessed source if appropriate.
See (FILEPATH/README.bugs) for instructions.
scons: *** [build/sdl/util/graphics/sdl/hqx.o] Error 4
scons: building terminated because of errors.
Get scons at www.scons.org or read the README for compilation instructions
make: *** [all] Error 1

I will try to solve this problem reading something on Google

mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

Re: PainTown for RPi?

Mon Feb 10, 2014 10:54 pm

I'm trying to compile with cmake, let's see!

I found something that can help on compiling Paintown with scons:
http://raspberrypi.stackexchange.com/qu ... ld-mongodb

It's a simple solution, just create a swapdisk. If I got any error with cmake, I will try it.

kwadroke
Posts: 34
Joined: Tue Jan 29, 2013 4:20 am

Re: PainTown for RPi?

Tue Feb 11, 2014 1:31 am

I've compiled Paintown a while back thanks to the developers, but, it's been a while.
There are some Allegro 5 options you can pass to help with GPU performance. It was still a bit slow last time I tried.
I haven't had much luck with the Mugen part, but, I haven't tried too hard either.

The developers are usually on the #paintown irc channel on Freenode. Links are on http://paintown.org/.

mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

Re: PainTown for RPi?

Tue Feb 11, 2014 12:26 pm

So, I successfully compiled PainTown. It was necessary to create a swapdisk partition to do it.
BUT, I got a problem on my sdcard :(
I think it happened because I turned RPi off directly on plug.
It's a VFS Kernel Panic and it's accussing a superblock corruption... :(

I will try to fix it to test PainTown

mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

Re: PainTown for RPi?

Tue Feb 11, 2014 9:08 pm

Problem solved!

Now backing to PainTown. Compiling with SDL, PainTown became impossible to play. Arcade mode (OpenBOR) works with 3.0 FPS (OMG! :lol:). I spoke with a cool guy on Paintown chat support (jon-work), he suggested that compile PainTown with Allegro5 is the best option for RPi ("[18:35] <jon-work> allegro5 might be faster, it uses opengl").

Now I'm compiling Allegro 5 on RPi! Let's see if it will work!!!

User avatar
mrpi64
Posts: 931
Joined: Sat Feb 16, 2013 5:13 pm

Re: PainTown for RPi?

Fri Feb 14, 2014 1:17 pm

HOW DID YOU GET SDL. I don't think you can just use 'sudo apt-get install libsdl' (or whatever it's called), so how do you install it with opengles support (which is what the Pi runs on)??????
I'm happy to help.
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=51794 - List of games that work on the Pi.

mgoulart
Posts: 126
Joined: Mon Feb 10, 2014 8:56 am
Location: Rio de Janeiro - Brazil

Re: PainTown for RPi?

Fri Feb 14, 2014 6:54 pm

MrPi64,

When I compiled using these instructions (http://sourceforge.net/apps/trac/painto ... FromSource), the default engine used during the process was SDL. It's possible to compile with Allegro 5.1, but it's necessary to compile it before compile Paintown. Now I don't realley know to answer your question, I think that there is a SDL library installed with Raspbian from Retropie. Compiling with SDL results in terrible gameplay experience, the mean FPS was 3.5, becoming impossible to play it.

Jon (from Paintwon) helped me a lot, but I'm suffering with my knowledge in compilation process. I need to compile Allegro 5.1 in Debug mode, otherwise I can't compile Paintown with Allegro 5.1 engine.

I hope to help you with my reply.

Return to “Gaming”