Tales of Maj'Eyal [glshim]

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petevine
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Tales of Maj'Eyal [glshim]

Post by petevine »

The game, usually shortened to ToME, is either a complete waste of time or a great roguelike RPG featuring a complex character system with addictive gameplay (allegedly). Pick your poison :)

It's rather straightforward to build (premake4 required), the source+data is here:

http://te4.org/dl/t-engine/t-engine4-src-1.3.1.tar.bz2

After editing premake4.lua to reflect the location of your SDL2 installation (unless you do have it in /opt), these commands should be executed from the top-level directory:

Code: Select all

premake4 gmake
make config=release
./t-engine
Apart from glshim in your LD_LIBRARY_PATH, the only catch is the fact you need an OpenGL version of SDL2 (unlike what you normally use on Odroids to get GLES acceleration working -> --disable-video-opengl at SDL2 build-time).

The simplest solution would be to keep a separate copy in a dedicated directory and use LD_LIBRARY_PATH again, e.g:

Code: Select all

LD_LIBRARY_PATH=$LD_LIBRARY_PATH:. ./t-engine
with libSDL2 library inside the game directory.

Btw, I haven't got the time to try patching the game back into SDL 1.2 shape so the problem with SDL2 could be avoided but it's certainly feasible.
Tome2.jpg
(321.68 KiB) Downloaded 575 times
Tome3.jpg
(255.65 KiB) Downloaded 556 times
Tome.jpg
(219.03 KiB) Downloaded 575 times
The game's author has been porting the game to Android so it's possible a native GLES renderer could become available in the future.

Btw, the only visual glitch can be fixed by disabling the fancy mouse cursor.
A fully working self-sufficient build is available for download.
--
A few packages and other useful stuff for Odroid C1 or ARM64. * PyPy for non-SSE2 CPU's anyone?

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