Topic: Quake for the BB8 (Infocast)
I have posted the binaries/source for a BB8-compiled version of the Quake 1 code posted by ChumbyLurker.
His original post: http://forum.chumby.com/viewtopic.php?id=2955
Current BB8-compile hosting: http://sourceforge.net/projects/bb8apps/files/
InfoQuake-full.tar.gz 9.0 MB -- Full dongle executables + data
InfoQuake-small.tar.gz 414.2 KB -- Provide your own data (id1 folder)
InfoQuake-src.tar.gz 12.8 MB -- Source used for SDL / sdlquake
I've not been able to do extensive testing, so any feedback with issues would be welcomed. There is currently no touchscreen support, I've basically used a USB keyboard at this point. I've found that some keyboards do not jive well with my C1, but have not verified that this is also the case on the BB8 device.
Some information for the build:
The SDL source was taken directly from http://www.libsdl.org/download-1.2.php with no modifications made.
sdlquake was the version provided by ChumbyLurker with the switch_output code that he provided in another post incorporated to change the resolution to 640x480 on startup. This was just changes made to the vid_sdl.c file. The makefile was modified manually since no configure script was available and a pretty hack-ish "b.sh" was added to build the non-static library since I do not have a compilable ALSA library at this time to make the libasound.a required.
These were built on the gcc compiler that it natively available on the device.
Another note that people may find helpful is that with the limited amount of RAM on the device, you may get an error from GCC after it seems to hang on a file for several minutes. This error is caused by the optimizer having insufficient resources and can be worked around with using a swap file or reduce the optimizations ( -O3 vs -O1 and such ). The LD_LIBRARY_PATH setting within the debugchumby script may be a lazy workaround for how my app's currently compiled, but it has been quite a long night and I'm not even 100% sure that there isn't enough variance in devices to make non-static compiling a viable way to distribute apps.