@rjd324
Tested.
Firstly unpacked it , and have only binary. So tried to run it as it. It says that i have no .dat file, and then happy lockup the system, that about things you already noted in your post as IMPORTANT, so that is known .. Maybe worth to upload your sources somewhere , maybe some of us will deal with proper cleaning of resources.
Then, find out necessary dat files (i grab them just from morphos port there:
https://www.morphos-storage.net/?id=1688897) , and then things runs and works ! See (press open in new tab for fullsize):
The only moment which i can see, is that while it only loads up 50% of cpu (which also not quite small for simple game, but that of course not your fault, but the game itself), and the game itself didn't feels "very fast". It's all ok, but not 60 FPS that fo sure.
Through that surely ready for proper os4depot release, just not forget to add data files and some tasty icon :)
ps. I see game use lmgui engine , that right ? If so , you then seems use software build of lmgui ? Why i ask, is because Andrea have already GL4ES based buildof lmguie engine, which works quite well already, so maybe you can use that one as well (to have 2 versions, software one, and hardware one).
ps2.
Quote:
- For this version, you can supply an option "-accelerated" from invocation from the shell to ask it to try to invoke the SDL Renderer using accelerated renderer. F
For me it freezes too. Through i heard sound, and have no crash visually, it seems like some sort of intuition dead lock. Do you use latest SDL2 from os4depot, right ?
I just tried all the SDL2 renderers now with :
setenv SDL_RENDER_DRIVER "software" : OK, works
setenv SDL_RENDER_DRIVER "compositing" : deadlock
setenv SDL_RENDER_DRIVER "opengl" : OK, works
setenv SDL_RENDER_DRIVER "opengles2" : works, but rendering glitches (blinking).
So it all looks like this : compositing mode broken completely and ogles2 produce "blinking". Seems something to take a look for Capehill into SDL2 (at least about compositing).