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Re: New port of Battle of Wesnoth game (version 1.2.5)

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AW

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Jul 18, 2007, 3:37:40 PM7/18/07
to
In message <slrnf9qgn...@compsoc.dur.ac.uk>
Alan <alan...@hotmail.com> wrote:

> The RISC OS port can be downloaded from:
>
> http://www.riscos.info/packages/games/wesnoth-1.2.5-1.html
>
>
> Please note:
>
> This is a very large game download size 60MB+. You probably need an Iyonix
> to run it at a reasonable speed.
>
> It may be playable on an A9Home, but I haven't tried it.
>
> It may even run on a StrongARM RISC OS machine if it has a lot of memory,
> but I suspect it may be too slow.
>
> Whatever machine you run it on you will need to turn off the music (as it is
> a bit choppy), and show patience as it can take minutes to startup, load
> scenarios and save.
>
> It hasn't had a massive amount of testing as I've only had time to do the
> tutorial and the first part of the first scenario so far. I intend to do
> more when I get time!
>
> Read the !Wesnoth/docs/RISCOS file for other hints/requirements for running
> on RISC OS.
>
There's no file or pathname like that AFAICT.

thanks,

Andrew

Alan

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Jul 19, 2007, 11:55:19 AM7/19/07
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On Jul 18, 8:37 pm, aw29...@gmail.com (AW) wrote:
> In message <slrnf9qgnp.jpa....@compsoc.dur.ac.uk>

I've just checked and I could see it. Are you sure
you've downloaded the binary and not the source?

The binary is downloaded from the top right
corner of the page.

If you did get the binary do you at least
have the "!Wesnoth" directory.

I believe I noticed you are using a StrongARM
RiscPC from another thread. I'll be interested on how
you get on, but I suspect you will run out of memory
unless you have at least 128MB of ram fitted.

Regards,
Alan

Jerome Mathevet

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Jul 19, 2007, 3:50:02 PM7/19/07
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In message <1184860519.0...@n60g2000hse.googlegroups.com>
Alan <alan...@hotmail.com> wrote:

>I believe I noticed you are using a StrongARM
>RiscPC from another thread. I'll be interested on how
>you get on, but I suspect you will run out of memory
>unless you have at least 128MB of ram fitted.

Hi Alan,

I have tried Wesnoth on my SA RPC (with 160+ Megs). Super cute graphics but
dead slow... which isn't surprising since the dev team recommends a 400 MHz
x86 proc. I'll give a try to the PC version certainly, apparently it's a
Heroes of Might and Magic type of game - game which I never quite understood
the point. Time to give another shot I guess.

Thanks for pushing the envelope by porting such games to the platform

--
Jerome Mathevet

AW

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Jul 20, 2007, 2:39:13 PM7/20/07
to

>>
>> There's no file or pathname like that AFAICT.
>>
>
> I've just checked and I could see it. Are you sure
> you've downloaded the binary and not the source?
>
> The binary is downloaded from the top right
> corner of the page.
>
> If you did get the binary do you at least
> have the "!Wesnoth" directory.
>

Sorry I downloaded the source.

> I believe I noticed you are using a StrongARM
> RiscPC from another thread. I'll be interested on how
> you get on, but I suspect you will run out of memory
> unless you have at least 128MB of ram fitted.
>

I have >128MB so I'll give it a try.

Andrew

AW

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Jul 20, 2007, 7:16:48 PM7/20/07
to
In message <03ee7d05...@aw29009.gmail.com>
aw2...@gmail.com (AW) wrote:

It is sadly very slow indeed and I can't get past the menu screen; it
seems to freeze on the options sections. It's a shame as the
Tolkien-like map and title page (and probably the music) set the
atmopshere tremendously.

Andrew

Jerome Mathevet

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Jul 22, 2007, 11:56:46 AM7/22/07
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In message <de579705...@aw29009.gmail.com>
aw2...@gmail.com (AW) wrote:

>It is sadly very slow indeed and I can't get past the menu screen; it
>seems to freeze on the options sections. It's a shame as the
>Tolkien-like map and title page (and probably the music) set the
>atmopshere tremendously.

It's no wonder the game's unplayable on StrongARM: all musics are in OGG
vorbis.

--
Jerome Mathevet

Alex Macfarlane Smith

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Jul 22, 2007, 6:08:48 PM7/22/07
to
I wonder if that would be improved by using the ARM integer optimised
version that's kicking around (or turning the music off altogether)

Alex.

Mag. Erhard F.

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Jul 23, 2007, 3:46:32 PM7/23/07
to
Hellyeah!!

Many thanks for porting the shiny new version Alan! It works like a
charm on my Iyonix - apart the speed, it's well playable but sometimes
not very fluently.

Perhaps compiling the source with '-Os' makes a difference for little
effort? '-Os' keeps the size of the code down a bit, works well on my
older x86 machines.

Cheers,
Erhard F.


--
Ask me about GPG-Key.
(As in: "Ask me about Loom", LucasArtsŤ)

AW

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Jul 25, 2007, 3:10:39 PM7/25/07
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In message <f80khe$bf9$1...@news.freedom2surf.net>

Alex Macfarlane Smith <nos...@archifishal.co.uk> wrote:
aw2...@gmail.com (AW) wrote:
>>
>>> It is sadly very slow indeed and I can't get past the menu screen; it
>>> seems to freeze on the options sections. It's a shame as the
>>> Tolkien-like map and title page (and probably the music) set the
>>> atmopshere tremendously.
>>
>> It's no wonder the game's unplayable on StrongARM: all musics are in OGG
>> vorbis.
>>
> I wonder if that would be improved by using the ARM integer optimised
> version that's kicking around (or turning the music off altogether)
>
How simple is it to do that and test?

Andrew

Alan

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Jul 30, 2007, 7:46:44 AM7/30/07
to
On Jul 22, 11:08 pm, Alex Macfarlane Smith <nos...@archifishal.co.uk>
wrote:
> Jerome Mathevet wrote:
> > In message <de5797054f.And...@aw29009.gmail.com>

> > aw29...@gmail.com (AW) wrote:
>
> >> It is sadly very slow indeed and I can't get past the menu screen; it
> >> seems to freeze on the options sections. It's a shame as the
> >> Tolkien-like map and title page (and probably the music) set the
> >> atmopshere tremendously.
>
> > It's no wonder the game's unplayable on StrongARM: all musics are in OGG
> > vorbis.
>
> I wonder if that would be improved by using the ARM integer optimised
> version that's kicking around (or turning the music off altogether)
>

Turning the music off helps a lot. It's what I do immediately.
Also switching to fullscreen mode makes a difference.

The integer optimised version is called tremor and I have had
it working before on other programs. It does make a
difference.

The good news is the latest version of the library used
to play the music (SDL_Mixer) has just been announced
and the changes says it supports tremor.

Once this gets into the debian unstable distribution
the autobuilder will be able to compile this easily
(though its setvars script may need to be tweaked
to select the use tremor).

I will eventually get round to trying this, but it may
be a while yet.

Regards,
Alan

Alan

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Jul 30, 2007, 7:52:57 AM7/30/07
to
On Jul 21, 12:16 am, aw29...@gmail.com (AW) wrote:
> In message <03ee7d054f.And...@aw29009.gmail.com>
> aw29...@gmail.com (AW) wrote:
>
>
<snip resolved download problem>

> >> I believe I noticed you are using a StrongARM
> >> RiscPC from another thread. I'll be interested on how
> >> you get on, but I suspect you will run out of memory
> >> unless you have at least 128MB of ram fitted.
>
> > I have >128MB so I'll give it a try.
>
> It is sadly very slow indeed and I can't get past the menu screen; it
> seems to freeze on the options sections. It's a shame as the
> Tolkien-like map and title page (and probably the music) set the
> atmopshere tremendously.
>

It can take a long time to load anything. You may want to try
leaving it for a while if it appears to be hung.
e.g. Go make a cup of tea, read a book and check in on it every
5 minutes until you run out of patience.

I'd advise turning the music off straight away and switching
to full screen mode at the lower resolution. Though it may
take a while to do this.

Regards,
Alan

Kevin Wells

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Jul 30, 2007, 9:14:35 AM7/30/07
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In message <1185796004.7...@q75g2000hsh.googlegroups.com>
Alan <alan...@hotmail.com> wrote:

>On Jul 22, 11:08 pm, Alex Macfarlane Smith <nos...@archifishal.co.uk>
>wrote:
>> Jerome Mathevet wrote:
>> > In message <de5797054f.And...@aw29009.gmail.com>
>> > aw29...@gmail.com (AW) wrote:
>>
>> >> It is sadly very slow indeed and I can't get past the menu screen; it
>> >> seems to freeze on the options sections. It's a shame as the
>> >> Tolkien-like map and title page (and probably the music) set the
>> >> atmopshere tremendously.
>>
>> > It's no wonder the game's unplayable on StrongARM: all musics are in OGG
>> > vorbis.
>>
>> I wonder if that would be improved by using the ARM integer optimised
>> version that's kicking around (or turning the music off altogether)
>>
>
>Turning the music off helps a lot. It's what I do immediately.
>Also switching to fullscreen mode makes a difference.

On a clean boot it seems to work OK on the A9home as well.

[snip]

--
Kev Wells http://kevsoft.topcities.com
http://kevsoft.co.uk/
ICQ 238580561
Motorcycling News http://bikes.kevsoft.co.uk/

Oliver

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Jan 5, 2008, 10:47:36 AM1/5/08
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why does my battle of Wesnoth game not work on my risc os pc
my version of sisc os pc is 4.3.9 coulde you tell me why it does not
work?


from oliver potter

Oliver

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Jan 5, 2008, 10:49:07 AM1/5/08
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Jess

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Jan 7, 2008, 7:49:33 AM1/7/08
to
In message <f1a0765c...@blueyonder.co.uk>
Oliver <oliver....@googlemail.com> wrote:

> why does my battle of Wesnoth game not work on my risc os pc
> my version of sisc os pc is 4.3.9 coulde you tell me why it does not
> work?

I think it's down to the limited wimpslot that versions of RISC OS
other than 5 have.

--
Jess Iyonix
Hotmail is my spam trap use this for reply:
mailto:nos...@jess.itworkshop-nexus.net or
http://jess.itworkshop-nexus.net

Alan

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Jan 8, 2008, 8:11:49 AM1/8/08
to
On Jan 7, 12:49 pm, Jess <phantasm...@hotmail.com> wrote:
> In message <f1a0765c4f.Goo...@blueyonder.co.uk>

>           Oliver <oliver.r.pot...@googlemail.com> wrote:
>
> > why does my battle of Wesnoth game not work on my risc os pc
> > my version of sisc os pc is 4.3.9 coulde you tell me why it does not
> > work?
>
> I think it's down to the limited wimpslot that versions of RISC OS
> other than 5 have.
>

I don't think it is. It uses Dynamic areas for RISC OS 4.3.9.

Scenarios vary the memory requirements, but in a rough
test after loading one of the earlier scenarios I found it was
using over 60MB. So make sure you have at least that much
free before running it.

However other people have reported it not working on
a Risc PC so it may be that it just won't run - sorry.

If anyone has got it running on a StrongARM Risc PC
I'd love to know.

Regards,
Alan

Jess

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Jan 8, 2008, 8:27:05 AM1/8/08
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In message <070467c2-31b7-49b8...@v67g2000hse.googlegro
ups.com>

Alan <alan...@hotmail.com> wrote:
> On Jan 7, 12:49 pm, Jess <phantasm...@hotmail.com> wrote:
>> In message <f1a0765c4f.Goo...@blueyonder.co.uk>
>>           Oliver <oliver.r.pot...@googlemail.com> wrote:
>> > why does my battle of Wesnoth game not work on my risc os pc
>> > my version of sisc os pc is 4.3.9 coulde you tell me why it does not
>> > work?
>> I think it's down to the limited wimpslot that versions of RISC OS
>> other than 5 have.

> I don't think it is. It uses Dynamic areas for RISC OS 4.3.9.

Does it work on the A9?

revinkevin

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Jan 9, 2008, 9:55:51 AM1/9/08
to


Jess wrote:
> In message <070467c2-31b7-49b8...@v67g2000hse.googlegro
> ups.com>
> Alan <alan...@hotmail.com> wrote:
> > On Jan 7, 12:49�pm, Jess <phantasm...@hotmail.com> wrote:
> >> In message <f1a0765c4f.Goo...@blueyonder.co.uk>
> >> � � � � � Oliver <oliver.r.pot...@googlemail.com> wrote:
> >> > why does my battle of Wesnoth game not work on my risc os pc
> >> > my version of sisc os pc is 4.3.9 coulde you tell me why it does not
> >> > work?
> >> I think it's down to the limited wimpslot that versions of RISC OS
> >> other than 5 have.
>
> > I don't think it is. It uses Dynamic areas for RISC OS 4.3.9.
>
> Does it work on the A9?
>

It does, but it takes time to load in.

Also it always uses more memory and when their is about 28M free you
get redraw problems, then not long after it will bomb out.

It seems to work best with the A9 in a desktop window.

newpost...@googlemail.com

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Jan 12, 2008, 5:31:36 AM1/12/08
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In message <9ffde9a7-fbf4-4ebb...@e4g2000hsg.googlegrou
ps.com>
revinkevin <kevin...@talktalk.net> wrote:


>
> It does, but it takes time to load in.
>
> Also it always uses more memory and when their is about 28M free you
> get redraw problems, then not long after it will bomb out.
>
> It seems to work best with the A9 in a desktop window.

Well much credit to Alan B and the supposedly defunct RiscPC it's now
working! The game itself seems (only having quickly tested it) to run
faster than expected with the main problem being calling up menus
which makes the music stutter. There are a number of other options to
optimise the game so it's possible it could run even faster.

Andrew

--

Christopher Martin

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Jul 16, 2008, 9:35:33 AM7/16/08
to
I have managed to produce a partial port of Wesnoth 1.4.

This is a very demanding program and requires about 64MB free RAM to
run. On my Iyonix, it feels a bit sluggish but is playable and much more
stable than version 1.2. That said, there are particular stages
involving the heavy preparation of graphics that can tie-up the machine
for minutes at a time. I do not know if this can be alleviated.

Still interested? Then please respond so that I can try to gauge the
level of interest in the RISC OS community. I would very much prefer to
make it available from the same place as the 1.2 port; that is, the
GCCSDK autobuilder website. However, myself and Alan Buckley have been
unable to build Wesnoth 1.4 using GCC 4 and so it cannot be hosted
there. I am wondering if there is sufficient interest to justify hosting
my port on another website as a temporary measure to be removed when the
autobuilder website catches up. Alan feels that this is probably going
too far though.

On top of all this, my own website does not have sufficient capacity to
host the entire game which occupies over 150MB on my hard disc. (A ZIP
archive won't be much smaller because most of the game data is already
compressed.) This means that I would have to consider some other
options:

(1) Making my source patches available so that others can attempt to
build the game from sources downloaded from the official Wesnoth
website. But I suspect that there are relatively few RISC OS users who
could do this.

(2) Making a utility that could merge the game data downloaded from the
official Wesnoth website with a small !Wesnoth skeleton. I expect most
people would prefer this to option 1.

(3) Getting my build incorporated into the official Wesnoth code-base...
very unlikely!

(4) Making a whopping great archive of my entire !Wesnoth available on
someone else's website... any offers?

(5) Any other ideas?
--
Regards, Chris.

Kevin Wells

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Jul 16, 2008, 9:19:07 PM7/16/08
to
In message <93bccebf...@ivy.at.home>
Christopher Martin <bel...@internode.on.net> wrote:

>I have managed to produce a partial port of Wesnoth 1.4.
>
>This is a very demanding program and requires about 64MB free RAM to
>run. On my Iyonix, it feels a bit sluggish but is playable and much more
>stable than version 1.2. That said, there are particular stages
>involving the heavy preparation of graphics that can tie-up the machine
>for minutes at a time. I do not know if this can be alleviated.

I will be interested in testing it on the A9 home.


>
>Still interested? Then please respond so that I can try to gauge the
>level of interest in the RISC OS community. I would very much prefer to
>make it available from the same place as the 1.2 port; that is, the
>GCCSDK autobuilder website. However, myself and Alan Buckley have been
>unable to build Wesnoth 1.4 using GCC 4 and so it cannot be hosted
>there. I am wondering if there is sufficient interest to justify hosting
>my port on another website as a temporary measure to be removed when the
>autobuilder website catches up. Alan feels that this is probably going
>too far though.

[snip]


>
>(2) Making a utility that could merge the game data downloaded from the
>official Wesnoth website with a small !Wesnoth skeleton. I expect most
>people would prefer this to option 1.

Sounds reasonable.


>
>(3) Getting my build incorporated into the official Wesnoth code-base...
>very unlikely!
>
>(4) Making a whopping great archive of my entire !Wesnoth available on
>someone else's website... any offers?
>
>(5) Any other ideas?


--
Kev Wells http://riscos.kevsoft.co.uk/
http://kevsoft.co.uk/ http://kevsoft.co.uk/AleQuest/
ICQ 238580561
Among those dark satanic mills?

grou...@googlemail.com

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Jul 17, 2008, 2:05:10 PM7/17/08
to
In message <93bccebf...@ivy.at.home>
Christopher Martin <bel...@internode.on.net> wrote:

> I have managed to produce a partial port of Wesnoth 1.4.
>
> This is a very demanding program and requires about 64MB free RAM to
> run. On my Iyonix, it feels a bit sluggish but is playable and much more
> stable than version 1.2. That said, there are particular stages
> involving the heavy preparation of graphics that can tie-up the machine
> for minutes at a time. I do not know if this can be alleviated.
>
> Still interested? Then please respond so that I can try to gauge the
> level of interest in the RISC OS community. I would very much prefer to
> make it available from the same place as the 1.2 port; that is, the
> GCCSDK autobuilder website. However, myself and Alan Buckley have been
> unable to build Wesnoth 1.4 using GCC 4 and so it cannot be hosted
> there. I am wondering if there is sufficient interest to justify hosting
> my port on another website as a temporary measure to be removed when the
> autobuilder website catches up. Alan feels that this is probably going
> too far though.
>

Anything you can do would be great for the games "scene".

> On top of all this, my own website does not have sufficient capacity to
> host the entire game which occupies over 150MB on my hard disc. (A ZIP
> archive won't be much smaller because most of the game data is already
> compressed.) This means that I would have to consider some other
> options:
>

Sorry, why can't it be maintained on RISC OS.info?

> (1) Making my source patches available so that others can attempt to
> build the game from sources downloaded from the official Wesnoth
> website. But I suspect that there are relatively few RISC OS users who
> could do this.
>
> (2) Making a utility that could merge the game data downloaded from the
> official Wesnoth website with a small !Wesnoth skeleton. I expect most
> people would prefer this to option 1.
>
> (3) Getting my build incorporated into the official Wesnoth code-base...
> very unlikely!
>
> (4) Making a whopping great archive of my entire !Wesnoth available on
> someone else's website... any offers?
>
> (5) Any other ideas?

Will updating it provide resources or ideas for future work?

Andrew
--

Christopher Martin

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Jul 18, 2008, 12:10:46 PM7/18/08
to
In message <d1416bc0...@no.reply>
grou...@googlemail.com wrote:

> In message <93bccebf...@ivy.at.home>
> Christopher Martin <bel...@internode.on.net> wrote:
>
> > I would very much prefer to make it available from the same place as
> > the 1.2 port; that is, the GCCSDK autobuilder website. However,
> > myself and Alan Buckley have been unable to build Wesnoth 1.4 using
> > GCC 4 and so it cannot be hosted there.

[Snip]

> Sorry, why can't it be maintained on RISC OS.info?

Because at this time, Wesnoth 1.4 cannot be built with GCC 4. As I
understand it, maintenance of the riscos.info site is automated to such
a degree that being buildable by GCC 4 is a requirement for being hosted
there.
--
Regards, Chris.

Peter Naulls

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Jul 18, 2008, 12:24:36 PM7/18/08
to

I'm not sure where this comes from. The automation would be nice,
but isn't there. Even if it was true, it would be foolish to preclude
manually built packages, although the ideal requirement is that the
packaging information is indeed automatically generated.

Mostly we are indeed using GCC 4, and use of GCC 3.x is deprecated,
but certainly not impossible. Anyway, I think Alan's problem will
be resolved soon enough; unfortunately I haven't been able to
devote any time to it myself.

Alan

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Jul 21, 2008, 7:59:44 AM7/21/08
to
On Jul 18, 5:24 pm, Peter Naulls <pe...@chocky.org> wrote:
> Christopher Martin wrote:
> > In message <d1416bc04f.And...@no.reply>
> >           groups...@googlemail.com wrote:
>
> >> In message <93bccebf4f.bel...@ivy.at.home>

> >>           Christopher Martin <bel...@internode.on.net> wrote:
>
> >>> I would very much prefer to make it available from the same place as
> >>> the 1.2 port; that is, the GCCSDK autobuilder website. However,
> >>> myself and Alan Buckley have been unable to build Wesnoth 1.4 using
> >>> GCC 4 and so it cannot be hosted there.
>
> > [Snip]
>
> >> Sorry, why can't it be maintained on RISC OS.info?
>
> > Because at this time, Wesnoth 1.4 cannot be built with GCC 4. As I
> > understand it, maintenance of the riscos.info site is automated to such
> > a degree that being buildable by GCC 4 is a requirement for being hosted
> > there.
>
> I'm not sure where this comes from.  The automation would be nice,
> but isn't there.  Even if it was true, it would be foolish to preclude
> manually built packages, although the ideal requirement is that the
> packaging information is indeed automatically generated.
>

That was my misunderstanding I'm afraid - sorry.

(Just to be clear I was only talking about the autobuilder packages
part
of riscos.info and not the whole site - I was still obviously wrong
though:-( )

> Mostly we are indeed using GCC 4, and use of GCC 3.x is deprecated,
> but certainly not impossible.

This is true, but in my case I've now moved over to GCC4 and would
find
it difficult to go back. Not that I have any desire to either.

>  Anyway, I think Alan's problem will
> be resolved soon enough; unfortunately I haven't been able to
> devote any time to it myself.

I hope it will, but I haven't got anywhere with it yet :-(


I'm still hoping to get an autobuilt wesnoth 1.4 on the website
sometime in the future, and want to thank Chris for informing
me of his port and helping me investigating the problems
by sharing his changes and makefiles.

It may even be once the autobuilt port works, that the version
from Chris is better on the Iyonix and could be dropped over
it.

Regards,
Alan

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