Porting Minetest onto the NintendoDS
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Porting Minetest onto the NintendoDS
I just saw DSCraft and would like to see this on my own NintendoDS; I have tried it on my own (using a SuperCard Lite Rumble) and it fails; what I might try to do, is make Irrlicht work on both screens.
I might write a key changer.
So whaddya you guys think, comprende?
I might write a key changer.
So whaddya you guys think, comprende?
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Let me put it this way:
Minetest - at least minetest-c55 will never be able to run on a console. Never. Ever. On the other hand, minetest-compatible clients could run on consoles; it's just a matter of hacking on the functionality to an existing "game".
Minetest - at least minetest-c55 will never be able to run on a console. Never. Ever. On the other hand, minetest-compatible clients could run on consoles; it's just a matter of hacking on the functionality to an existing "game".
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I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.
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I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.
My github:
https://github.com/tinoesroho/
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Do you have the GBA slot memory card? Otherwise DSLINUX can't do much. The memory of the DS is quite awful. DSLINUX without added memory was only good for sshing for me...Jordach wrote:It COULD work on DSLINUX, however, I doubt it; would be cool though to have it out of the house and not carry a laptop around all day.CTMN wrote:The c++ code would have to be compiled for the NDS and thats easy. But I dont know if there is such a graphics lib for the NDS.
Good luck fitting even the minetest.exe in 4mb of RAM and 67MHz of processing power
You might be able to get maybe 0.08 FPS if you use a very aggressive paging scheme, but the IO overhead would make it more like 0.0001 FPS.
You might be able to get maybe 0.08 FPS if you use a very aggressive paging scheme, but the IO overhead would make it more like 0.0001 FPS.
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I own whats called a Super Card (http://supercard.sc) this allows me to use homebrew etc.... without flashing.Temperest wrote:Good luck fitting even the minetest.exe in 4mb of RAM and 67MHz of processing power
You might be able to get maybe 0.08 FPS if you use a very aggressive paging scheme, but the IO overhead would make it more like 0.0001 FPS.
I am been able to assign 500mb from a microSD card. Just to use as swap, and the top card I am also able to supply 256mb of swap; I should suppose that could work (I own several 2gb microSD cards.)
I also semise flashing it for an overclock, however stupid this sounds.
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What I do know about the NDS is only one screen has 3D processor... the top screen. So you would have to address menu options, inventory, furnane to the bottom screen. Maybe the debug screen.
Mods, world, would have to be directed to external memory aka SD card. I lost track of the person I knew who had DS programming experience.
Mods, world, would have to be directed to external memory aka SD card. I lost track of the person I knew who had DS programming experience.
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wouldn't it make more sense to port to android or ios, where the devices are more powerful and getting more powerful all the time? Also would be great exposure for minetest to be available in those marketplaces.
I don't know jack about programming for either, but i would really love to play minetest on my mobile devices.
I don't know jack about programming for either, but i would really love to play minetest on my mobile devices.
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Actually, I can simply develop a console friendly version if I make the console.tinoesroho wrote:Let me put it this way:
Minetest - at least minetest-c55 will never be able to run on a console. Never. Ever. On the other hand, minetest-compatible clients could run on consoles; it's just a matter of hacking on the functionality to an existing "game".
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Sorry if I sound angry, but I've never seen any reason to have MT/FM ported to consoles.
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They already have it for Android, it's called Worldcraft.cornernote wrote:wouldn't it make more sense to port to android or ios, where the devices are more powerful and getting more powerful all the time? Also would be great exposure for minetest to be available in those marketplaces.
I don't know jack about programming for either, but i would really love to play minetest on my mobile devices.
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There is no official minetest app on android.Mcc457 wrote:They already have it for Android, it's called Worldcraft.cornernote wrote:wouldn't it make more sense to port to android or ios, where the devices are more powerful and getting more powerful all the time? Also would be great exposure for minetest to be available in those marketplaces.
I don't know jack about programming for either, but i would really love to play minetest on my mobile devices.
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Did anyone bother to see the date of last post before it was bumped?
2012-09-13 21:04:09
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Worldcraft/buildcraft was illegally posted. It does not follow the share-alike clause of the Minetest license.Mcc457 wrote:They already have it for Android, it's called Worldcraft.cornernote wrote:wouldn't it make more sense to port to android or ios, where the devices are more powerful and getting more powerful all the time? Also would be great exposure for minetest to be available in those marketplaces.
I don't know jack about programming for either, but i would really love to play minetest on my mobile devices.
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Someone pointed out that Minetest is under the GNU LGPL, and the publisher of the Android Minetest circumvented copyleft by technically making a compatibility layer that loads Minetest like a library.rubenwardy wrote:Worldcraft/buildcraft was illegally posted. It does not follow the share-alike clause of the Minetest license.
Unless the analysis is wrong, this is just an example of why you shouldn't recklessly apply weak copyleft to everything in lieu of strong copyleft.
Last edited by onpon4 on Mon Dec 30, 2013 19:45, edited 1 time in total.
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