|
|
|
|
| Welcome, Guest | Home | Search | Login | Register | |
| Author | Lovely huge source code (not just games) archive at archive.org (Read 11907 times) | ||||||||||||||||||||||
|
lauland
512 MB ![]() ![]() ![]() ![]() ![]() Posts: 674 Symtes 7 Mewconer! |
on: July 01, 2024, 19:05
https://archive.org/details/gamesourcecode?tab=collection (Way more than just games, and not just tools to build games either, although there are TONS). I've been having a blast browsing it this morning. I'd heard the source for the SNES version of Doom had been released and wanted to peruse it, but found so much more... ---- Highlights, for me, that you guys might be interested in... SNES Doom: I've always been interested in console dev, and have been wanting to learn more. The only one I've ever really tried was the Sega Genesis. Like the Genesis, it looks like an Amiga was used for this one, even though there's no good reason...the Amiga and Genesis are both m68k (so could use same compilers/assemblers), the SNES is 65816 (100% different)...the 6502 is dear to my heart as it was the first assembly I learned, and I would've killed to have a 65816 back in the day. The main source is assembly, but there are a lot of Amiga based tools needed to build it in C. Calibre: This is a comprehensive ebook viewer/tool/archiver, which I know'd be of interest to some of you. Unfortunately does not support MacOS Classic, and looks mostly written in Python. The build process is very odd...compiling the MacOS X and Windows versions require using QEMU vm's on Linux. A clever idea I want to try... SDL 1.x and 2.x: I'd hoped there was at least SOME MacOS Classic support in the first 2.0 version (removed in later ones?), but that does not seem to be the case...<sob> Furby source code: Yep! Turns out they use a 6502 cpu! Ha! Windows Entertainment Pack: Always wanted to see the source code for all the games that shipped (or were extra) with Windows... Games for Dreamcast: They are very easily hackable, pretty well documented, and there are mutliple (very different) SDKs avail. On my TODO list to one day at least get "Hello World" going... Games for Playstation 2: Did you know there was a CodeWarrior for it? Couldn't actually use it as is without a dev version of the console and the included hardware...but maybe use it to build and then transfer via jailbreak? Also on my TODO list... Games for Playstation 1: I've got a mod'd one, and it is much simpler/smaller than the PS2, has been on my TODO list for a very long time... More engines and tools than you can shake a stick at: Yep. ---- Not a lot of MacOS Classic stuff, but for everything else you can think of, pretty much ALL the consoles, and many older home computers (Atari, Apple2, etc). So this is the sort of thing I was talking about previously that might make a good team project...taking one of the packages here and working on a MacOS Classic port... |
||||||||||||||||||||||
Last Edit: July 01, 2024, 19:12 by lauland
|
Bolkonskij
|
Administrator 1024 MB ![]() ![]() ![]() ![]() ![]() Posts: 2023
Reply #1 on: July 02, 2024, 09:45
|
Wow, now that's an archive for source code archeology. (that sounds like a niche job market niche )Part of me hopes some folks will pick up sources and turn these games and apps into even better ones. Or port them to the Macintosh :-) I so much want to get involved into porting stuff, but it's just not the right time here due to circumstances :-/ Is there any particular title you'd think would make a great easy project for porting to the Mac?
|
Jatoba
|
256 MB ![]() ![]() ![]() ![]() ![]() Posts: 270 System 9 Newcomer!
Reply #2 on: July 03, 2024, 04:50
|
Quote from: lauland Games for Playstation 2: Did you know there was a CodeWarrior for it? Couldn't actually use it as is without a dev version of the console and the included hardware...but maybe use it to build and then transfer via jailbreak? Also on my TODO list... I believe there's also CodeWarrior for the Nintendo GameCube. And IIRC I have seen videos (and archive.org pages?) of CodeWarrior for the Wii. What do both have in common with each other, and our Macs, besides CodeWarrior itself? PowerPC. Makes me wonder... If such versions of CodeWarrior could facilitate bridging things so that Mac OS itself would run on a Nintendo GameCube or Wii... But I understand, the CPU is just one part of it, as the "hardware architecture" is also important, and probably very different, else we would have had Mac OS booting on those PowerPC IBM laptops that boot Solaris PPC as well as Windows NT 4 PPC... I would not mind setting up some emulator so that I could run CodeWarrior GC/Wii (and WiiU?)/PS2 (and PS3? And Xbox 360, both of which are PPC64?). Honestly, that would just line up perfectly with our interest in CodeWarrior as a whole, and Macs, as it's what we often use on our Macs ourselves. I don't know what you guys would want to port, but as you know my favorite genre will always be '90s JRPGs, in particular Action RPGs. Although IMO a Mac port of the famous Windows RPG "Dink Smallwood" would be awesome! I'm pretty sure the source was made available and multiple ports of it became widespread across multiple platforms. Just no Mac OS port yet, though...
|
lauland
|
512 MB ![]() ![]() ![]() ![]() ![]() Posts: 674 Symtes 7 Mewconer!
Reply #3 on: July 04, 2024, 22:28
|
Yeah, I've download quite a few SDK's for the various consoles, but, like I said, other than the Genesis, never have gotten around to fully installing/testing them. The official ones were insanely expensive at the time, can/could/do include strict licensing, and require special "dev" versions of the console hardware...to use them as they were designed, at least. It's hard to say, unless you're using a hacked version, how far you could get to build something that'd run on (even mod'd) consumer hardware. I've never tried because they tend to be very large, use lots of space, and install weird things all over your disk...not to mention many only run on Windows... Cross-Compiling is a royal pain with real hardware...especially the last part where you get the binary to the hardware where it will run. (And then crash...and repeat the process...again...) Especially with consoles where the consumer ones actively fight you being able to execute your own code on them... I recently made an effort with the obscure Microsoft cross Visual C++ 4.0 for Mac, just to see what the heck it was and/or could do and/or if it was useful for anything. I'm pretty sure I got it building binaries that WOULD run...but god knows what the file formats were (where are the resource forks, file type/creators etc!), and didn't want to even deal with the hinky ancient TCP/IP transfer tool...on both sides!...this being Microsoft, the Mac part looked...very goofy... Just wasn't worth the headache I felt coming on, every time I contemplated it! And this was on well known "open" operating systems... ---- It always frustrated me about "what could have been", and how, so many times, things didn't happen not for technical reasons, but human/financial ones. There's no technical reason we didn't have Windows NT running on Macs, or MacOS 7 running on anything with a PowerPC... And in the case of those two systems, could even have today (SOMEBODY would port them just...because they could), if we had the source. Like it'd be fascinating to look at the abortive "Star Trek" port of MacOS 7 on top of Novel DOS on Intel...(did it use anything like Universal Proc Pointers?). Or IBM's half-a**'d PowerPC port of OS/2... Neither of those actually "useful", but geeks like me... And, yes, we DO have leaks of the source of Windows NT and parts of the Classic MacOS toolbox rom...and it's STILL human/financial and not technical reasons nobody has ported THOSE to "hardware they were not meant to run on"...but these day's it's the hobbyists' time...and interest... ---- One package I looked at here was "Extreme G3 Racing", since it claimed to include a PS2 SDK: https://archive.org/details/extreme-g3-racing-source-code The source code folders are very well organized (if unclear what they actually are), with general code and xbox/pc/ps2 separated out. Fun reading the comments in (for example) the collision detection library (which I'm bad at), etc etc. I'm not going to try building it, but very educational... ---- As far as "Dink" goes, it looks like the official/current/etc one uses SDL2...like TONS of other games/etc...which doesn't exist for System 7. Makes me think an attempt of at SDL2 might be a very useful project for us, and open the door for countless ports of REALLY good stuff that's out there. I made a personal truly goofy horrible kludgey attempt at just adding what was missing to SDL1 (by hand, not even using the official source, as you guys know, I am borderline nuts), but a real effort would be a truly Good Thing(tm). Other than "Dink" (or similar), there's just so many games/etc that we could try a System 7 port for...if not SDL2, then just bare toolbox calls like I did with PETSCII Robots.
Last Edit: July 04, 2024, 22:41 by lauland
|
cballero
|
1024 MB ![]() ![]() ![]() ![]() ![]() ![]() Posts: 1176 System 7, today and forever
Reply #4 on: July 05, 2024, 02:09
|
Wow!! awesome find, Lauland! ![]() You know who's nuts about game ports, SNES ![]() SNES might just join on such ventures, as his passion has always been to see games ported into Mac OS, and even early versions of Mac OS X, like Jaguar!
|
lauland
|
512 MB ![]() ![]() ![]() ![]() ![]() Posts: 674 Symtes 7 Mewconer!
Reply #5 on: July 05, 2024, 06:16
|
Yeah, I expect them to chime in any moment...here's more they'd be interested in: "SMWDis C - Super Mario World source code" https://archive.org/details/SMWDisC "Super 3D Noah's Ark - SNES Source Code" https://archive.org/details/supernoahsource "Space Funky BOB Source Code" https://archive.org/details/SpaceFunkyBOBSourceCode.7z "SNES Development Tools" https://archive.org/details/SNESDEV "Taken from ObscureGamers and uploaded by Jackhead on their forum these are SNES devkit files including Kankichi-kun source code and a very tiny few virtual-boy things in it" Unfortunately 65816 C compilers are as scarce as hen's teeth, many that look promising, like CC65, only support the 8-bit 6502. I've yet to find a good one, and the ones I've found aren't open source. https://cc65.github.io/ I'd dearly love to find one, I've got an Apple IIgs, I'd love to code on it...there's the official "APW" package for that, but jeez, if you think MPW is bizarre, it's twice that. And very slow and limited... (The C compilers included in the "SNES Development Tools" mentioned above target the Virtual Boy unfortunately...which has an EVEN MORE obscure cpu!). So if anyone's thinking of developing for the SNES, it's most likely going to be assembly language...for a very limited processor...granted, one I have a very soft spot in my heart for, but not one I'd look forward to having to write for in this day and age. Completely different situation for the Genesis, you've got an m68k, and there are a few nice compilers out there... Or anything using newer CPUs, where you MIGHT even get to use an IDE! ---- On further perusal, it looks like Super 3D Noah's Ark is at least partially in C...and from the Makefile, it looks like they used "Orca C", hosted on an Apple IIgs...hmm... https://www.whatisthe2gs.apple2.org.za/orca-c.html https://github.com/byteworksinc/ORCA-C I've been meaning to buy https://juiced.gs/store/opus-ii-software/ which includes it (and much more), but just don't have the mental bandwidth, enough burning desire to code on the IIgs, nor the patience to deal with a commercial project (I think?) and their funky store, and create yet another account (which doesn't seem to be easy to do?!?). I'd love to support retro folk, but maybe later...too much else to do right now on systems with compilers I actually already have... Anyway, so, that looks like it might be a decent way to write C for the SNES, if anyone were so inclined...
Last Edit: July 05, 2024, 06:40 by lauland
|
|
Pages: [1]
|
| ||||||
|
© 2021 System7Today.com. |




)