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 Forum index » Advanced Topics » Additional Software (PETs, n' stuff) » Games
sdlCC: SDL version of chinese checkers
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muggins

Joined: 20 Jan 2006
Posts: 6673
Location: lisbon

PostPosted: Mon 28 May 2007, 12:04    Post subject:  sdlCC: SDL version of chinese checkers  

i've just compiled the sdl version of the chinese checkers game. this is same as the other chinese checkers game, but has sound effects.

you need libSDL installed for this version.

To play type sdlCC in console window, or click on /usr/local/bin/sdlCC. There are 4 different opponents, (Jim, Jon, Mike & Sloth), all with different skill levels. Oh! I forgot to add that it's worth playing at least once, whatever your skill level, just for the razzamatazz that is played when you win!
sdlCC-0.0.0-i486.pet
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sdlcc.jpg
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sdlcc.jpg


Last edited by muggins on Mon 02 Jul 2007, 03:54; edited 3 times in total
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muggins

Joined: 20 Jan 2006
Posts: 6673
Location: lisbon

PostPosted: Sun 01 Jul 2007, 02:40    Post subject:  

I've re-uploaded this as I've altered the board colour, & brightened the red & green checker colours, to try & make it a bit easier to see. (It would be good if it was easy to re-size the board, but then the geometry of ball placement goes out of alignment...maybe a future project?).
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mouldy


Joined: 04 May 2005
Posts: 498

PostPosted: Sun 01 Jul 2007, 22:23    Post subject:  

I get offered choice of human or none. No AI opponents? The board however is easier to see.
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muggins

Joined: 20 Jan 2006
Posts: 6673
Location: lisbon

PostPosted: Mon 02 Jul 2007, 01:02    Post subject:  

hi mouldy,

i just downloaded the .pet & installed it, and definitely it has the AI players. (they used to be called jumper, slider, sloth & robo but they've been renamed as Jon, jim, mike & sloth).

if i click on any of the players, they cycle through these, (plus human & none), as options. To check that your version works, if you copy sdlCC-0.0.0-i486.pet to sdlCC-0.0.0-i486.tgz, then extract it somewhere, then change directory to sdlCC-0.0.0-i486/usr/local/bin and enter ./sdlCC , then does that work OK? (i'm wondering here if you've got a previous version of it installed somewhere).
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WhoDo


Joined: 11 Jul 2006
Posts: 4441
Location: Lake Macquarie NSW Australia

PostPosted: Mon 02 Jul 2007, 02:01    Post subject:  

muggins wrote:
i just downloaded the .pet & installed it, and definitely it has the AI players. (they used to be called jumper, slider, sloth & robo but they've been renamed as Jon, jim, mike & sloth).

I've got the same problem as mouldy. I can't choose any option except human or none for each of the player slots.

I will remove it and download again, just to be sure, but I don't think this is an isolated problem. Maybe you have a library somewhere that isn't in the dotpet package? If you do, and you reinstall, the problem will still not present itself on your system.

Update: Just confirmed ... AI features not working, even after a new download and install. Cycles only human & none for players.

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muggins

Joined: 20 Jan 2006
Posts: 6673
Location: lisbon

PostPosted: Mon 02 Jul 2007, 02:34    Post subject:  

thanks for the info whodo,

i just ran ldd & got this list of required libraries:

Quote:
ldd sdlCC
linux-gate.so.1 => (0xffffe000)
libdl.so.2 => /lib/libdl.so.2 (0xb7f4b000)
libSDL_mixer-1.2.so.0 => /usr/lib/libSDL_mixer-1.2.so.0 (0xb7f0b000)
libSDL_image-1.2.so.0 => /usr/lib/libSDL_image-1.2.so.0 (0xb7ef3000)
libm.so.6 => /lib/libm.so.6 (0xb7ece000)
libSDL-1.2.so.0 => /usr/lib/libSDL-1.2.so.0 (0xb7e52000)
libpthread.so.0 => /lib/libpthread.so.0 (0xb7dff000)
libc.so.6 => /lib/libc.so.6 (0xb7cf3000)
/lib/ld-linux.so.2 (0xb7f50000)
libvorbisfile.so.3 => /usr/lib/libvorbisfile.so.3 (0xb7cea000)
libvorbis.so.0 => /usr/lib/libvorbis.so.0 (0xb7cc2000)
libogg.so.0 => /usr/lib/libogg.so.0 (0xb7cbd000)
libjpeg.so.62 => /usr/lib/libjpeg.so.62 (0xb7c9e000)
libpng.so.3 => /usr/lib/libpng.so.3 (0xb7c5f000)
libz.so.1 => /lib/libz.so.1 (0xb7c4e000)
libstdc++.so.5 => /usr/lib/./libstdc++.so.5 (0xb7b96000)
libX11.so.6 => /usr/X11R7/lib/libX11.so.6 (0xb7aa8000)
libXext.so.6 => /usr/X11R7/lib/libXext.so.6 (0xb7a9a000)
libgcc_s.so.1 => /usr/lib/./libgcc_s.so.1 (0xb7a91000)
libXau.so.6 => /usr/X11R7/lib/libXau.so.6 (0xb7a8e000)
libXdmcp.so.6 => /usr/X11R7/lib/libXdmcp.so.6 (0xb7a88000)


i'm wondering if you & mouldy have the libSDL_mixer & libSDL_image files? (on my system libSDL_mixer-1.2.so.0 is a symlink to libSDL_mixer-1.2.so.0.2.3, and libSDL_image-1.2.so.0 to libSDL_image-1.2.so.0.1.3).

i see pizzasgood has them here:
http://www.murga-linux.com/puppy/viewtopic.php?search_id=1022588967&t=17978

i should get into the habit of noting down what libraries I add to puppy as I just assume that if it works on my computer it will work with puppy standard! by the way, to see what library files are missing with the command ldd sdlCC, first you have to un-upx sdlCC with
upx -d sdlCC . hope this helps.
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WhoDo


Joined: 11 Jul 2006
Posts: 4441
Location: Lake Macquarie NSW Australia

PostPosted: Mon 02 Jul 2007, 02:51    Post subject:  

For some strange reason I don't seem to have upx either. Here is what I get when I run sdlCC from a console:
Code:
sh-3.00# sdlCC
Loading Players from "/usr/local/lib/sdlCC/players"
lt_dlopenext(jumper): file not found
lt_dlopenext(mm): file not found
lt_dlopenext(slider): file not found
lt_dlopenext(robo): file not found
open /dev/sequencer: No such device
sh-3.00#

The players.txt file, the jumper.so, mm.so, slider.so and robo.so files are all definitely in that directory, but don't seem to load somehow.

Hope that helps.

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Last edited by WhoDo on Mon 02 Jul 2007, 02:59; edited 1 time in total
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muggins

Joined: 20 Jan 2006
Posts: 6673
Location: lisbon

PostPosted: Mon 02 Jul 2007, 02:56    Post subject:  

yeah,

i'm not sure what's happening here...i just rebooted puppy from cdrom, and got the same result as you & mouldy.i've pulled the .pet of the forum until i work out where i've stuffed up. maybe i need some caffeine to kick those brain cells into action. but the output you're getting has put me on the right track.

also, i forgot, upx isn't standard with puppy, you need to dload as a pup/pet, or get it from the upx sourceforge site.
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muggins

Joined: 20 Jan 2006
Posts: 6673
Location: lisbon

PostPosted: Mon 02 Jul 2007, 03:56    Post subject:  

sorry to anyone that dloaded this to find it didn't work properly. trying to shave a few kilobytes of the upload i eliminated the players. because i had it installed to /usr/local/lib, of course it still worked in the -i486 directory when i removed stuff! anyway, i've re-uploaded it above.

i also brightened the other marbles to, hopefully, improve visibilty without them being too "washed out".
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WhoDo


Joined: 11 Jul 2006
Posts: 4441
Location: Lake Macquarie NSW Australia

PostPosted: Mon 02 Jul 2007, 04:37    Post subject:  

muggins wrote:
I've re-uploaded it above.

i also brightened the other marbles to, hopefully, improve visibilty without them being too "washed out".

Thanks, mugsy. It works a charm now. Razz

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mouldy


Joined: 04 May 2005
Posts: 498

PostPosted: Mon 02 Jul 2007, 20:14    Post subject:  

Sorry to have missed all the discussion. I downloaded your latest version and it works fine now. I played Sloth and that is boring, have to figure which new AI is same as Robo, thats the toughest player and quite capable of winning if I am not paying close enough attention.
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muggins

Joined: 20 Jan 2006
Posts: 6673
Location: lisbon

PostPosted: Mon 02 Jul 2007, 21:21    Post subject:  

mouldy,

the changed names are:
Jon=robo,
Mike=mm,
Jim=jumper &
sloth=slider
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mouldy


Joined: 04 May 2005
Posts: 498

PostPosted: Tue 03 Jul 2007, 07:37    Post subject:  

Yes, found Jon is the former Robo after playing couple more of the players. And thanks for telling me about the image file in /usr/local/lib/sdlCC/images where I can substitue my own color marbles and swap names around to make it play my choice of default color marbles for say the two person play.

Being partially color blind, very light and very bright colors work best for me, but I realize they arent the most aesthetically pleasing for others who arent color blind.

Real shame the original author of game didnt allow for changing size of board and marble color as options directly from the game. Sure it would have made program more complex and bigger size. Not such a concern now but maybe was back when game was written.
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