red_ring_of_box
Nov 22 2008, 05:55 AM
Hi all I have taken XTecuterX73's advice to start my first port out with Marathon by using its open source engine Aleph One, on the Mac Marathon requires around 25 mbs of ram so its a good port. I just played it today using Aleph One and Iv got to say its a very well done game, it even managed to scare me a few times. From what I know the xbox can use SDL as that is what Aleph One is built apon as well.
XTecuterX73
Nov 22 2008, 10:54 AM
QUOTE(red_ring_of_box @ Nov 22 2008, 12:31 AM)

Hi all I have taken XTecuterX73's advice to start my first port out with Marathon by using its open source engine Aleph One, on the Mac Marathon requires around 25 mbs of ram so its a good port. I just played it today using Aleph One and Iv got to say its a very well done game, it even managed to scare me a few times. From what I know the xbox can use SDL as that is what Aleph One is built apon as well.

great news, red ring!! I have played this many times before and its almost as good as halo sometimes, some people just dont know how great these older games are. Im very excited to hear the news and very looking forward to hearing and eventually trying this out when you get it released. If i knew more about what i was doing with porting games i woul have done it a long time ago!
Please keep us updated and you very well have my respect and thanks and if theres anything i can do to help just pm me or let me know.
This is very good news. It seems like the xbox still has some life just yet, Thank you very muvch for attempting to do this port.

I am looking forward to hearing more news from you.
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EDX
Nov 23 2008, 08:23 AM
I commend you for your attempting to bring this game over to the xbox. The marathon trilogy is a series that has not gotten the attention it deserves. A console port would be a great way to get new players to experience these truly great games.
Please keep us posted.
l11l1VeNoM1l11l
Nov 23 2008, 04:56 PM
This is just awesome. I think the X-Box will stay alive forever as long as this keeps happening. It seems as source codes are released for the great games, there's always still someone out there willing to port it to our favorite console. This is why the Xbox remains the best console ever. All of the greatest games EVER...playable on one system, launchable from a hard drive, and running like they're native to it.
Awesome.
XTecuterX73
Nov 24 2008, 12:58 AM
yea i agree wholeheartedly venom, this is awesome, just when it seems like things are dead someone or something new pops up. I love all the ported games thus far, its great having xduke, xhexen and others. I wish the one guy who ported xheretic fixed the bug where the sound was low but i guess thats for another thread.
But yea red ring, its cool to see you doing this. We look very forward to your updates!
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XTecuterX73
Dec 1 2008, 11:29 PM
hey red ring how are things coming along?
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red_ring_of_box
Dec 6 2008, 03:12 AM
eh I just need to be able to first get a good compiling going I cant seem to find a guide anywhere for comping Alephone on windows or even linux, I think I have to install the sdl sdk as well but the Aleph One source code came with SDL files which I cannot seem to link in VS 2003. So here is so far the list of things I need to do:
-Find a correct way to compile AlephOne successfully
-Get a better understanding of SDL
-Probably get the SDK for SDL
Also if anyone has encountered this problem will compiling in VS 2003 it seems that some of my .cpp files cannot find the header files needed even though they are in the same folder and are even added into the header files section. Ex I get the error code
Error xxxxxxx: Cannot finder Header File:"headerfilename.h"
bassquake
Dec 6 2008, 02:11 PM
QUOTE
Also if anyone has encountered this problem will compiling in VS 2003 it seems that some of my .cpp files cannot find the header files needed even though they are in the same folder and are even added into the header files section. Ex I get the error code
Error xxxxxxx: Cannot finder Header File:"headerfilename.h"
Hi. You probably need to make sure the folder that the header files are in is listed in the Include directory in the projects settings.
red_ring_of_box
Dec 6 2008, 08:03 PM
oh okay man I'll try that ty
red_ring_of_box
Dec 7 2008, 07:27 AM
okay small update.
I managed to get a compile without any errors that pertained to not being able to find the header files, but the badness is that I know have 361 warnings and more than 3000 errors that I get to go through. Most are pertaining to undefined macros and bad pointers and integers, but it will take a while to figure out whats needed and not needed. Just thought I'd say thanks to bassquake for the great info.
XTecuterX73
Dec 8 2008, 01:33 AM
QUOTE(red_ring_of_box @ Dec 7 2008, 02:03 AM)

okay small update.
I managed to get a compile without any errors that pertained to not being able to find the header files, but the badness is that I know have 361 warnings and more than 3000 errors that I get to go through. Most are pertaining to undefined macros and bad pointers and integers, but it will take a while to figure out whats needed and not needed. Just thought I'd say thanks to bassquake for the great info.
thanks for the small update red ring!! nice to know kinda what's going on, ive got my eye on this thread and im sure i speak for alot of people when i say thank you for updating us. Keep up the good work!
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juntistik
Dec 8 2008, 04:38 AM
OH wow! a new project! I never played marathon back in the day, I was playing mostly duke nukem 3d, doom, and red alert. I've always wanted to play this series but never got around to it...
Best of luck Red Ring!
sirlemonhead
Dec 8 2008, 07:30 PM
Feel free to post errors and whatnot that you're getting, and i'll help if I can.
neil222
Dec 8 2008, 08:19 PM
awesome news red_ring_of_box. Good luck with the port.
red_ring_of_box
Dec 8 2008, 11:21 PM
oh thanks sirlemonhead and friends good to know I have some support of this, also I found out that the version of source code I had wasn't the latest. I actually knew this but could not find the latest update until now. I actually laughed when I did find it, it was on the sourceforge download page for the latest version it was under neath all the other links in wicked small text for a source code link, but ya know I can work with the latest source code now
l11l1VeNoM1l11l
Dec 11 2008, 01:34 AM
QUOTE(red_ring_of_box @ Dec 8 2008, 03:57 PM)

oh thanks sirlemonhead and friends good to know I have some support of this, also I found out that the version of source code I had wasn't the latest. I actually knew this but could not find the latest update until now. I actually laughed when I did find it, it was on the sourceforge download page for the latest version it was under neath all the other links in wicked small text for a source code link, but ya know I can work with the latest source code now

This is awesome. Just plain awesome.
red_ring_of_box
Dec 12 2008, 06:31 PM
hey all I did my first build and I removed osunix.c from the build as that seemed to stop it at only 7 errors as well as some lines of code from xmlparse.c called makemove or something like that that checked for a function and if it wasn't their to stop the build completely as well, and after that it compiled the same way and wit around 7000 errors so I thought Id upload the build log for you guys(I only removed the parts with my directory in them but if you need it with my actual directory then PM me. Also I noticed that the errors end it a certain pattern at times so I probably need to do some fixing in the header files as well.
Build Log(let me know if the link is dead)
http://rapidshare.com/files/172740936/Alpe...gdebug.rtf.html
sirlemonhead
Dec 12 2008, 09:39 PM
I only had a quick glance but I think you need to define SDL somewhere.
Add it to the Preprocessor definitions in the project settings menu under C++->Preprocessor
grimdoomer
Dec 13 2008, 03:54 AM
Red Ring, it seems like you are trying to port the whole thing at once? I would recommend porting little by little, say a file at a time. Also, have you been recoding marathon to use directx if it doesnt already? If not then it will stop you dead in your tracks.
red_ring_of_box
Dec 13 2008, 05:05 AM
no it doesn't use Directx it uses SDL which from what Im told works with the xbox unless I'm wrong. And good advice with porting one file at a time grimdoomer I hadn't thought of that
and sirelemonhead I think I included in preferences the include directory for SDL and I didnt get anymore errors for needed or missing files, or from what I could see by using the Find function to look for those kinds of errors in the build log.
sirlemonhead
Dec 13 2008, 04:52 PM
If you look in cstypes.h you'll see this:
// Integer types with specific bit size
#if defined(mac)
#if defined(EXPLICIT_CARBON_HEADER)
#include <Carbon/Carbon.h>
#endif
typedef SInt8 int8;
typedef UInt8 uint8;
typedef SInt16 int16;
typedef UInt16 uint16;
typedef SInt32 int32;
typedef UInt32 uint32;
typedef uint32 TimeType;
#elif defined(__BEOS__)
#include <support/SupportDefs.h>
typedef time_t TimeType;
#elif defined(SDL)
#include <SDL_types.h>
#include <time.h> // for time_t
typedef Uint8 uint8;
typedef Sint8 int8;
typedef Uint16 uint16;
typedef Sint16 int16;
typedef Uint32 uint32;
typedef Sint32 int32;
typedef time_t TimeType;
#endif
you're getting a lot of compiler errors because those types aren't defined. So you need to define SDL in the project settings..
red_ring_of_box
Dec 14 2008, 01:43 AM
lol funny I was looking in those files too but I couldn't understand what it was you meant by defining, sorry man looks like I screwed up on that one

I'll be sure to make sure now that SDL is defined and comeback here with the results.
red_ring_of_box
Dec 14 2008, 07:50 AM
okay I did that and I managed to compile my first .cpp header file with only 30 errors, it seems that one of the macros being used in the header files is unsupported right now called __VA_ARGS__ which hives me the error: error C2065: '__VA_ARGS__' : undeclared identifier I did some searching for this problem and it seems to have gotten to a few other people as well so just thought I'd post this last bit for the day, I wouldn't expect any more post unless its a reply or a breakthrough, c ya.
sirlemonhead
Dec 14 2008, 06:35 PM
Yeah that macro was only added with Visual Studio 2005 it seems.
open up Logging_gruntwork.h and change
#if 0
// Straight main-thread logging convenience macros
to
#if 1
// Straight main-thread logging convenience macros
see if the errors go away. Otherwise, you'll need to find all reference to logFatal, logError, logWarning etc and replace with a different name
ie, if the function call is
logFatal("Can't open font resource file");
you should be able to change that to
logFatal1("Can't open font resource file");
I think
red_ring_of_box
Dec 14 2008, 08:06 PM
I changed the #if 0 to #if 1 and I got a successful build, I don't think doing the last part of what you said would have worked, because logError1 was already defined, it was weird though that logError had 2 unchanged definitions 1 was
#define logError(message) (GetCurrentLogger()->logMessage(logDomain, logErrorLevel, __FILE__, __LINE__, (message)))
and then after that an #else statement then
#define logError(...) (GetCurrentLogger()->logMessage(logDomain, logErrorLevel, __FILE__, __LINE__, __VA_ARGS__))
so for some reason it was using the logError(...) instead of the logError(message) but I think I managed to fix it using your first suggestion sirlemonhead thanks man you've been a huge help with this.
XTecuterX73
Dec 15 2008, 06:04 AM
thats awesome red ring and sirlemonhead, great work on both counts for you guys. Gonna be cool when you get a playable build going. Marathan on the xbox is gonna rock! Please keep up the great work and it's very appreciated!!
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EDX
Dec 15 2008, 07:21 AM
It's great to see you're making some headway with getting marathon on the Xbox! Keep up the great work!
volzzilla
Dec 16 2008, 11:14 PM
I second EDX's and XTecuterX73's comments, keep up the great work and very excited for the possiblity of Marathon on XBox.
red_ring_of_box
Dec 17 2008, 05:17 AM
not much of an update but it turns out I need the boost library to compile AlephOne as well, it stopped me at Console.cpp but I got the library so now I'm all set and have been getting successful compiles but a few warnings about "unpredictable behavior may result" if I run the program. Regardless it still compiled and I'm just posting this to say that if you are trying to compile the boost library as well and are running windows there are prebuilt binaries for you already out there.
Link to boost lib for windows:
http://www.boostpro.com/products/freeselect the latest dl(I'm using 1.36.0) and dl it then when the installer pops up select the Visual Studio.NET 2003 package or VS 7.1 whatever shows and pick for variants Multithread Debug, static runtime and that should be all you need so far(I haven't compiled anything else except for console.cpp yet) if you want there is a tut I followed
http://beans.seartipy.com/2007/08/20/insta...o-net-20032005/If that will be easier for you on the eyes.
And for the include directory include:
X:\Program Files\boost\boost_X_XX_X
where the first X is your drive letter
AND where the last 4 X's at the end are your version.
It may be a good idea to include in your library:
X:\Program Files\boost\boost_1_36_0\lib
where X is your drive letter.
And as always I'm not responsible if you mess up just trying to help.
Okay back to work for me.
Rustmonkey
Dec 17 2008, 05:34 AM
This is great! I've been waiting for a Marathon port for ages (if only I knew how to program...) - Hmmm... now to dig out my old Marathon 2 Windows disk...
Carcharius
Dec 17 2008, 01:59 PM
You shouldn't need Boost in order to build AlephOne for the xbox.
I ported AlephOne a couple of years back (not long after I released Quake 3: Arena) and got as far as having it running on the xbox.
I did make a post on here about it with a couple of screenshots but I can't find that now.
It didn't take very long at all to get the port to a running state. I don't think I ever got it playable though there was a strange crash which kept happening that I had problems debugging.
In the end I got bored and/or sidetracked and ended up leaving the project. Sadly I don't think I have the source anymore.
So it is possible to get AlephOne running and with some perseverance you should be able to get it playable.
The other thing I can't remember without looking at the source is if AlephOne has a software renderer or if it was just OpenGL and I had to use the OpenGL lib that I used for Quake 3.
Good luck
Carch
red_ring_of_box
Dec 18 2008, 11:30 PM
no it has open GL support I saw the .cpp files...
Anyway, I just hit a major stumbling block thought, it seems I don't have dialogs_sdl.h not even in the sdl library that comes with the latest Aleph One source code so now I'lmm pretty confused with a few things like the MacTypes.h that is for Mac systems yet had it as an include header file so right now I've got a nice headache trying to use different definitions in the preproccessor settings all that seem to effect different header files and source files. So I think I may need to get the latest SDL library then.
sirlemonhead
Dec 19 2008, 12:41 AM
Can you put your visual studio project files online somewhere? I'd be willing to help if I could just compile quickly and see whats wrong.
red_ring_of_box
Dec 19 2008, 02:08 AM
lol hey man I was actually just comming back on here to say that I fixed all the compile errors in the project but I am now getting a lot of Linking errors now so I have to sort through those as well, but ya man I was going to now upload the entire project and stuff. Just give me like an hour to sort through everything.
XTecuterX73
Dec 19 2008, 05:14 AM
great to hear from you rrob and thats cool of sirlemonhead to offer some help if needed. Sounds like this is coming along quite nicely. Looks like a couple of great ported games are on the way here with avp and marathan. The hits just keep coming.
Keep up the great work guys. I keep an eye out on this thread once or twice a day.
XT-
neil222
Dec 20 2008, 07:44 AM
Yeah guys, awesome stuff. Xbox is still rocking on....
Maturion
Dec 29 2008, 07:21 PM
Did you finally get it to compile?
XTecuterX73
Dec 30 2008, 10:12 PM
Hope to hear from you soon red ring and do keep up the good work!
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red_ring_of_box
Dec 31 2008, 05:40 PM
QUOTE(Maturion @ Dec 29 2008, 01:57 PM)

Did you finally get it to compile?
no I was missing a bunch of libraries I found a tutorial on how to compile it in Visual C++ 6.0 here
http://source.bungie.org/May%2029,%202006/...lcplusplus.htmlso now that I've found that Im gonna try it later on I wont really be able to give any feed back because Im leaving on Vacation sunday.
XTecuterX73
Dec 31 2008, 09:28 PM
Thanks for the update red ring, no rush man, I can only thank you for your hard work and can only say thanks for the updates on this project. You'll do it when you are ready and thats understandable. Thanks for letting us know and have a great vacation.
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sirlemonhead
Dec 31 2008, 09:36 PM
Visual Studio 6.0 is evil, don't use it

I almost got it to compile on 2005 before christmas. Haven;'t had a chance to look back at it yet.
did you get a source repository set up yet?
red_ring_of_box
Jan 1 2009, 07:22 PM
I've got a repository set up I just need to upload the project. This will be the project where I'm getting all the linking errors, seeing as this one is the closest I've come to making a successful build.
XTecuterX73
Jan 7 2009, 03:08 AM
sounds like things are moving nicely, red ring. I can only thank you for your continued efforts and im sure it will come together soon for you. Ive got this thread on watch, lmao, i really cant wait to see this on xbox. Heres to hoping you get it.
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red_ring_of_box
Jan 18 2009, 08:29 PM
sorry for not posting here in like ever I've been on a 2 week vacation and have just gotten home. I thought I would be able to get onto the internet from where I was staying but I couldn't without paying so much a minute so my parents wouldn't let me. Anyway I just got home and will start coding again soon sorry for all who thought I abandoned this. I haven't I just have been out of reach of any of my stuff for the last week

oh well its nice to be back
XTecuterX73
Jan 21 2009, 04:01 AM
no worries man, its good to hear from you!

Just got back into town myself tonight.
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XTecuterX73
Jan 30 2009, 10:27 AM
Hey redring how is it coming along?
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red_ring_of_box
Feb 4 2009, 05:05 AM
I think I figured out the linking problems I forgot to add the libraries in the linker I have yet to figure out which ones I need to add(probably all of them) anyway the main error I was getting was:
error LNK2001: unresolved external symbol
so anyway now I will reinstall the boost library and then see if it will compile, If not I need to find a different approach. I hope you all don't think I'm a dick for not updating but I been busy and I'm still fairly new to compiling projects.
XTecuterX73
Feb 4 2009, 06:07 AM
hey man, no worries, if anyone thinks that than they are a dick. Ill help you out as much as i can, pm me sometime and maybe i can help you out. Thanks for the update.

XT-
red_ring_of_box
Feb 8 2009, 02:34 AM
thanks XT

I made some progress today I figured out what was wrong with some of the linking problems. It turns out the dummy files of some of the source files where specifying the same void functions which made the compiler mess up with linkings I had to remove them for the compiler to link the files correctly so hopefully that did it. So far I have dropped the number of linking errors from 712 to 667.
Edit: well I found this:
http://msdn.microsoft.com/en-us/library/799kze2z.aspx
XTecuterX73
Feb 8 2009, 03:09 AM
QUOTE(red_ring_of_box @ Feb 7 2009, 09:10 PM)

thanks XT

I made some progress today I figured out what was wrong with some of the linking problems. It turns out the dummy files of some of the source files where specifying the same void functions which made the compiler mess up with linkings I had to remove them for the compiler to link the files correctly so hopefully that did it. So far I have dropped the number of linking errors from 712 to 667.
Edit: well I found this:
http://msdn.microsoft.com/en-us/library/799kze2z.aspxSounds great man, looks like you are making some progress. I have some experience with dummy files and the like so i understand what you are saying. I'm sure i speak for alot of people when i say that i appreciate all your hard work into this and the updates. It's your project and you are def making some headway. It's still good to see alot of us still care about the ol box. It still is the most versatile console to be modded and you can pretty much do whatever you want if you have the skills.
I'm a firm believer that the best is yet to come man. Thanks for the update and we hope to hear from you soon. Good job!
XT-
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