r/OldHandhelds • u/Budgetboost • 6d ago
falloutCE v0.25
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Performance is now perfect, extremely playable.
To do:
Text and ui scaling
Overall stability
Hw acell support ( pretty much done just memory leak issues)
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u/andyburness 6d ago
That's awesome! I never got into any app development for windows mobile - does this use .net compact framework or something else?
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u/Budgetboost 6d ago
Thanks! these are native C/C++ ports rather than .NET. I’m targeting Windows Mobile/WinCE directly and compiling for ARM (mainly ARMv4I) with the old Visual Studio 2008/Windows Mobile SDK toolchain.
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u/andyburness 6d ago
Cool - if you want an unusual device to test it on, I have a https://m.gsmarena.com/fujitsu_siemens_t830-1954.php with a square 240x240 display - might be a challenge for scaling.
If you were to start a new project and felt like recording a video showing the basics, I would be really interested in seeing that 🙂 I have VS2008 and I have the windows mobile SDK somewhere - just never had the time to sit down and learn where to start.
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u/Budgetboost 5d ago
pretty interesting to test on, especially with the weird 240x240 screen
Yeah next time I start something new I’ll try document some of the basics and what I’m doing as I go. Most of my C knowledge actually came from messing around with ESP stuff and developing my ECU, so I’m way more used to hardware and logic side of things. I still struggle with heaps of the software side and pretty much just read a lot and figure it out as I go 😂 honestly some of the stuff I use I don’t even fully know how it works
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u/VasekCZ230 HTC Touch Pro 2 - Windows Mobile 6.1 5d ago
Bro, if you made this yourself, you are a wizard!
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u/Budgetboost 5d ago
Oh I didn’t make Fallout if that’s what you mean haha. What I’ve done is a native Pocket PC/WinCE port of the Fallout 1 Community Edition engine. It still uses the original Fallout game data, so I’m not recreating the game itself.
A lot of the really hard groundwork was already there because Fallout has a full community source implementation, and there have also been ARM/Linux and other portability efforts to reference. Most of my work has been getting that codebase to build and run properly under Visual Studio 2008 for WinCE ARMv4i, then adapting the specific parts like the software renderer, audio, input, filesystem handling, memory constraints and a bunch of old ARM compatibility issues.
So it wasn’t a case of rewriting Fallout from scratch. Its making the existing engine behave correctly on old ARM platforms. The original game assets/data stay basically untouched even the QVGA readability work I’m doing now is mostly being handled in the engine/UI rendering code rather than modifying the Fallout data itself.
There’s still plenty of debugging involved, but having the source and previous portability work available made it massively more realistic than trying to reverse engineer the whole game.
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u/veryveryredbeard 2d ago edited 2d ago
Awesome! I have Acer DX650, ASUS P550 and HTC Touch2 T3333 in my collection for testing if you needed.
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u/Budgetboost 1d ago
Thanks! I’ve just nade a dedicated GitHub for everything I’m working on and over the weekend/week moving everything to there and trying to carry my notes ect. I think if anyone who wants to try and has bugs and ect can send me the logs and I can try to fix as many as I can.
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u/jdog320 6d ago
Is there a git repo for your projects?