a1ba,
@a1ba@suya.place avatar

I totally didn't expect to see Xash running on STM32, albeit pretty beefy one but still limited enough.

https://github.com/Stellaris-code/stm32h747i-xash3d

Video of Xash3D FWGS running on STM32H747i-Discovery board

lanodan,
@lanodan@queer.hacktivis.me avatar

@a1ba Well after all Half-Life 1 is from seriously underpowered computers compared to current ones.

(Heh, maybe I could build one of those 80's style cyberdeck from an STM32 :D)

lanodan,
@lanodan@queer.hacktivis.me avatar

@a1ba
> 480 MHz CPU

Wow, that's more hertz than a Sun Ultra 10 (300~440 MHz), 1MB of RAM though is really constrained.

neo,

@lanodan @a1ba my first home pc was 433MHz and had 16MB of ram, which we upgraded later to 128MB

lanodan,
@lanodan@queer.hacktivis.me avatar

@neo @a1ba IIRC the oldest PC-Compatible* I used had an original Pentium at ~70 Mhz.
And first computer I had for myself being an old AMD K6.

*So I don't count 80's kind of machines

a1ba,
@a1ba@suya.place avatar

@lanodan this MCU might be on par with my ZN5 I ran Xash on (it's clocked at 532 MHz but it's slow ARM11 core, compared to more modern Cortex-M7 here).

I'm not even sure how they managed all the memory issues. I believe it might be some sort of SPI external flash because 1MB is just unreal.

Still an interesting port. It seems main changes are in software renderer (it's sad they didn't published which revision this based on).

a1ba,
@a1ba@suya.place avatar

@lanodan to me personal winner of lowest end hardware Xash ran on (by modern standards of course) is definitely a PSP. Madman rewrote the math library in assembly with PSP-specific CPU extensions AND the whole renderer in it's native APIs.

a1ba,
@a1ba@suya.place avatar

@lanodan we need a proper big endian port for new engine branch and we will be able to run on SPARC and PowerPC machines :3

lanodan,
@lanodan@queer.hacktivis.me avatar

@a1ba Heh, my Sun Blade 150 would likely just run it then, 660MHz \o/

a1ba,
@a1ba@suya.place avatar

@lanodan you could try it with an old engine which has big endian support but it only has GL1.x renderer.

lanodan,
@lanodan@queer.hacktivis.me avatar

@a1ba Likely could work, I run Solaris 10 (2005) on it for now, OpenGL 2.x (2004) is likely a bit too recent.

lanodan,
@lanodan@queer.hacktivis.me avatar
a1ba,
@a1ba@suya.place avatar

@lanodan well the branch is at https://github.com/FWGS/xash3d

sorry for the messy code and cmake lists, it's literally a branch I made before I started learning C :D

you just need somehow pass -DXASH_BIG_ENDIAN to the compiler, that should be enough

hlsdk-portable should compile though it might error out because of unknown platform, it's mostly an artificial check, I made it so binaries names don't collide between different systems

a1ba,
@a1ba@suya.place avatar

@lanodan btw never tested if it compiles with Sun compilers (because I don't have them) but most gcc versions should be fine.

Oh I dunno about SDL2 though. We only have basic SDL1.2 support in new branch...

lanodan,
@lanodan@queer.hacktivis.me avatar

@a1ba There's antique GCCs in Solaris 10, it's pre-GPLv3 so Sun directly allowed to get a pretty complete GNU environment in /opt
(Heck, there's even XEmacs and GNU Emacs)

a1ba,
@a1ba@suya.place avatar

@lanodan it's a good news. I had some luck compiling the engine with gcc 3.4, though it's very unstable. The compiler, I mean, it just ICE's on the most simple code lol

  • All
  • Subscribed
  • Moderated
  • Favorites
  • random
  • Durango
  • DreamBathrooms
  • thenastyranch
  • magazineikmin
  • osvaldo12
  • khanakhh
  • Youngstown
  • mdbf
  • slotface
  • rosin
  • everett
  • ngwrru68w68
  • kavyap
  • InstantRegret
  • JUstTest
  • GTA5RPClips
  • cubers
  • ethstaker
  • normalnudes
  • tacticalgear
  • cisconetworking
  • tester
  • Leos
  • modclub
  • megavids
  • provamag3
  • anitta
  • lostlight
  • All magazines