Comments (4)
The "Mirror Lied" mkxp build itself is stolen from "To the Moon", which was built by Edward Rudd from humblebundle (it's this branch to be exact); it's 32/64bit and has excellent compatibility with older Linux systems (which I myself can't provide because I don't have the necessary setup). There have been some new improvements made in mkxp since that build was created, but nothing fundamental, so if a game runs on the "To the Moon" build it will 99.9% work with later mkxp versions, so I'd definitely recommend to just grab the builds from TtM/MirrorLied if you don't already have a setup to build mkxp yourself.
I use https://github.com/Ancurio/rgss_script_editor to edit the game scripts on Linux, in case there are incompatibilities to fix. The game archive is unpacked with http://davidgow.net/hacks/ttm_unpack.html
from mkxp.
The scripts are overflowing with Win32API calls, I see lots of code for data transactions with a remote server; this game is huge. It's very hard to tell which parts are dead code. I fear porting such a project to be cross platform is not something a single person can accomplish in their free time =/
You'd basically end up rewriting half of the entire game.
from mkxp.
Might be better to just stick it with Wine if it's gonna be calling Windows
functions the entire time?
On Mar 3, 2014 3:26 AM, "Jonas Kulla" [email protected] wrote:
The scripts are overflowing with Win32API calls, I see lots of code for
data transactions with a remote server; this game is huge. It's very
hard to tell which parts are dead code. I fear porting such a project to be
cross platform is not something a single person can accomplish in their
free time =/You'd basically end up rewriting half of the entire game.
Reply to this email directly or view it on GitHubhttps://github.com//issues/21#issuecomment-36489549
.
from mkxp.
Yeah =/ I'm sorry to disappoint you. But mkxp's strength lies in the fact that it implements all the standard interfaces defined by RGSS, so that most games that only use events / light scripting work without any changes. As soon as Win32API is involved, a myriad of new problems arise, because I cannot reasonably emulate the entire Windows API in my small engine. That's what the Wine project provides instead. FWIW, the developers of this game are already using Wine for their Mac "port".
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Related Issues (20)
- Fluidsynth-related compilation error on Arch Linux HOT 2
- Search for mkxp.conf in more paths HOT 3
- Some (maybe) helpful font size stuff!
- High-level RPG Maker MV emulation support aka "mkmv" HOT 5
- Error "The RGSS script seems to be stuck and mkxp will now quit." HOT 6
- Fonts are completely broken HOT 1
- How compile? and another dunno HOT 2
- incorrect serialization of multi-dimensional tables if {y,z}size <= 1
- BGM should not be played before ME when calling me_play and bgm_play together
- Expect retrieved value to be the same as assigned value HOT 3
- Error 'Script 'fuyllscreen' line 14: NameError occureduninitialized constant Module::Win32API' HOT 2
- Video reproduction implementation missing. HOT 5
- Best Way to Detect if Running mkxp? HOT 1
- Does mkxp recognize multiple RTPs? HOT 2
- openReadEnumCB just gives up if a closely matching filename is found
- pathCache search keeps searching even after file is found
- Window content won't draw outside of a 640x480 region HOT 2
- Sound system initialization should not be compulsory
- Error With PKGConfig and CMake HOT 1
- Sudden crash : Script 'Zeus Map Effects' - line 85: No MethodError occured. HOT 1
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from mkxp.