So this game is kinda old, and I'm pretty sure it uses depreciated libs, do you think I can get it to compile on natty on Intel x86_64
http://www.sourcefiles.org/Games/Act...y-0.2.5.tar.gz
I had a hard time finding a download link that wasn't dead...
http://www.sourcefiles.org/Games/Act...y-0.2.5.tar.gz
I had a hard time finding a download link that wasn't dead...
Tux vs Clippy is (c)2002-2004 by Bram Stolk.
parts are (c) by Polar Pyramid
Licensed under GNU Public License (GPL). Read file 'COPYING' for
more licensing info.
bram at sara.nl
For more info on this game, see http://www.stolk.org/xgame/
Tux vs Clippy originated as an xbox game.
It was the first ever xbox game to be released without microsoft licensing,
but it required an xbox that had been modified to accept unsigned binaries.
Tux vs Clippy was free as in beer, but now it is Free as in speech
as well, under GPL licensing.
The game requires an x86 GNU/Linux system to run. Because it makes
heavy use of assembly code, it is not portable to other processors.
Also, because of the precompiled sprite system, screen resolution
is not scalable. Under X11 you may see large borders. On xbox, it
uses the 640x576 mode.
To build Tux vs Clippy, you need the libtiff development library.
You also need libsdl1.2 development libraries.
For Debian GNU/Linux, use packages 'libtiff3g-dev' and 'libsdl1.2-dev'.
The game uses a GNU autoconf/automake interface.
The artwork for Tux vs Clippy is contained in a separate archive,
and consists of the sprites, background graphics, mazes and sounds.
The data archive is called tuxvsclippy-data.tar.gz, and should
be unpacked in your '--prefix' dir.
E.g. if you configured with '--prefix=/usr' then unpack this archive
in the /usr directory. This will create /usr/share/tuxvsclippy that
contains all artwork.
The game is capable of running on top of three diferent
video output options.
vo=sdl Is default, and can be used in an X11 enviroment.
vo=dga For XFree86's DGA extention, requires tuxvsclippy to be run as root!
vo=fb For linux framebuffer support, used /dev/fb0
You can also choose the audio driver, which is sdl per default:
ao=sdl
ao=oss
CONTROLS:
Axis 0 of the gamepad/joystick is used for turning.
Acceleration axis can be set on the commandline. For the xbox controller,
the rightshoulder button can be used. accellaxis=5
Some gamepads have axis 1 reversed: up is -1 instead of +1, if this is
the case, add reverseaccel to your commandline.
Button 0 is for fire, Button 1 is for rapid fire, button 2 for quit.
Keyboard:
SPACE Fire
CONTROL Rapid Fire
CURSOR Movement
ESCAPE Quit
GAMEPLAY:
The generators in the game can be overcome by picking up a shield,
and running into them. When running into a clippy/tux, you either lose
your shield, or if you do not have one, you die. When all clippies/tuxes
are gone, you advance to the next level.
In case of errors, check /tmp/tuxvsclippy.log
You can also run the various src/*/tst programs, to see if the subsystems
are OK. in this case, check logs in /tmp/tst.log
parts are (c) by Polar Pyramid
Licensed under GNU Public License (GPL). Read file 'COPYING' for
more licensing info.
bram at sara.nl
For more info on this game, see http://www.stolk.org/xgame/
Tux vs Clippy originated as an xbox game.
It was the first ever xbox game to be released without microsoft licensing,
but it required an xbox that had been modified to accept unsigned binaries.
Tux vs Clippy was free as in beer, but now it is Free as in speech
as well, under GPL licensing.
The game requires an x86 GNU/Linux system to run. Because it makes
heavy use of assembly code, it is not portable to other processors.
Also, because of the precompiled sprite system, screen resolution
is not scalable. Under X11 you may see large borders. On xbox, it
uses the 640x576 mode.
To build Tux vs Clippy, you need the libtiff development library.
You also need libsdl1.2 development libraries.
For Debian GNU/Linux, use packages 'libtiff3g-dev' and 'libsdl1.2-dev'.
The game uses a GNU autoconf/automake interface.
The artwork for Tux vs Clippy is contained in a separate archive,
and consists of the sprites, background graphics, mazes and sounds.
The data archive is called tuxvsclippy-data.tar.gz, and should
be unpacked in your '--prefix' dir.
E.g. if you configured with '--prefix=/usr' then unpack this archive
in the /usr directory. This will create /usr/share/tuxvsclippy that
contains all artwork.
The game is capable of running on top of three diferent
video output options.
vo=sdl Is default, and can be used in an X11 enviroment.
vo=dga For XFree86's DGA extention, requires tuxvsclippy to be run as root!
vo=fb For linux framebuffer support, used /dev/fb0
You can also choose the audio driver, which is sdl per default:
ao=sdl
ao=oss
CONTROLS:
Axis 0 of the gamepad/joystick is used for turning.
Acceleration axis can be set on the commandline. For the xbox controller,
the rightshoulder button can be used. accellaxis=5
Some gamepads have axis 1 reversed: up is -1 instead of +1, if this is
the case, add reverseaccel to your commandline.
Button 0 is for fire, Button 1 is for rapid fire, button 2 for quit.
Keyboard:
SPACE Fire
CONTROL Rapid Fire
CURSOR Movement
ESCAPE Quit
GAMEPLAY:
The generators in the game can be overcome by picking up a shield,
and running into them. When running into a clippy/tux, you either lose
your shield, or if you do not have one, you die. When all clippies/tuxes
are gone, you advance to the next level.
In case of errors, check /tmp/tuxvsclippy.log
You can also run the various src/*/tst programs, to see if the subsystems
are OK. in this case, check logs in /tmp/tst.log
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