CACK (Crap Adventure Construction Kit)

cackanimCACK is (or will be) a constuction kit for crap little adventure games. Think Dizzy style gameplay (pick up object, use object etc) with Zelda style top down view. Beta 2 is just a release of the player (editor hasn’t been started yet), but you can still use it to create games if you don’t mind doing a bit of manual editing of xml and writing map data. Included in the zip are gp2x and windows binaries, and full source for building on linux.

04/09/07 Stickman chapter 1 is available.

03/06/07 Beta 2 released.

01/05/07 Work is progressing on beta 2 of the player. Editor not started yet.

Beta 2 changelog

New -

New demo games - Bobs Garden by me (woogal) and Operation Cuppa by cHEM.
Can set hero direction at start and when teleporting.
Hero graphic can be changed with script.
Action and object IDs no longer have to be consecutive.
Inventory can be named.
Inventory can view more than 9 items and hold up to 100.
Long inventory item names scroll.
Cutscenes with 11 transitions (fades, wipes, and slides).
Time based events (action triggered after x milliseconds).
Random actions.
Object actions can be triggered when walked on.
Specific area actions triggered when walked on.
Title graphic.
An initial action can be called at the start of a new game.
USB controller support.
Game launcher.
Custom quit message.
TV left/right positioning (GP2X).
Volume controls (GP2X).

Fixed -

Several memory leaks.
Crash with only one word in the usetext.
Problems with large numbers of actions or objects.
Description text not always disappearing on smaller map sizes.
Screen flicker on TV (GP2X).
Problems with trying to walk on or use objects off the edge of the map.

19/12/06 Beta 1 released.

Installing

Copy the cack folder somewhere. For the GP2X version, place the contents of the gp2x folder into the cack folder, then run cack-player.gpe from the games menu. For the Windows version, place the contents of the win32 folder into the cack folder and run cack-player.exe.

eg, the final Windows folder structure should look something like this –

fonts <folder>
selector <folder>
demo <folder>
.. (other game folders)
buildselector.exe
cack-player.exe
iconv.dll
jpeg.dll
... (other dlls from win32 folder)

Games are installed into seperate folders alongside the CACK executable. Cack-player will default to loading the game selector. To directly launch a game instead (eg, for a shortcut) launch with cack-player.exe -game gamename (or on the gp2x create a script containing ./cack-player.gpe -game gamename).

Controls

Windows/Linux GP2X
Movement Cursor keys Joystick
Use Return B
Inventory Right Control A
Exit menu Escape Start
TV screen position L and R
Volume Volume +-

USB controllers can also be used. Use, inventory and exit buttons are whatever the controller decides are the first 3 buttons. On the GP2X, external controllers won’t control the tv screen position or volume.

Duke Nukem 3D (Duke2X)

03/07/07 Version 0.04 released.

0.04 changelog

Cutscene movies now work (used to cause black screen crashes before).
Because movies work, this means episode 4 (The Birth) is now playable.
Function of A and B buttons switched to match other software.
Pressing 'back' (was B, now A) on the main menu no longer locks the game out.
Music and sound device settings hard coded as there is only one possible sound device.

duke3d01/07/06 TV out version (0.03 compiled with a later SDL).

06/03/06 Version 0.03 available here. Compatible with readonly filesystems (like theoddbot’s fw1.4), and the save bug seems to have gone. Source is here if you want it.

31/12/05 Version 0.02 available here. Music now works. It should also be compatible with versions 1.3, 1.4, and 1.5. Read the readme carefully for installation instructions.

04/12/05 Version 0.01 available at the gp2x file archive (source is also available there). Sound seems to be ok now (still no music though). Loading and saving appear to work fine, but saved games are not compatible with other ports of Duke3D so you won’t be able to use the same saved games on your PC. Each save takes up around 1mb, so make sure there’s enough space left on your SD card.

31/10/05 Hmm, forgot to update again. Sound is there now (mostly – duke doesn’t speak for some reason). No music because of sdl_mixer needing 14mb of midi instruments installing, and they don’t seem to work even when they are installed.

26/10/05 Ooops, forgot to update this. Fully playable now but a bit difficult to test on a dev board without buttons 🙂 No sound yet as I don’t have a working SDL_Mixer for the gp2x. Not tested loading or saving but I would imagine it works fine.

11/10/05 First basic port of the icculus code working. Doesn’t get past loading the level yet.

 

Quake

quake_1_screenshot_320x200_e1m3-05/08/06 0.03 released. TV out support. Letterbox mode for widescreen on a 4:3 display. Widescreen fov fix. USB mouse and keyboard support. Please see the readme.txt for more details. Download from the gp2x file archive.

21/02/06 0.02 released. Is now slightly faster due to using the latest SDL release, shouldn’t crash when only using pak0.pak, and shouldn’t crash in water. Also supports various resolutions up to 320×240 for those that want things to run even faster. Download from the gp2x file archive.

13/11/05 2xQuake 0.01 released. Download from the gp2x file archive.

  • 0.03 Source Code – Only needed for development. Please don’t download if you only want to play the game, and get the binary from the link above instead.

Quake 2

14/11/05 Download at the gp2x file archive. Source is there too. If the archive is down, get it from here instead, but please try the archive first.

31/10/05 Got bored and decided to try a quick port of sdlquake2. It works, but a little too slow at the minute to be playable (5.5fps average with full detail and sound, 6.4fps with an autoexec.cfg optimised for speed). Will probably need to be coded directly against hardware instead of using linux as there isn’t really enough memory available.