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Export for Retro Consoles?

toonyman2020
Registered User
Quote
2023-06-02 23:17:03

Requesting to see if exporting to retro console? such n64, gamecube, switch or playstation (any or all playstation consoles) or Xboxes or older systems like the nes, sega, atari, snes, amiga etc.

it be cool to make and sell games for these retro hardware as well as new ones made by indies and of course your very own custom home made game console for those who can make electronic devices.


j9007
Guest
Quote
2023-06-07 05:34:23

None of the systems you mentioned would be feasible apart from the original Xbox, which technically can already be done with some modifications to the source code (this engine is based on Irrlicht 1.5, which was able to target the Xbox console).

NES, Atari, SNES, and anything before the 6th generation is just not possible, really, and the 6th generation was weak apart from the Xbox, which was arguably the best system from a technical standpoint.

I've heard of people playing their Android games on the OUYA with some success, so that's something to consider, but that system's been discontinued and dead for years now, though a homebrew / fan-made store exists where you can publish your games, so maybe you can. You'd have to use an older version of CC though, I'm talking like version 4.5.1 or maybe version 5.3, which was the first version to offer the client source code to the Android target, so customizability would be limitless there.

I myself have considered getting an OUYA just to mess with. It's a neat little system. Definitely had a lot of potential, but as with so many other things, it was mismanaged and was dead on arrival.


j9907
Guest
Quote
2023-06-07 05:43:03

Also, keep in mind that if you used version 5, you'd be able to export Flash games without any fuss either. In the first few version 6 releases you could also do this via the command-line, but that's been patched out from what it looks like.


toonyman2020
Registered User
Quote
2023-06-07 05:57:10

What about adding the necessary programming languages to cover all these consoles to this game engine cause I've seen them game engines that have more than one programming language in it not that I know anything about that or programming in general but the idea here would be that it will be non programming base which makes it more intuitive you just pretty much plug and play that's it or if you will create and play. Maybe there's somebody out there who has created these engines and that it could be added more like a module of sorts. or maybe the godot engine will be able to pull off! However it is not for non programmers and it's also not intuitive for non programmers if it those. In either case I thought this game engine would probably be the best choice for that because it's actually intuitive for non programmers very simple but it needs something more? it needs a kick to it!

cause it seems like you could only make like PS2 type games with it but why be limited to just that era? Why not expand on that idea for non programmers this is where this game engine could totally reinvent its wheel from the ground up and deliver on something that no other game engines have! And that is an intuitive playground for creators to create games without programming and that is the dedicated part of this game engine that seems to deliver on it but it's not the best it could be right now. To be able to expand and create games for any console out there sure it will be hard work but I don't think it's impossible. At the very least the most common consoles out there including the newer ones like the PS4 PS5 the switch and so forth.


Guest
Guest
Quote
2023-06-07 07:02:00

It'd be easier to write a new game engine.


j9907
Guest
Quote
2023-06-07 07:10:03

Well, there's one thing I want to say - if you want to take this engine seriously, I really advise you learn how to script in JavaScript, and gain an understanding of the engine's visual capabilities. You'll be pleasantly surprised at how visually pleasing a game can get with enough care and patience. I'd argue you can get PS3-like visuals if you really, really work hard and make everything polished.

CopperCube is an amazing engine with so much potential. I wish there were some more post-processing features built in, though, such as contrast / hue / saturation / ambient occlusion, and being able to use normal-maps with lightmapped meshes, or phong shading for models, or morph target support (for FBX models). These would be AMAZING to have.


toonyman2020
Registered User
Quote
2023-06-08 03:08:33

i think this should go into open source and live off donations and or something like that. that way the world can invest into it and improve upon it. as for me i just suck at programming or understanding it. I'm more of a polymath art orientation fellow rather than anything else. I'm still try grinding at it maybe someday i finally get it! i have bought so many game engines before only to end up more broke and confuse! hence why i need a game engine that understands me for the first time instead of the other way around. and why i think this or similar engines like this can be the next big engine on the market! At least until A.I. takes over.


Bolo
Guest
Quote
2023-10-24 13:57:49

Yeah toonyman2020, why not have Coppercube also make coffee and find a cure for cancer?


veganpete
Registered User
Quote
2023-10-26 15:07:34

Have you tried using DosBox as a solution? Most consoles have a DosBox emulator port, which can run simple/older windows.exe files on sparce/low-powered hardware. A lot of complex games may struggle to run properly but there are many 1000's of supported abandonware titles which work perfectly well (see GOG.com catalogue).

There is a community of people who force games to run on ridiculously low-end hardware (such as LCD fridge-displays and calculators)...https://www.gamesradar.com/12-th...
I'm sure someone would be able to port a coppercube game to a retro console - especially using a wrapper or windows emulator. The retro-acrch community are also big into PC ports to consoles, they would probably have some good ideas and feedback.

I've never actually tried DosBox with coppercube, but I'd love to test some of my coppercube stuff on my PSPgo. When I mentioned it a while ago on the forum, I was met with the same discouragement. To me it'd be great to see coppercube available on retro/new hand-held consoles - just like the Pico-8 community going wild for the "Anbernic RG280v".

🔎︎


If I get time, I'll see if I can get DosBox running with coppercube - if so, I'll try porting it to my PSPgo - if it works (unlikely) it would also probably work on other consoles using DosBox - as the PSP hardware is very limited (333mhz and 32mb Ram).

If it does work, you'd have to tailor your games specifically to the limitations and I suspect you'd have to publish the exe file as 32bit, not 64bit.


j9907
Guest
Quote
2023-10-28 05:21:21

AFAIK DOSBox can't run Win32 apps, let alone something 64-bit or something that relies on DirectX. Not feasible, sadly. I wish the editor exported an EXE which works with either 32 or 64-bit systems (it detects the architecture then changes accordingly). Shouldn't be that hard. Maybe un-cripple the XP support too.


VP
Guest
Quote
2023-10-28 12:30:03

Thanks - you're correct. I tested it and sadly, as you said, DOSbox doesn't run Coppercube exports directly on PSP.

I think (in theory) it could be possible for someone to get them to run in the future - but it would probably be a massive hassle to code.

DosBox emulates a 32-bit x86 CPU environment and older versions of Coppercube export 32bit openGL (with no DirectX dependency at all). The PSP's Allegrex chip uses 32Bit Architecture @ 333Htz, with 32mb RAM. Open GL libraries are available for Sony PSP - but, yeah, it DOSbox doesn't work for coppercube. :(


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