May 16, 2008, 11:52 PM | |
Where'd it go?
It appears as if the OpenJazz official site is down. Anyone know why? I was just looking for the most recent version (I was considering doing a port to the GC/Wii). The only build I found suffered from major issues and I would consider working on some if I got the latest code.
Thanks |
May 17, 2008, 10:06 AM | |
I don't know why it's down. I don't use my own web space, so there's nothing I can do. Chances are I'll need a new host. I'm asking around, and I hope to have the site back up soon.
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May 17, 2008, 10:39 AM | |
Oh alright, I wasn't sure if you were even still around. Do you have any version control for the project (cvs, svn, git)? I'd prefer something like that over just a static copy of one version of the source. Either way, could I get a recent copy of the source? Thanks.
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May 18, 2008, 06:17 AM | |
Alister, I have noticed that OpenJazz will always look for openjazz.000 in the current working directory, regardless of the path used for the rest of the files. This can be corrected by changing line 42 of menu.c to:
Code:
f = fopenFromPath("openjazz.000");
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You've reached the end
And still you don't feel |
Jun 18, 2008, 05:34 AM | |
For the music, tilesets, levels etc. you need to have Jazz Jackrabbit 1.
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Interesting Jazz-related links: Thread: Gameplay Theories - Thread: Make Up Your Own Gametype |
Jun 18, 2008, 11:29 AM | |
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Jun 18, 2008, 11:57 AM | |
More specifically, http://www.jazz2online.com/J2Ov2/dow...p?levelID=3960
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Jun 18, 2008, 01:49 PM | |
Jun 20, 2008, 01:43 PM | |
Like I said, you need the game. To get it, you need to buy it at a shop.
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Interesting Jazz-related links: Thread: Gameplay Theories - Thread: Make Up Your Own Gametype |
Jun 21, 2008, 03:27 PM | |
You could just download the shareware version at Haze's hideout.
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Jun 23, 2008, 08:02 PM | |
What's the current status of this project, btw?
I believe they are working on SDL for the iPhone, so ports might be possible in the future. Who knows.
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"Are we not threatened with a flood of information? And is this not the monstrousness of it: that it crushes beauty by means of beauty, and annihilates truth by means of truth? For the sound of a million Shakespeares would produce the very same furious din and hubbub as the sound of a herd of prairie buffalo or sea billows." —Stanisław Lem, Imaginary Magnitude (1973) |
Jun 28, 2008, 04:59 PM | |
Patch
I wrote a small patch to make special enemies such as bees work today.
Keep in mind that I am a total C newbie, and I have only had the chance to test this on the shareware episode. So this might not work as well as you might expect. Although it seems to work pretty well on my computer. You can find a zip file with the patches and a compiled OpenJazz.exe with the changes over here. [New version that improves it a bit, not perfect though because it doesn't clean out the behaviors when the playing loop is ended.] Last edited by Newspaz; Jun 30, 2008 at 05:53 AM. |
Jul 1, 2008, 12:09 PM | |
I found that the above patches didn't seem to cooperate entirely with my copy of the OpenJazz source code (release 120207.) I had to manually apply some of the patch content, and it does work! I've made some new copies of the patches that should work fine for the latest release that's on the OpenJazz site (it's back by the way.)
http://www.mediafire.com/?0m54mjjmgm5
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You've reached the end
And still you don't feel |
Jul 3, 2008, 07:23 AM | ||||
Quote:
Quote:
You can't link the source with the tilesets/music/levels, it's impossible. Besides, it's not needed. Just compile the game and run it in the same directory as openjazz.000 (available in the Windows downloads on the OpenJazz site) and the game files. Alternatively you can pass the folder containing the game files to OpenJazz as a command line argument. Quote:
Simply run the following command to grab the latest version of OpenJazz. Code:
git clone git://repo.or.cz/OpenJazz.git
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You've reached the end
And still you don't feel |
Jul 22, 2008, 04:02 PM | |
OpenJazz update
Sorry it's been so long. I've been busy with my final year of university. Now that that's over, though, it's time to address your posts! Yay!
Ricerind, #325: This is intentional. It allows you to keep the OpenJazz files separate from your Jazz Jackrabbit files. Krezack, #335: I'm still working on OpenJazz, and a new version should be up tomorrow*. I don't have an iPhone, but someone will probably port it if it's possible. And I'll be the last to hear about it, if past experience is anything to go by. Newspaz, #336: Why is everyone so obsessed with the bees!? Ricerind, #338: Nifty. *Yes, tomorrow. Really. |
Jul 23, 2008, 12:51 PM | |
As promised, here's a shiny new version of OpenJazz. Please be nice to my bandwidth limit!
I've done my own thing for the bees. I don't know how it compares to Newspaz's, as I haven't looked at his version. I suspect mine move slightly too fast. Enjoy! |
Jul 26, 2008, 02:22 PM | |
Seems like you have figured it out. But there is a slight problem. The bee doesn't behave like it does in the original Jazz1 (look carefully) and special enemies in other levels don't always work correctly. Since I know you would like to figure this out yourself I'll just hide the solution.
*spoiler ahead* You should use the event's mutli-purpose byte in order to determine which one of the 16 paths the special enemy should use. I don't think your implementation takes movement speed into account either. Although just looking at the code makes me realise how much shorter my code could have been. Last edited by Newspaz; Jul 26, 2008 at 02:46 PM. |
Jul 29, 2008, 03:03 PM | |
I've noticed that the OpenJazz is still going! I also noticed a new utility by Doubble Dutch and Newspaz. Glad to see people are still interested in these Jazz1 projects...
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Visit my DeviantArt gallery: http://atomicfeline.deviantart.com Thanks to Dalspots for the awesome banner! |
Nov 16, 2008, 01:52 PM | ||
Wii SDL port
Quote:
I understand nothing about game programming, but if someone who understand could take a look if it's feasable |
Dec 3, 2008, 06:01 AM | |
Help needed
Hi
I'm not a developer, but compiled OpenJazz to Amiga . Game works fine but only with sound turned off. So I took libmodplug and compiled it. Problem appeared with it, because it's in c++ where game is in c. I've found that I could compile OJ with sound only by changing compiler to c++ at the end. I got an exe but could't pass menus, because command line stop at loading level0.i. So I guess that problem is with C/C++ incompatibility, but I'm not a developer so I might be wrong. I wonder if author could tell what could be the problem. Please help, it will be appreciated at this matter. Regards |
Jan 5, 2009, 02:54 PM | |
As far as I can tell, people have managed to get SDL apps to work on the Wii. I don't know how they went about this, though. They may not have even used SDL. The "partial port" linked to doesn't include the core SDL library, which is what OpenJazz uses.
Because OpenJazz restricts itself to SDL (and optionally libmodplug), the existing ports were fairly straightforward. So if there is a straightforward way of porting SDL apps to the Wii, someone else will probably port it sooner or later. If it's not straightforward, it would be difficult for me to do it myself. "myself": OpenJazz should be compiled as C, libmodplug should be compiled as C++. There's no need to compile them as the same language. |
Feb 17, 2009, 07:21 AM | |
For unrelated reasons, I've switched to C++ anyway. Hopefully, the code should now be easier to understand.
There's also a bunch other new features, such as the ability to swim. Out now! |
Jul 8, 2009, 08:53 PM | |
OpenJazz Wii
I seem to remember there being some interest here earlier, so I wanted to let you guys know that I just recently released a port of OpenJazz for the Wii. You'll need a method of running homebrew on the Wii of course to play it. Code/updates/downloads can be found at http://code.google.com/p/openjazz-wii/.
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Apr 27, 2010, 04:59 PM | |
Whee, it's been a while since I've posted in this thread! There have been threads on multiplayer and scaling since then.
Well, there's a new version out. In addition to the changes mentioned in the other threads, this version includes basic bonus levels. Huzzah! |
Feb 20, 2011, 07:33 AM | |
Sorry for bumping this (rather) old thread, but I have a problem with the latest version of OpenJazz (revision 136) on Linux. If scaling is disabled, the palette changes to 16(?) colors which makes the game more or less unplayable:
It works fine when scaling is enabled, but that forces me to use a higher resolution and makes the graphics look slightly deformed. Is there any way to fix this? I would like to be able play OpenJazz on an ARM/Linux-based handheld (with a screen resolution of 480x272, which makes scaling impossible) which is going to be released soon. Any kind of help/fix would be greatly appreciated. |
Oct 12, 2011, 06:58 PM | |
I've got a bug: All the sound is way too deep (Oh, and the "NOW APPROACHING" text has the wrong palette). I'm sorry, but I just can't play Jazz Jackrabbit without the Music sounding as it's supposed to. I'm gonna stick to DOSBox until you've finished OpenJazz. By the way, when's the next update for OJ?
(I would've made this a PM, but I think this thread needs a bit more activity) |
Jan 14, 2012, 06:13 PM | |
Sorry for the slow response, I don't check this thread very often. It is, as you point out, fairly inactive.
Is the music also too slow? It could be there's a mismatch between the music's sample rate and the playback sample rate. Odd, but fixable. The "now approaching" palette issue affects everyone, iirc it's difficult to fix. But it's on the list. I have a lot less free time these days, so it's hard to find time to work on OpenJazz. I don't know when the next update will be, though a fix for the music bug would certainly warrant one. |
Jan 18, 2012, 12:53 PM | |
I remember playing a lot of Jazz Jackrabbit on my Caanoo ( It's an "open source" Linux-based handheld ). It was a port called OpenJazz, is this the same one?
I recall it working really well as it felt almost the same as the original, and the framerate was perfect. I am not sure if it was really the latest version or anything, but it did feel quite complete in many ways. Either way, I love to see when people are actually giving this kind of love to older games that truly deserve it! So great thanks! Also, this is my first post, though I'm not doing it just to make a new thread, I would love to discuss game development related topics and things related to Jazz Jackrabbit ( Mainly Jazz Jackrabbit 3 actually... ), and hopefully become a part of this community! |
Jan 18, 2012, 03:42 PM | |
(Welcome to the community, JazzGruff!)
Yeah, thanks, Alister. Seriously, Jazz Jackrabbit is one of those games where you need to hear the complete awesome that is the Music at its true, awesome, and original state. |
Jul 22, 2013, 01:51 PM | |
Thanks! Yes, the music is full of awesome.
Just here to mention that there's now a port to Android. It doesn't have music, unfortunately (at least, not on my phone). |
Jul 23, 2013, 07:32 AM | |
About that, i tried to get that to work today, but copying everything out of the jazz1 folder into */files still got the same result of not starting up the game, you see the hud PAD but it still closes. in other words it changed nothing after going through the ok pressing menu
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