Porting 1.6 to LOVE 9.0
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
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For specific reasons I have been unable to play 1.6 of Mari0 since I had to download LOVE 9.0 to run SE, and even after downloading 8.0 just to run 1.6 it always gives me the "Love Piggy" screen instead of the actual game.
I was wondering if 1.6 could be ported to LOVE 9.0 so I could play it again without any compatibility issues.
I was wondering if 1.6 could be ported to LOVE 9.0 so I could play it again without any compatibility issues.
Automatik wrote:Yay.
Though, now it mean that mari0 won't work on linux. I'll try to convert it to 0.9.0, if I'm not too lazy .
Edit: Got everything working except music now.
Edit2: Now I got music!
https://www.dropbox.com/s/f92d5u2jti4k3 ... 0-9-0.love
Here's how I did it:Code: Select all
love.filesystem.getDirectoryItems <== love.filesystem.enumerate love.filesystem.createDirectory <== love.filesystem.mkdir love.window.setMode(w,h,{fullscreen=full,vsync=vsync,fsaa=fsaa}) <== love.graphics.setMode(w,h,full,vsync,fsaa) love.window.getWidth <== love.graphics.getWidth love.window.getHeight <== love.graphics.getHeight love.window.setTitle=love.graphics.setCaption love.window.getTitle=love.graphics.getCaption love.graphics.setDefaultFilter <== love.graphics.setDefaultImageFilter love.graphics.getDefaultFilter <== love.graphics.getDefaultImageFilter love.window.setIcon(imgdata) <== love.graphics.setIcon(img) imgdata = love.window.getIcon <== img = love.graphics.getIcon love.graphics.draw <== love.graphics.drawq Spritebatch:add <== Spritebatch:addq love.graphics.isSupported("shader") <== love.graphics.isSupported("pixeleffect") love.graphics.newShader <== love.graphics.newPixelEffect love.graphics.setShader <== love.graphics.setPixelEffect love.graphics.getShader <== love.graphics.getPixelEffect love.thread.newThread(filename) <== love.thread.newThread(name, filename) love.mouse.setGrabbed <== love.mouse.setGrab love.thread.getChannel(name):push(var) <== Thread:set(name, var) if love.thread.getChannel(name):getCount()>0 then <== if Thread:get(name) then var = love.thread.getChannel(name):pop() <== var = Thread:get(name) var = love.thread.getChannel(name):demand() <== var = Thread:demand(name) [WARNING: A CHANNEL IS A STACK, NOT A VARIABLE, WHEN YOU POP SOMETHING OUT OF IT, IT DISAPPEAR FROM THE CHANNEL]
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Thank you.
- MaxiGamer™
- Posts: 3
- Joined: 06 Apr 2014, 21:12
Weird...
I've recently updated from 0.8.0 to 0.9.1 and both 1.6 and SE work fine for me (SE having some bugs and crashes, of course).
I've recently updated from 0.8.0 to 0.9.1 and both 1.6 and SE work fine for me (SE having some bugs and crashes, of course).
- MaxiGamer™
- Posts: 3
- Joined: 06 Apr 2014, 21:12
I don't think so, since I downloaded the installer.Smear-Gel wrote:Both 1.6 on Love 8 and SE 1.1 on Love 9 work for me. But that might be because I got the zip rather than the installation.
- Sunset_Moth
- Posts: 781
- Joined: 02 Sep 2012, 23:22
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I used the installer and installed it in love9 instead of love so they're both installed at the same time. Try deleting your love folder in program files before reinstalling into it, and then install them in separate folders, since 8 on top of 9 probably is not overwriting properly.
- Superjustinbros
- Posts: 2119
- Joined: 29 Mar 2012, 20:39
- Contact:
Unsure if this may be sounding like too much, but is anyone able to take my SJB mod and port it to LOVE 9.0?