Porting 1.6 to LOVE 9.0

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Superjustinbros
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Post » 05 Apr 2014, 18:13

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.

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alesan99
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Post » 05 Apr 2014, 18:21

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]

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Superjustinbros
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Post » 06 Apr 2014, 07:46

Thank you.

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MaxiGamer™
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Joined: 06 Apr 2014, 21:12

Post » 06 Apr 2014, 21:29

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).

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Smear-Gel
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Joined: 23 Oct 2012, 18:49

Post » 06 Apr 2014, 21:50

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.

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MaxiGamer™
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Joined: 06 Apr 2014, 21:12

Post » 06 Apr 2014, 21:55

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.
I don't think so, since I downloaded the installer.

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Sunset_Moth
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Post » 07 Apr 2014, 20:08

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.

mickro
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Joined: 26 May 2014, 21:51

Post » 27 May 2014, 15:21

hi there!

I pushed a the portage at https://github.com/mickro/mari0

cheers

mickro

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Superjustinbros
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Post » 27 May 2014, 17:13

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?

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