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Re: Shotgun Debugger: different data packages depending on endianness



On Sun, Jun 19, 2005 at 10:29:45PM +0200, Miriam Ruiz wrote:
> Hi,
> 
> I've packaged a game called "Shotgun Debugger", available at:
> http://sdb.gamecreation.org/
> 
> You can see a brief description of the game at:
> http://www.happypenguin.org/show?Shotgun%20Debugger
> 
> According to the following web page:
> http://gcsociety.sp.cs.cmu.edu/~frenzy/porting.html
> 
> """
> Shotgun Debugger uses the MD2 format for its 3D models. MD2 is a binary
> format, and is thus prone to endianness incompatibility.
> 
> The models that come with the Shotgun Debugger packages will work on
> little-endian architectures (Intel x86, AMD64, etc.) only. If you plan on
> compiling Shotgun Debugger on a big-endian system (PowerPC*, SPARC, etc.), you
> will need to download the big-endian model pack. These models have the .md2b
> extension; just put them in the models/ directory. Shotgun Debugger recognizes
> the endianness of your system and loads the appropriate model set.
> """
> 
> I've created two different packages, one with the md2 files and another one
> with the md2b files. I've tried to make the main program install the
> appropriate package depending on it's endianness but I wasn't able to get it
> working. Any ideas how to do it? BTW, which debian archs are big endian and
> which are small endian?
I guess you could Recommend: endianpkg1 | endianpkg2.

Really, it seems that the game should just work with a single set of
data files by doing appropriate byteswapping.

Justin



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