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RA2 on ARM processors
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Nov 06, 2019 4:50 pm    Post subject:  RA2 on ARM processors
Subject description: Do you think it will explode?
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TL;DR: can RA2 work properly on ARM-based processors?

I don't know if you know, or if you even care, but MS released the Pro X.
An interesting iPad-like device, but one you'd actually want to use because it has full Windows on it, tho unfortunately that Windows is Windows 10...

What I recently learned is that 64-bit apps don't work, only 32-bit EXEs do, and even then they're emulated. Something about ARM not working with 32-bit.

My question is: could RA2YR (with or without Ares), FA2, XCC and all our modding utilities still work on an ARM-based processor?
Apparently, the only downside to the Pro X is its processor and emulators not supporting 64-bit, and having to emulate 32 bits and even then not working too well when CPU-heavy tasks are involved...

How about we go down to 16 bits #Tongue

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Nov 07, 2019 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

They could work in an emulator, not native however. XCC could be recompiled native if it and all of its dependencies are available on arm for windows however.

arm64 apps probably work on it BTW, just not x86_64 program.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Nov 07, 2019 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, Blade. I do not expect XCC to be recompiled natively easily on ARM at all. Olaf seems to love to use many assembly lines of code in his programs. OS SHP Builder would have the same problem, since it uses asm code from XCC. Voxel Section Editor III, however, could be converted with less hassle to an ARM Windows 10.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Nov 08, 2019 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

In other words, "upgrading" to the Pro X is not an option for anyone unless the programs are recompiled...

What about the games and Ares?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Nov 11, 2019 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2 might be old enough to run reasonably well on an emulator, its hard to say really without trying it. Basically any and all existing windows software that isn't open source or at least still actively developed is probably going to go through an emulator layer.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Tue Nov 12, 2019 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't run RA2 or any other C&C game (not counting OpenRA and ASM Armada projects) as if it was a native ARM binary. There are no sources available to do so. However, you can try using QEMU or something like this to emulate x86 and launch the games.

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raminator
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Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Dec 02, 2019 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm currently playing TD (with one of Nyerguds first Hi-Rres patches) on my Android phone using Magic Dosbox with a Win98 iso...
I tried TS Demo, but it was very slow on my device.
So should be very possible.



Screenshot_2019-12-02-22-32-39-326_bruenor.magicbox.jpg
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 Filesize:  1.4 MB
 Viewed:  4451 Time(s)

Screenshot_2019-12-02-22-32-39-326_bruenor.magicbox.jpg



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Dec 02, 2019 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

what resolution were you playing with?

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Tue Dec 03, 2019 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

1024x768

my phone has a 2180x1090 screen. that's why the big pic #Tongue

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Dec 03, 2019 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

raminator wrote:
my phone has a 2180x1090 screen

Funny how my HP Mini from 2007 or so with a 10" screen had a 1024x576 resolution #Tongue

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Dec 09, 2019 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread


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just a simple logo by bricks @ raminator, on Flickr

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Sun Dec 15, 2019 7:58 am    Post subject: Reply with quote  Mark this post and the followings unread


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