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Messages - nl255

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Great stuff. Plays much better than I thought it would with no touch or mouse input. Installable via Portmaster now too!

I updated the post to reflect that.  Also, never ever enable opengl or it will become unusable (immediate crash back to ES) and you will have to manually edit the .cfg file to disable opengl.  As for keyboard/mouse input that is one of the things gp2keyb is for, emulating a mouse using the l1/r1 buttons and analog stick.  Also, one of the reasons I waited to release it for so long was that I was waiting for text entry mode in gp2keyb to become stable and be fully working so you can rename your troops.

This is so cool!   I'm trying to get it to run on my Rk2020 but not having much luck. Do you think you could help me?

It has been added to portmaster so just install it from there and it should work.

OpenXcom Extended / Re: OXCE v7.5.3 MacOS
« on: April 02, 2022, 05:46:42 pm »
Hey Meridian, many thanks for your work on this game!

Just FYI, I just successfully built and ran OpenXCom on the latest Mac OS X Monterey 12.3.1 (21E258); see attached. I used the Mac OS X-specific instructions from at the OpenXcom/OpenXcom GitHub depot, under § “Make” (I can't afford Xcode disk-space-wise). I would post a link but...

Are you using the same sdl 1.2 to sdl 2.0 translation layer ( that I am using on my retro handheld (aarch64/linux/kmsdrm) port?

OpenXcom Extended / Re: OXCE v7.4 MacOS
« on: April 01, 2022, 04:22:07 pm »
No sorry, BigSur and Monterey are not supported at all... and likely won't be supported for a long time.
(There's no fix for it, Apple just dropped support for the technology we use; and upgrading to newer technology is difficult.)

End of January is just when I will update the package from 7.1.4 to 7.4 (or the newest at that time).
Support is only for Catalina and older.

Is it just the use of SDL 1.2 (instead of SDL 2) that is the problem or are there other things that make it not work?

UPDATE 2 : The recent Amberelec update broke the mouse controls/cursor in Openxcom (and the port of Exult).  Fixed packages have just been added to Portmaster so please update/redownload it if you have that problem.

UPDATE:  OXCE is now built into Portmaster now so ignore the instructions below and just install it via portmaster.  Also note that you should NEVER enable opengl as it will immediately crash on loading if you do (if this happens, you will need to manually edit the .cfg file to disable opengl)

Old post below

I have ported OpenXcom extended to the Anbernic RG351P which is a Linux based retro/emulation handheld gaming system.  Since it uses KMSDRM which is not very well supported by SDL 1.2 (if at all) I used the libsdl12-compat library so that it actually uses SDL2.  Other than that it is a straight port though Options.cpp needed to be modified to change the keyboard shortcuts and make fullscreen mode the default.  Eventually it will be added to PortMaster but until then here is everything necessary (except for UFO/TFTD files, of course) to install it manually.

How to install/run.

1.  Obtain and install the latest PortMaster from here .  This is mandatory as it uses a keyboard/mouse emulator called gptokeyb which comes with PortMaster.
2.  Download the attached zip file and extract it to your ports folder on the SD card (i.e. X:\ports).
3.  Read the README-port.txt file for how to install the game data files, where to copy saves/mods to, and how controls work.

Compiling Info (straight from the readme).

This is a straight port of OpenXcom Extended (, only the default keybindings in Options.cpp has been modified.  It was compiled using the premade virtual machine by Christian_Haitian ( and uses sdl12-compat for  All other libraries were copied as-is from /mnt/data/arm64/usr/lib/aarch64-linux-gnu from the development vm.

OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: February 08, 2022, 12:05:29 am »
With oxce 7.5.3 I just got a ufo where the mission says "STR_ALIEN_RETALIATION_TERRO".  While it appears to be an issue with the "early retaliation fix" mod said mod worked just fine on 7.1.4.

OpenXcom Extended / Re: OXCE on macOS
« on: November 05, 2021, 07:23:03 pm »
OpenXcom (any version) is not compatible with macOS 11+.

The fix is (probably) upgrade to SDL2.

While I don't have a Mac and thus can't test it there, I can confirm that OXCE works with sdl12-compat which is a drop in binary compatible replacement for SDL1 that actually uses SDL2 behind the scenes on Linux on both arm64 and x64 since that is what I am using for the rg351p/351elec port I am working on.

OpenXcom Extended / Re: OXCE v6.2 for Android
« on: December 07, 2019, 01:18:17 am »
Does this have external sd card support (via the storage access framework) and if not would it be possible to add it to the next version?

Released Mods / [COMPILATION] A few small mods.
« on: November 11, 2019, 06:53:06 am »
Finally got into modding and decided to post a few of my small mods that I recently made including a replacement for the xcomutil high explosive damage mod which I thought was overpowered.

Calcinite/Deep one terrorists appear underwater - Makes it so that Calcinite terrorists and Deep One terrorists appear on underwater missions in addition to Hallucinoids/Xarquids.  Note that this mod is pretty much untested at the moment.

UFO/USO Breeching Charge - Adds a purchasable grenade that does a damage of 200 so it can pierce UFO/USO hulls.  The difference is that I reduced the blast radius to 2 annd made it more expensive ($2500 each) for balance reasons.  I also changed it to use the same inventory space and sprites as the blaster bombs.

Long Range Laser Cannon - Makes the laser cannon worth using by increasing the range but decreasing the accuracy and damage.  Range = 65, Damage = 35, Accuracy=33.

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