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 Cortex command for OUYA 
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Post Re: Cortex command for OUYA
Running the game which requires at least some Core i3 comparable CPU to run smoothly on some ARM CPU? Since when people can play games at 2 fps?
If you want to say something like "Look at an ipad and Infinity Blade it runs on ARM CPU" please don't.


Sun Jul 15, 2012 10:30 pm
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Post Re: Cortex command for OUYA
I came into this thread quite skeptical about a system with 1 gigabyte of RAM ever running something like Cortex Command, but then someone mentioned Bethesda's engines. Um, Skyrim is out on PS3 and X-Box 360 and don't they each have less than 512 megabytes?

I think the Ouya might completely fail to even come out, memories of the 'Phantom' console come to mind, but with a sufficiently streamlined operating environment 1 gigabyte of memory is actually a lot. Not to say the current crop of consoles and their aging hardware isn't a major limiting factor on today's multi-platform games, but a lot can still be done with it without a huge bloated OS sucking up most of the memory and CPU cycles.

Personally I'm taking a wait and see attitude with that thing. It's obviously received enough funding to go into production, now the question is what kind of games are they going to get? They partly seem to be touting how easy it would be for Android phone games to come over .. and um, yeah, not real excited to play smartphone games on my TV, thanks, even if 99$ would be a very cheap price indeed for a smartphone. It's not mobile so there'll be no excuse to play 2nd-rate games. It will need to have truly good proper games to be worthwhile.


Mon Jul 16, 2012 7:34 am
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Post Re: Cortex command for OUYA
It won't fail. They've got more cash than they could ever dream about.

Besides, this is just a phone connected to a tv with a controller, not a console made for streaming.


Mon Jul 16, 2012 9:45 am
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happy carebear mom
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Post Re: Cortex command for OUYA
Stromko wrote:
Um, Skyrim is out on PS3 and X-Box 360 and don't they each have less than 512 megabytes?

You are correct, just looked it up. I'm skeptical however that the Ouya would have the processing power and graphical memory required, because there's no mention of how much GDDR is on the device. RAM is great, but if you're going to do graphics, you need some dedicated graphical memory.
Both the PS3 and 360 have 256MB of GDDR3, and multi-cored desktop-range CPUs, while the Tegra 3's focus seems to be battery life on mobile devices rather than performance.
Overall, I'm just skeptical the hardware can handle all that much complicated rendering. I think this device is going to be targeting the same low-power market as the Wii does.


Mon Jul 16, 2012 1:23 pm
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Post Re: Cortex command for OUYA
And seeing how the Wii came out some 6-7 years ago and really wasn't great to begin with. Yeah.


Mon Jul 16, 2012 9:47 pm
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Post Re: Cortex command for OUYA
It is definitely already successful so that is fine, the cortex command idea was unrealistic xD but I think CVE would be nice you know when it comes out in 12 years :D


Tue Jul 17, 2012 10:19 pm
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Post Re: Cortex command for OUYA
Turbine wrote:
It is definitely already successful so that is fine, the cortex command idea was unrealistic xD but I think CVE would be nice you know when it comes out in 12 years :D


no no no its rumored by DaTa to be the basis for Cortex Command 2 of sorts, meaning it will take twice as long to finish by natural assumption. :D


Wed Jul 18, 2012 12:30 pm
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Post Re: Cortex command for OUYA
You mean *Only* Twice as long xD


Wed Jul 18, 2012 8:13 pm
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Post Re: Cortex command for OUYA
FoiL wrote:
The linux and mac ports already went wonderfully well, so one could imagine how another completely unrelated port would go.

I'm being really general here, but doesn't Android = Linux? It was build from Linux, so I'm sure it wouldn't be too hard to port it? Correct me if I'm wrong, though.


Thu Jul 19, 2012 5:11 pm
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Post Re: Cortex command for OUYA
Nope.

Here's a crash course in computer science.
There are two problems with porting any application: libraries, and architecture.

Libraries are kinda like reference books for applications. Say you want to be able to add triplets of numbers, like (0,0,0) + (1,0,1). You can write a function by yourself that adds them together, or you could import a library that someone has already written that does it (and perhaps does it better).
The problem for porting comes in when there are different libraries for different architectures or operating systems. In one library, for instance, you might have that number triplet adding function called "add3vec", and in another, "vec3add". Or, they might be named the same, but they require the arguments in different order, or in a different format.

Architecture differences are "lower down" in the computing layer diagram (which you can google if you don't know what it is, and actually care). The instructions you can use on a processor, in binary, are different depending on your architecture.
You may have heard of x86, x64, ARM, or other architectures. x86 is the one you are most likely familiar with. Windows, MacOSX, and desktop Linux are compiled for x86. If you want to port something across architectures, you must modify the instructions the application produces to adhere to the architecture's specifications.

So, combine the two, and you have four possible porting situations. You can have:
  1. An application that uses libraries that are not on both systems, but is on the same architecture
  2. An application that uses the same libraries, but on a different architecture
  3. An application that uses different libraries, on different architectures
  4. An application that is already on the target system (the basic working application case)

Porting a Linux application to Android may or may not require finding compatible libraries (Android uses slightly modified versions of some basic Linux libraries), but it does require compiling for a different architecture. Android runs mainly on smartphones, which are ARM-architecture devices.
Porting a windows application to Android requires both finding compatible libraries (or changing the source to use Android-capable libraries) and compiling for ARM.


Theoretically, porting a Linux application to Android wouldn't be hard, but there are a lot of little fiddly details that crop up, so it ends up being as hard or harder than porting from Windows.
This is mainly because a whole lot of people know how to port certain libraries between Windows and Linux (look at Wine), but there's not as much experience porting Linux to Android. And I'm just going to tell you, compiling for ARM can be a ♥♥♥♥♥.


Sat Aug 04, 2012 6:29 am
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Post Re: Cortex command for OUYA
ATM i have android device with 600@804 MHz CPU ( Galaxy Mini ) with Debian running in it, let me just wget linux version of CC and see on my PC with VNC viewer how is it going.


Sun Aug 12, 2012 8:47 pm
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Post Re: Cortex command for OUYA
Tbh I just want to see Cortex command online multiplayer, even though its been said a number of times before that it will never happen. Maybe some genius will join the forms and start re-writing the entire engine. Please?

EDIT: No engine access? well... crap.


Last edited by Sir on Wed Aug 22, 2012 6:34 am, edited 2 times in total.



Tue Aug 21, 2012 11:25 am
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Data Realms Elite
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Post Re: Cortex command for OUYA
We have no engine access. Someone would have to start from the ground up with fresh code.


Tue Aug 21, 2012 4:22 pm
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Post Re: Cortex command for OUYA
These guys and their money. They're just trying to get rich. But if it is possible for this little "Oh yeah" device to get Cortex Command on it, and another header, people actually spend money on it, that All you devs get money and will be able to blow your noses with 50 dollar bills. I'm just saying, this game is great and we all know that. This is an opportunity of a lifetime that can be uptaken or pushed. It will have a random outcome. Goodluck CC team.

Edited: Mispelled their.


Wed Aug 22, 2012 3:32 am
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Post Re: Cortex command for OUYA
You're still missing the point. So I've decided to make it even simpler:

They have to rewrite the entire game.


Everything, from the ground up, just to make it compatible with a console that would probably not run it/will not be successful/doesn't offer the modding potential that makes CC great.


Fri Aug 24, 2012 12:10 am
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