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Author Topic: Pocket games thread  (Read 124498 times)

sambojin

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Re: Pocket games thread
« Reply #855 on: July 14, 2024, 05:16:48 am »

I made a touchscreen interface for Master of Magic.
I will make a better one. I have the technology.

Magic Dosbox, btw. Paid version, but you probably could import it if that was the 1 game you played.

"Really barebones touchscreen interface for Master of Magic (dos version) 0.2"
https://www.dropbox.com/scl/fi/48hxlh1hn94zb3rfawq42/Master_of_Magic0.2.mgc?rlkey=5a3jog9973fcxxdhuefh3rmf8&dl=0
« Last Edit: July 19, 2024, 04:57:36 pm by sambojin »
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BigD145

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Re: Pocket games thread
« Reply #856 on: July 19, 2024, 02:07:57 pm »

At this point I'm just going to pull out an Anbernic or Miyoo or Retroid or Powkiddy and play the hundreds of good games on old consoles. Or whip out scummvm on the same hardware. The worst adventure game is better than 95% of phone games. There are even new games on old consoles. Goodboy Galaxy, Micro Mages, etc. There are even new adventure games thay are supported on scummvm. Beyond the Edge of Owlsgard was pretty good. Portmaster puts windows games on small pocketable handhelds.
« Last Edit: July 19, 2024, 02:09:31 pm by BigD145 »
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sambojin

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Re: Pocket games thread
« Reply #857 on: August 06, 2024, 10:26:24 pm »

Layla got a new update. Mostly, you can grab the "Roleplay" side app and have multiple characters talk amongst themselves. Or have you there. Or have you as the narrator. I'm probably going to see if I can get a DnD 5e campaign going, just because I want to see the hilarity that ensues. Like a screensaver, but sillier. Just like SillyTavern, but on your phone. And local, in case it gets weird.

There's also two really quick (for their size) models out that use ARM architecture well. Think, phones and tablets and stuff. Even whateverPi's.

The first is the 2.6'ishB size of Gemma 2 (a fairly recent release) here:
https://huggingface.co/ThomasBaruzier/gemma-2-2b-it-GGUF/resolve/main/gemma-2-2b-it-Q4_0_4_4.gguf
Really astoundingly quick, with lots of creative/ descriptive language usage, but a bit dumb, and a bit of repetition. Could get by on 3-4GB of RAM easily if you don't mind 2k context size. Works well with creative writer characters. Sorry for direct link.

And the other is the 8B parameter size release of Llama 3.1 (also pretty new) here:
https://huggingface.co/gbueno86/Meta-Llama-3.1-8B-Instruct.Q4_0_4_4.gguf
Smarter, but more "standard". Can also be silly-uncensored, depending on how you wrote your character/s. More in the 4-6gig of RAM needed field, but pretty quick for all that.

And a Phi 3.5 one:  (edited in well after the fact)
https://huggingface.co/xaskasdf/phi-3.5-mini-instruct-gguf/blob/main/Phi-3.5-mini-instruct-Q4_0_4_4.gguf

Tiny Llama 3.1 "Magnum", stripped down to 4b parameters, but might be better at stuff. It's faster, anyway. Heaps faster:
https://huggingface.co/adamo1139/magnum-v2-4b-gguf-lowctx/blob/main/magnum-v2-4b-lowctx-Q4_0_4_4.gguf

And a fairly uncensored version of Gemma 2 (probably slightly smarter than standard Gemma2 as well). Ok, it's a lot more uncensored:
https://huggingface.co/TheDrummer/Gemmasutra-Mini-2B-v1-GGUF/blob/main/Gemmasutra-Mini-2B-v1-Q4_0_4_4.gguf

Oh, and they just released Qwen2.5. There's 1.5B, 3B, 7B and 14B parameter sizes, but just for something really stupid and quick, go for the 0.5B model. 30tokens/sec on my PoS phone! It's hilarious.
https://huggingface.co/bartowski/Qwen2.5-0.5B-Instruct-GGUF/blob/main/Qwen2.5-0.5B-Instruct-Q4_0_4_4.gguf
(Apparently all those other parameter sizes are actually pretty darned good for their size and speed though, on trying to be correct at stuff. There's even maths and coding optimized models. Just check out all of Bartowski's archive, they're all very high quality quants, and he usually does ARM optimized ones as well these days. All Qwen2.5 models are fairly censored, but, there's already this:
https://huggingface.co/bartowski/Qwen2.5-14B_Uncencored_Instruct-GGUF
So, no doubt things will change on those factors within a few days/weeks)

On ARM devices, they're about 25-50% faster than the standard desktop computer versions. There's slightly faster ones for high-end phones, but these ones will work on nearly anything. Give them a go. I haven't found a real use-case for LLMs other than for testing and entertainment, but that sums up a lot of computer game entertainment on mobile really.


« Last Edit: September 19, 2024, 09:03:39 pm by sambojin »
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sambojin

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Re: Pocket games thread
« Reply #858 on: August 16, 2024, 09:38:23 am »

Been putting together a touchscreen interface for Tie-Fighter under Magic Dosbox. It's pretty barebones right now, but it'll only take about three-four more buttons and it should be fully functional. Then I'll make it pretty, etc. And lower opacity a tonne, so the buttons don't block the view.

Should only be a button or two needing change for Xwing as well. I'll drop a linky once I'm done.

It was a bit of fiddling around with sound options and cycles to get it running at full speed with very little audio crackle (I swear LucasArts must have used a weird sample rate. 44100hz? Nope. It's like 42000hz, or just a very weird sound system, so it always pops a bit).
SB Pro 2.0, 512 Block Size, 15 Prebuffer made it work better? Alongside 12000-14000 cycles, CPU:Auto, and 16-32mb of ram. Seems arse about face, but yeah, that worked on my phone. I honestly forget what I did as setup.exe, but probably close (I think it was a SB 16), but it was worse sound as that on the emulation end. So downscaling old cards might help? Damn you George!!!!!

Anyway, a work-in-progress, but works fine, with full joystick thumb controls on a mobile phone. I don't even want to admit how long it took me to remember how to get a joystick going in MDBox. I started this on another phone, which broke, got another, forgot I was doing this, broke that one, then got this one and thought "yeah, I'd really like that game on mobile". Anyway, WIP screenshot (flies fine):

https://www.dropbox.com/scl/fi/5nujci9o208i69xt0lpq5/Screenshot_20240816-235914.png?rlkey=5h3mglac92vg0446tmnutweyn&dl=0

Very minimalistic, but on a game with a LOT of buttons. Do you need anything other than 100% or 0% or Match-speed% engine power? Same with the F9 weapons button, the F10 is actually "dump weapon power to shields". I probably only need "closest target" near the thumbstick, and then "wingmen attack target" and "wingmen attack attackers of target" or something, probably nestled near the right by the fire button (labelled "mouse touch"). Anyway, I'll see how fast I can smash through a few campaigns over the weekend, to see if there's buttons I REALLY need, but I'm pretty sure that would cover it. Tractor Beam weapons? Pah! You mean "Moar Engine POWER!" (Ok, I'll probably have to add a button for that too).


Edit: It's getting there. Some of the buttons don't work, some of them have names. Huzzah! But it's 3am, so it's a tomorrow thing.

https://www.dropbox.com/scl/fi/itn0ljzbszktws5kmwerz/Screenshot_20240817-025447.png?rlkey=yaefeg8hp2s17c1uj0uquvtho&dl=0

I'm pretty sure I only need "attack target" for my wingmen, and "refill me now" for missile supply space trucks. I might need "stop attacking now", but that seems too complicated for a touchscreen. And targeting individual ship components is way above any sort of Tie-Fighter pilot's pay grade, even gunboat or defenders. Ain't gonna happen on this screen size. Buy a keyboard if you want that.

The early 0.2beta version:
https://www.dropbox.com/scl/fi/ug57axf2lug6abqo82bnd/Tie_Fighter.mgc?rlkey=h7udl43s73iqyeylwy82nciyy&dl=0

And some footage. Simulator training 1 (will turn down joystick sensitivity a tad)
https://www.dropbox.com/scl/fi/v5asy03cfnz7dy18sc9ak/XRecorder_17082024_084436.mp4?rlkey=8a0lws8e9zpe3uh32jeeyrhn9&dl=0

Intro sequence and first bit of mission 1.
https://www.dropbox.com/scl/fi/smfvmn5y1x9yqtqgolre1/XRecorder_17082024_081819.mp4?rlkey=ayf883mhji1ljz1ivk7qr8yr6&dl=0

So, good frame rate, and soon to be good controls 👍
« Last Edit: August 16, 2024, 05:57:43 pm by sambojin »
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