So I went back over what you said @ugly_cat and was able to figure things out and get one of the demos to run on my GameShell tonight, woohoo!
Process this time around:
(On ClockworkOS version 0.24)
On the ClockworkPi GameShell via ssh:
I’ve made a download folder to work with these files and cd into it, you can put them anywhere you want.
Please note the version number used in the frt, as that’s important to get this to work. The first part 093 is the frt version, which is the latest as of writing this post, 215 is Godot Engine 2.1.5, which is the latest stable OpenGL ES2.0 compatible release, finally arm7hf signifies the GameShell’s CPU instruction set.
$ wget https://sourceforge.net/projects/frt/files/0.9.3/frt_093_215_arm7hf.bin.zip/download
$ mv download frt_093_215_arm7hf.bin.zip
$ unzip frt_093_215_arm7hf.bin.zip
$ sudo install frt_093_215_arm7hf.bin /usr/local/bin
Since the unmodified sample project doesn’t at all account for running on Clockworkpi, it’s best to download it first to your desktop PC (this can be a laptop or Mac, I just mean a desktop OS). You’ll also need to pick up the Godot Engine 2.15 from here: Godot Engine 2.1.5
Download the demo projects here: Godot Demos 2.1.5 and unzip those on your PC.
Next Open Godot Engine (Make sure it’s 2.1.5 if you have multiple versions installed on your machine) then import the Demos/2D/Platformer project. Go to Scene and Project Settings under Sections, select Display and be sure to set the Width = 320 and Height = 240. For good measure I’ve toggled off the Resizeable and toggled on Fullscreen.
Results: Success (Or something closer)
As with @ugly_cat, I was unable to get input to work yet through the GameShell itself. I was however able to send input without too much delay from my VNC connection and everything seems to work right. I highly suggest using VNC until we get the button input working because there’s no way to exit other than VNC using the FRT command Win+Q or finding the process on ssh with ps aux | grep frt and killing it.
Okay, so this is crazy, after all that I’m actually able to use the buttons that are mapped out correctly on my GameShell. All I have to do is make sure the shoot button is mapped out correctly now and I’ll have the demo fully functional. FTW!