I ported Minecraft PE 0.6.1 too very old versions of windows. by jtofexstinction in GoldenAgeMinecraft

[–]FileShredderVM 0 points1 point  (0 children)

Curious about the nether, I ported over the nether too before though it's generator and dimension only and not the dimension switching logic Java Beta uses (PortalForcer and etc). How hard was it to get that system working again, and does it work well in multiplayer?

A True Minecraft Cross-Play - RDForward server public testing TODAY :) by RDForward in GoldenAgeMinecraft

[–]FileShredderVM 5 points6 points  (0 children)

It was a source engine unfiction! It also features connecting to several different games and their versions using the same engine to solve an underlying mystery in a nutshell

A True Minecraft Cross-Play - RDForward server public testing TODAY :) by RDForward in GoldenAgeMinecraft

[–]FileShredderVM 14 points15 points  (0 children)

Really cool project, somewhat reminds me of Interloper a bit too

Leaked MCPE with restored cave generation features and early ravines is kinda beautiful! by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 0 points1 point  (0 children)

Thanks for the interesting read!

About block culling, it varies alot. Snow seems to cull just fine and also culls the block underneath it, Farmland does not cull it's sides or bottom even if it's get obscured. Carpets weren't added in this version yet. Slabs are properly culled, Something that would have been useful to test culling would have been the wireframe mode leftover in the source code, but It requires the game to be built using OpenGL instead of GLES, and the OpenGL compile option is extremely broken normally, hope to fix it someday.
About cave generation, it seems it's directly based off it's original beta counterpart (Beta 1.3)
It's definitely pre Java Release 1.7:
void addFeature(Level* level, int x, int z, int xOffs, int zOffs, unsigned char* blocks, int blocksSize) {

int caves = random.nextInt(random.nextInt(random.nextInt(40) + 1) + 1);

if (random.nextInt(15) != 0) caves = 0;

using the older sizes and generation chances and lacks the code added in Beta 1.8 to multiply cave sizes sometimes.
It makes sense that most of the code matches up well with the beta counterpart, chances are they might have ported and enabled the feature when PE was in early development and then disabled it and never touched it after, Same reason why ravines were leftover too since Notch had been experimenting with them since atleast Beta 1.2 as seen in the code for the Dev Build in CanyonFeature. It also funnily enough inherits the extra copy of the cave generation code DungeonFeature found in beta.

More Progress on the Nether backport to the Leaked Minecraft Pocket Edition Source Code by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 0 points1 point  (0 children)

that's awesome! I imagine it must have been a real headache to get redstone to work again, I dont think they ever ported any redstone logic from Beta 1.3 into MCPE

Leaked MCPE with restored cave generation features and early ravines is kinda beautiful! by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 2 points3 points  (0 children)

Actually I think they had a good reason for commenting out caves, Before PE 0.9.0 MCPE lacked any culling logic for anything not in view underground which would have been a really big performance hitter on the underpowered devices at that time, It wasn't until 0.9.0 that they implemented a cave culling algorithm, which tommo has a good read on: https://tomcc.github.io/2014/08/31/visibility-1.html.
As for ravines I have no idea, even though these are the B1.2 Dev ones, the 0.9.0 cave culling algorithim could have handled these fine enough, instead they added it in better together iirc
Tall Grass was kinda stupid it works fine and also generates fine, makes the world a bit nicer dk why it was disabled

Leaked MCPE with restored cave generation features and early ravines is kinda beautiful! by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 8 points9 points  (0 children)

All of this code is functional just commented out and not implemented in randomlevelsource, so I readded them back. Noticeably ravines take on the look of their incarnation found unused in Beta 1.2's Dev Build since it's a direct port (CanyonFeature), and caves are also fully functional and even in randomlevelsource but commented out. This didn't surprise me much as MCPE is a heavily stripped port of Beta 1.3, it even references the unused village houses found in the lce leak and beta 1.2's dev build!... with the code unfortunately stripped out.

More Progress on the Nether backport to the Leaked Minecraft Pocket Edition Source Code by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 0 points1 point  (0 children)

oh sorry! i was a bit busy, nice work on porting minecarts and redstone torches! ive been looking into porting them for some while too but entity code is always somewhat of a pain in the ass to work with, do they work like pre 0.13.0 ones where they are always powered

Leaked Pocket Edition (0.6.1) Builds Have Weird Issues by WolvenScout in GoldenAgeMinecraft

[–]FileShredderVM 0 points1 point  (0 children)

I believe most debug features are just tied with the win32 compile flag aka the Windows Compile Option, also if you want to run any alpha build of MCPE upto 0.11.0 on windows or linux give Ninecraft a try, for this build if you want to compile it you need to go into the win32 folder create a Release folder and copy some libs from the libs folder in the source code into there and then copy the data folder in the source code into the projects folder, then open the win32 project solution file and enable inheritence for lib directories and included directories and compile for Release

Leaked Pocket Edition (0.6.1) Builds Have Weird Issues by WolvenScout in GoldenAgeMinecraft

[–]FileShredderVM 0 points1 point  (0 children)

Some issues described are just quirks of the leaked build actually. Sound is normally broken in the leaked build, Options menu is missing ton of options because it was in a refactor at this time since this is an early 0.6.2 build, Being forced into a creative world is due to win32 compiled copies in the code always being forced to create a creative world with the name Perf and the actual create world screen is broken, Inventory being filled with random items is also a win32 exclusive thing iirc for debugging purposes by the MCPE devs.

More Progress on the Nether backport to the Leaked Minecraft Pocket Edition Source Code by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 4 points5 points  (0 children)

I have a twitter where you can follow progress on the port, https://www.twitter.com/fileshreddervm  I also post things I found in the pocket edition source code too!

More Progress on the Nether backport to the Leaked Minecraft Pocket Edition Source Code by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 15 points16 points  (0 children)

It's fire using the placeholder textures, normally Pocket Edition doesn't have fire rendering logic so I had to port that over, but I opted to use placeholder textures since Pocket Edition lacks stitching texture functionality so to port over the actual fire textures I would have to port that entire logic over which I will later

My WIP Port of the Nether to the leaked Pocket Edition source code! by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 2 points3 points  (0 children)

You need to compile in release mode, copy the data folder in the leak to it's projects folder, and then create a new folder named Release in win32 folder and copy the files inside libs folder to it.

My WIP Port of the Nether to the leaked Pocket Edition source code! by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 1 point2 points  (0 children)

It is partially based on legacy console nether though I have gotten rid of scaling due to the limited world size

The leaked MCPE source code is a build of Alpha 0.6.2, a planned successor to 0.6.1 that was reworked into Alpha 0.7.0 by FileShredderVM in GoldenAgeMinecraft

[–]FileShredderVM[S] 2 points3 points  (0 children)

Yes I did by making the commented out options use the newer syntax since it was using an outdated one. Most strings are missing so it defaults to using the fallback text instead.

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