NullpoMino on the Raspberry Pi 2

NullpoMino on Ubuntu MATE for Raspberry Pi 2

In 2012, I attempted to run NullpoMino on a Raspberry Pi Model B with 512 MB of RAM. In February 2015, the Raspberry Pi 2 was released and boasted substantially upgraded hardware, with a quad-core 900 MHz processor and 1 GB of RAM at the forefront. Ubuntu is supported through a specially-crafted image of Ubuntu MATE, so I use it for my preference of MATE over LXDE and a desire to try a platform other than the default.

NullpoMino has not been updated since my previous post, so the setup process was identical, save for the use of the Oracle Java 8 runtime instead of OpenJRE for its superior ARM support. I have overclocked my machine to 1067 MHz CPU, 533 MHz core, and 466 MHz SDRAM with an overvoltage setting of 4 and 384 MB of RAM allocated to the GPU.

As before, the SDL and Slick builds do not run as they are only supported on x86 hardware, but the Swing build runs at nearly 60 FPS. The audio issues from before persist here, but the game is fully playable. I will try again with the SDL and Slick builds when Windows 10 is released for the Raspberry Pi 2.

NullpoMino on the Raspberry Pi

Out of curiosity, I attempted to run NullpoMino on Raspbian 28/10/2012 with a Raspberry Pi Model B 512 MB. The Swing build ran after installing the default-jre package using apt-get; as expected, the SDL and Slick builds did not start at all due to lack of ARM support in the respective libraries.

Using the “high” overclock preset, 96 MB of GPU memory, and LXDE replaced with XFCE4, I got a framerate of no more than 10 FPS despite what the screenshot suggests, the piece spawn sounds did not play, and the game appeared to slow down as lines cleared. These issues aside, the game was playable. I would personally like to see a TGM derivative built natively for ARM and the Raspberry Pi in particular, but such a project would have to be an entirely new endeavor.