Too Hard For You (2H4U)

Versione: 
1.3
Data rilascio: 
Domenica, 29 Dicembre, 2019

Licenza:

Interfaccia:

2H4U, che sta per Troppo Difficile Per Te, è un gioco open source tra il classico Tetris ed il rompimuro. Richiede buoni riflessi e coordinazione, probabilmente chi è ambidestro ha qualche vantaggio. 2H4U sarà troppo difficile anche per te ?

Installazione manuale

Il programma è distribuito come pacchetto ZIP: scaricare in una cartella temporanea e scompattare nella cartella di destinazione. Vedi sotto per il(i) link di download.

E' possibile installare i prerequisiti con rpm, eseguendo la stringa seguente in una finestra comandi:

yum install libc libcx libgcc1 libssp libstdc++6 libstdc++ libsupc++6 libsupc++ libgcc-fwd

Qui di seguito trovi i link di download per l'installazione manuale del software:

Too Hard For You (2H4U) v. 1.3 (Release 3, 14/8/2026, Martin Iturbide) Readme/What's new
# 2H4U — Too Hard For You 2H4U is an open source game that mixes a Tetris-like block-dropping mechanic with a wall-breaker. It demands good reflexes, coordination, and a degree of ambidexterity. Will it be too hard for you? - **Upstream project**: https://sourceforge.net/p/toohardforyou/ - **License**: GNU General Public License v2 or later (see `COPYING.txt`) --- ## Authors This game was created by team **I4GOT MY BRAIN** between March and May 2006, as part of a second-year engineering project at INSA Rouen (France). - Pierre Lagouge — developer - Pierre-Yves Ricau — lead developer, designer, and maintainer Special thanks to **Kayl** for help with project organization, and to **nxdev** for the English translation of the in-game help pages. The help pages were created using [GeneeWeb](http://www.geneeweb.com). The `Engine.h` / `Engine.cpp` framework was adapted from a tutorial at: http://gpwiki.org/index.php/SDL:Tutorials:Simple_Engine_Framework (written by Anders "Sion" Nissen, available under GNU FDL 1.2) --- ## OS/2 / ArcaOS port — version 1.3 release 2 **Tested on**: OS/2 Warp 4.5, eCS, ArcaOS **Requirements**: - GCC core 9.2 (ANPM package `gcc`) - GCC runtime (ANPM package `gcc-runtime`) - SDL2, SDL2_image, SDL2_ttf, SDL2_mixer (ANPM or RPM packages) **Port Authors**: - Gianfilippo Cimmino - First release. - Martin Iturbide - SDL2 port. ### Changes in release 2 - **SDL1 → SDL2 migration**: ported the entire engine from SDL 1.2 to SDL2. - **No console window**: executable is linked as a PM application; the VIO (command-line) window no longer appears on launch. - **Music format**: background music is loaded from `data/sons/musique.ogg` (OGG Vorbis) with automatic fallback to `musique.mp3`. The SDL2_mixer build for ArcaOS does not include MP3 decoding, so the OGG file must be present for music to play. - **Music init**: `Mix_Init` is called with the appropriate codec flags before `Mix_OpenAudio`; a missing music file is non-fatal — the game continues without music and logs a warning. - **Alt+Enter fullscreen**: toggle between windowed and fullscreen at any time without restarting. - **Working directory**: the executable resolves data paths relative to its own location, so it can be launched from any directory or by double-clicking. - **Compile warnings fixed**: sign-compare and unused-variable warnings in `jeu.cpp` and `terrain.cpp`. --- ## Building on ArcaOS ``` make -f makefile.os2 ``` This produces `2h4u.exe` in the project root. To disable sound (if audio causes issues), uncomment `//#define NO_SOUND_2H4U` in `sources/sdl_includes.h` before building. --- ## Running Place `2h4u.exe` in the same directory as the `data/` folder and launch it from there, or simply double-click. The executable changes to its own directory at startup so relative data paths resolve correctly. --- ## Controls | Key | Action | |-----|--------| | Arrow keys | Move / rotate block | | Space | Drop block | | Alt+Enter | Toggle fullscreen | | Escape | Pause / menu | --- ## SDL1 → SDL2 migration notes The original source used SDL 1.2. The OS/2 port updates the engine to SDL2: - Window and renderer created with `SDL_CreateWindow` / `SDL_CreateRenderer`. - A virtual back-buffer surface (`SDL_Surface`) is kept at the game's native 800×600; all game modules blit to it unchanged, requiring no changes to game logic. - Each frame the surface is uploaded as a texture and presented via `SDL_RenderCopy`. - `SDL_DisplayFormat` / `SDL_DisplayFormatAlpha` replaced with `SDL_ConvertSurfaceFormat`. - `SDL_SetAlpha` replaced with `SDL_SetSurfaceAlphaMod`. - Alt+Enter fullscreen toggle uses `SDL_SetWindowFullscreen(SDL_WINDOW_FULLSCREEN_DESKTOP)` with `SDL_RenderSetLogicalSize` to preserve the 800×600 aspect ratio on any screen. ## Links * https://github.com/OS2World/GAME-SDL-PUZZLE-2H4U * https://sourceforge.net/projects/toohardforyou/
 hobbes.os-2.in/download/os2/games-6/puzzle-4/2H4U_1-3r2.zip
Scheda aggiornata l'ultima volta il: 17/08/2026 - 06:08

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