*blows dust off thread*
Was my thread originally anyway

I've just built the latest source on Pandora.
You can find the runtime here:
http://stuckiegamez.co.uk/apps/pandora/bennu/bgd-runtime.20110420.tar.gzBuild Instructions:
The build script I used is:
http://stuckiegamez.co.uk/apps/pandora/bennu/build-pandora.sh and uses sebt3's funky toolchain setup ( though slightly fiddled with a bit so that pndconfigure is a bit more global and accessible.. if you don't want to do that, just go into each folder and run pndconfigure first, then run the script to make and copy things about. )
Only out of place thing you have to do is build libdes and put it in your library path, and copy the mod* files into a data folder it seems... as my test game wouldn't find anything without doing that.
Run Instructions:
Extract the runtime somewhere ( folder/bgd-runtime, for example )
Extract a game somewhere ( folder/mygame, for example )
Then, just use a basic shell script like the above one, or quickly use:
LD_LIBRARY_PATH=../bgd-runtime:$LD_LIBRARY_PATH ../bgd-runtime/bgdi ./MyGame.dcb
From your game's folder ( folder/mygame, in this instance ) and it should work.
I did a quick test with one game I was asked to test for the Caanoo and it seemed to work fine ( albeit in a window, and without proper button mapping - pretty sure it was using the default keyboard map as the controls ended up using the dpad, and Z/X on the keyboard as action buttons. )
Again, as with everything I do, this is a "quick dodgy hack" till some people test it.
Sadly, I don't actually use Bennu myself, and work's a bit mental at the moment as we're about to release something, so I can't fully test it myself.
If there's any issues, or a new version gets released or something, feel free to give me a prod.. I jump about projects quite a bit and generally do more than I should, so prodding me somehow is usually a good way to get my attention to stop things stagnating
