Abstract Shooters


noiz2sa has already been ported to GP32, but it runs very choppy (probably runs at 40 or 66 MHz, only). I would LOVE those games on my GP32. I already enjoy playing them on my Xbox, but playing them on the go........ :)
 
I emailed the guy (Chui) who did the GP32 port of Noiz2sa about other ports of Kenta Cho's stuff and he said that the only reason he did the GP32 port was because it was written purely in C++ (I think) so he didn't have to do anything really to get it working - the other games are all written in other languages as you noted...

He didn't have any plans to support Noiz2sa either, so he wasn't really up for changing clock speeds, etc.

Saying that, I'm sure I've read posts on here where people have found ways of hacking fxe's to change the clock speed in a hex editor... that would be cool if somebody fancies doing that...
 
noiz2sa has already been ported to GP32, but it runs very choppy (probably runs at 40 or 66 MHz, only). I would LOVE those games on my GP32. I already enjoy playing them on my Xbox, but playing them on the go........ :)

Couldn`t you hexedit the clockspeed to run at 133? I would really love to play this at a better speed on my gp32!

Or did Chui release the code, and could maybe recompile or let someone other recompile it with a higher clockspeed?
 
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unfortunately i can't find ANY of the clockspeed values in the fxe or uncompressed gxb. It seems that if a game runs at the default speed of the CPU, it doesn't incorporate the values.
 
Chui's noiz2sa port uses SDL, which makes it very easy to port games but they will always run slower than a more direct conversion to either gameparks or mirkos sdk. I think I've got his source somewhere around here if someone wants to compile versions with different clockspeeds (it already runs at 132mhz), but I can't compile a version myself as I don't have SDL configured (and can't be bothered trying to get it working with my hacked up half broken dev environment).
 
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