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  1. U

    Psx4gp2x Beta Testers Thread

    I also found another buffer overrun bug that might cause also other games to exit sudenly on the screen centerin funcionality for sreen blitting... So more good news to come... Unai.
  2. U

    Psx4gp2x Beta Testers Thread

    Nice news!! last known bugs fixed... no more 2d games flikering when ussing progresive interlace... Eath Worm Jim, Batma Return. Alfo other flikering as Enhander is fixed, and most intrestin the "phantom frames" in some 3d games are also gone... The nice new is that now I dont know of any bug...
  3. U

    Psx4gp2x Beta Testers Thread

    I cant stand more!! I have to share this with you guys :) The missing poligons bug is done, missing poligons on wipeot menu, legend of mana map, ff7 game, adn so on are WORKING!!! Now I have yo make sure nothing more is broken, and get as much feedback from my testers as the can give me... Unai.
  4. U

    Psx4gp2x Beta Testers Thread

    No body has left the proyect, we have a common code base for all the psx4all versions, and he is working on the arm interpreter that will work nor only for gp2x, but also giz and zodiac... If everything goes fine we'll have new version with all that nice stuff really soon. Unai
  5. U

    Psx4gp2x Beta Testers Thread

    Nice day, Casltlevania renders nice, its still slow, but there are no more 2d graphical glitches, next target ff7 , wipeot menus ,etc.. missed polygons. Unai. P.D: When did I get promoted to guru :-?
  6. U

    Psx4gp2x Beta Testers Thread

    I never wanted my post to became a flame war betwen user, so I'm going to delete my original post and ecourage all others to do same, so we keep this thread on the good track. So here is a bit of info: My private 18c beta has alllmost if not all 2d games workin nicelly, including transitions a...
  7. U

    Psx4gp2x Beta Testers Thread

    Not really but if zottd and me spend time telling how things work and what are we doing in this thread the least I would expect is people to read the previous post and not beeing allways with the same things. Unai.
  8. U

    Psx4gp2x Beta Testers Thread

    deleted
  9. U

    Psx4gp2x Beta Testers Thread

    If you have bugs tell teham any way , I prefrfer bugg redundancy to bug missing. Unai. Yes, infact its the way I develop, I made the shamba client thing just for that use ;) My impresion is that its as fas as the SD. Unai. In fact the 2dfix its only known to work with Batman forever and...
  10. U

    Battery Life.

    Have you "test" the SANYO 2700 mAh Industrial Grade AA NiMH They seem quite apropiate for gp2x.. on the page tell that they keep the intensity up to the end of the charge ussing "whatever new" technology... Sorry, this is the link. Unai.
  11. U

    GP32 Good Sw Render Doc.

    give a look also at this http://www.multi.fi/~mbc/sources/fatmap2.txt is the next rerease of the document ans talk more in depth on the texture tilling. Unai.
  12. U

    Gp2psx V0.35

    In fact I think that the main problem is the color buffer format, gp2x is rgb16, and internal emulator format is rgb1|15, so we still need the color conversion, but scalling could be done for free. May be a mix of antipasta's no scaling color conversion and hw scalling is th way to go. On the...
  13. U

    GP32 Additive Blending

    Not you dont, :P I thing that yours ir better... I designed my set of functions to work with 6 color components at a time (two pairs of colors) later I downgraded for 3 components and were ok, but for just one componet I thing there is no advantage, and arm architectre very god with...
  14. U

    GP32 Additive Blending

    inline int Add(int a, int b, int hiBit, int hiMask) { int t; t = (a&(~hiMask)) + b; t = (t&(1<<hiBit)) - (t>>hiBit); return (a|(t&hiMask)) } hiBit = Overflo I think this way is a bit more compact, But I wold recomend you to apply tje operation two pixels at a time this way...
  15. U

    GP32 Additive Blending

    Well I'l post my example here so you can look at the bits arithmetic I hace use to avoid ANY comparision. It results in about 5 "simple" instructions per color component, and even less if you preoces colous in pairs Here some definitions for components manipulation //...
  16. U

    GP32 Additive Blending

    Its not an obious way, but you can try to rip my sprite library routines tha basicaly do some bit trick to get rid of the if's and make less operarions. you can get them here http://gp32spain.com/files/utilidades/libr...GP32SDK_cpp.rar The interesting file for you is uColor.h. There are...
  17. U

    A New Poligon Test, With Textures

    num_vertex num_poligons num_vertex*(x,y,z) fixed16.16 in centimeters num_poligons(a,b,c) num_vertex*(u,v) fixed point, you have to multiply u,v by textureSize and v=1-v (3ds coordinates)
  18. U

    A New Poligon Test, With Textures

    Not really, only thinkig on beeing able to do psx1 like games, or remakes of existing ones. Psx emulation is not only polgon drawing.
  19. U

    A New Poligon Test, With Textures

    Thanks!! Sorry no lighting this time, this was intended to be only a reallity check to see how many textured poligond could handle the engine, infact Its restricted to only one texture :-) but I wante to hace some numbers to check aganist the poligono count os psx1 games... Unai Landa.
  20. U

    A New Poligon Test, With Textures

    well just another test, this time ussing locke's MGS VR misions meshes. These are zbufferedtextured poligons. The controls; a,b distance to snake L,R more/less snakes stick rotate If at startup you move the stick or push abutton it will run on 133 else it will start at 166mhz in 3 secs Here...
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