Usually enemies and movable things are defined separately, because they are, well, movable and might come in different sizes, have different functionality, etc. But nothing prevents you to set their initial positions to tiles positions in the map :)
Sonic was actually even more complex--the levels were made of larger pieces like 16x16 groups of tiles that could be repeated several times, and that's how it has huge levels with similar complicated areas (ie loops) and still saves a lot of memory :)
If you make it 2x without any filtering it should look like the original thing in a slightly bigger screen.
I just hope it has an hq3x/lq3x mode ;) That would look AWESOME.
It won't need that since the Pandora resolution is almost exactly 3x the one from the GBA in each direction :)
(240x160 * 3 = 720x480 - Pandora screen: 800x480)
So, what kind of news would you expect? The emulator works perfectly already as the FF7-et-al video showed :P IMO it doesn't make any sense to make videos of that, just get your psx4gp2x videos and speed them up like 4 or 5 times :)
Me, I've not worked in the GPU code for a long time since I...
There is a book on OpenGL ES 2.0, just look around. It's something simple like "OpenGL ES 2.0 Programming Guide" or something.
And yes, there's a very significant difference. ES 2.0 doesn't have fixed-function which means you have to do everything via shaders.
Remember this is not a console in the usual sense of the word... it will be able to do multitasking just like Desktop PCs and such, and there will be times when programs will just need more memory. Not because they are using too much, but because something else is also running and it has no way...
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