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  1. 0

    Final Fantasy 1 & 2 Wonderswan

    very funny whats defined as "playable". i tried it with the latest version and it is so far beeing playable.... exactly this is why i don't like these compatibility lists. because "working perfect 100%" means: the game don't freeze or crash after loading :(
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    Drmd Version 3.0

    a PSP version of DrMD is/was announced? really?
  3. 0

    1 Inch X 1 Inch 1gb Mp3 Player!

    that's why you can put music on it. and not only some single mp3-files ;)
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    1 Inch X 1 Inch 1gb Mp3 Player!

    you can get an iPod 20GB for 250€ in germany. that makes 20GB = 250€ and maybe this cube thing looks funny or so, paying 10 times the price of an iPod is way too expensive...
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    So Um... Those Giant Tv Projection Lens Things...

    i saw a "test" on the nerd-show "brainiacs". it didn't really work well. a TV isn't bright enough. but you can build a projector relatively simple and cheap with an overhead projector and a lcd-matrix.
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    What's On The Cd In The Gpx2 Package?

    that is not what i meant. i mean, the GP32 wasn't advertised with "it can play genesis games", because it couldn't play genesis at the release in 2001 and even at this time, nobody knew if it would play them ever. so if i now see the GP2X and the official website says "plays mame,snes,genesis"...
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    What's On The Cd In The Gpx2 Package?

    i remember, they advertised the gp2x with "plays mame, genesis, snes, etc." on the official website. and on the gbax site it says: game: mame, snes, etc. sounds a bit like fraud, if they advertise with that and "only" give the possibility that it could be available maybe someday.
  8. 0

    What's On The Cd In The Gpx2 Package?

    hi, i wonder what is on the cd in the gp2x value pack. the console is advertised with "mame, snes, etc.". so can it emulate these systems right out of the box?
  9. 0

    What Is Possible With The Gp2x?

    after reading the topic title, i just thought, you are user number 100, who starts exactly this same thread again. you win the price! what's the meaning of this post? if you say something like "gamegear 100% possible"? if nobody writes/ports a gg emu, i don't care how much percent it will be...
  10. 0

    Drmd Version 3.0

    btw, Star Control still doesn't work. it has no ingame menu, which is essential for a strategic game, of course.
  11. 0

    GP2X Libmirko Sdk, Who Use It ? Do You Like It ?

    i like it quite a lot, because it's very easy to use. it's good that it is open, because this way, the source is the documantary itself. if it was closed, i would need a better documentary. so i would let it open and everyone can configure it for themself, if he likes to. i made a game with the...
  12. 0

    GP32 Speed Problem With Sprites

    ahh, thanks Squidge. that really works, great! hm...some graphical errors, but i have to look at it closer, thx!
  13. 0

    GP32 Speed Problem With Sprites

    but how can i copy the data into a new sprite? i posted my version here: http://www.rafb.net/paste/results/3wRaBQ85.html but as i said there already, it just produces errors i even tried it with typedef struct { u16 *data; u16 width; u16 height; u16 trans; } tSprite;
  14. 0

    GP32 Speed Problem With Sprites

    @JyCet: i thought of something like this, but then i use 2*times the memory. one time for the included bitmap and 2nd time for the new array. and i want to include my bmp's, because i want to have just one single .fxe at the end. but maybe i use this method anyways, because i never can fill...
  15. 0

    GP32 Speed Problem With Sprites

    the -x command generates a header for mirkos sprites. and the .h-file just contains the three lines i posted. anyways, i just tried to optimize the tile-based version, i posted in my first post, because except of the speed problems, it was working fine. but my tiled version is dog-slow...
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    GP32 Speed Problem With Sprites

    thats very nice, but i never doubted that there's a way of doing it without compiler warnings. but i won't change from the mirko-libraries, just because i can't fix a problem. i prefer to find the solution for the problem, even if it's hard ;)
  17. 0

    GP32 Speed Problem With Sprites

    i tested it with unsigned char, of course. i even tried it with and without the "&", but it always gets a warning or an error. i have no idea, what the prolem is. and yes, these extern entries are the only thing in the .h file. in the same directory of the .h file, there's also a .o file, which...
  18. 0

    GP32 Speed Problem With Sprites

    hm, it changed nothing. i don't get it. isn't there any way to see what kind of variable Spr_Ex1 is? but thanks anyways :( edit: i convert the bitmaps with bmp2bin -x (the sprite-header command) and i have absolutely no idea, what is happening by saying #include "Spr_Ex1.h" in the Spr_Ex1.h...
  19. 0

    GP32 Speed Problem With Sprites

    this is from my original code (the names liek tSprite were just chosen to talk easier about...): Spr_Ex1 is from a bitmap, i included. the Spr_Ex1.h contains: extern const u32 Spr_Ex1_end[]; extern const u8 Spr_Ex1[]; extern const u32 Spr_Ex1_size[]; so i guess, the picture information is u8...
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    GP32 Speed Problem With Sprites

    hm, i've added the asterisk already, when i posted that i get the warning. it's now; tSprite *explo[10]; Explo[0] = &explo1; warning: assignment from incompatible pointer type; btw: explo1 is from a bitmap, i included. the explo1.h contains: extern const u32 Spr_Ex1_end[]; extern const u8...
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