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  1. M

    Oldplay 0.96a

    Game Music Emulator (which oldplay uses) doesn't seem to like vgz. The extracted version (vgm) works fine though. I'm gonna email blargg about it later. The other formats works fine (and does in the older versions as well).
  2. M

    GP2X What Rgba Format Do You Use (non-sdl)?

    The LCD isn't limited. I was under the impression that there simple weren't enough pins connected, just the most significant bits of 888 to 565 Thus making it technically impossible to display anything but exactly the colors in RGB565 Thats giving me a real hard time believing that YUV-mode...
  3. M

    Max Overclock

    Edit: I'm stupid and can't read :( edit: Not to waste this post; I get up to 250 MHz stable, at 266 Mhz i crash after 5-10 minutes.
  4. M

    GP2X What Rgba Format Do You Use (non-sdl)?

    Well i'd be damned. Quite a few details i didnt think about. Yeah, i can't see a big array affecting the speed at all, thats why i told you to ignore me. I just can't help but to want to try lots of things all the time. Seems like i overestimated the problem of the sequence starting over from...
  5. M

    Oldplay 0.96a

    Well, here's the link http://www.micket.com/oldplay.zip [2MB] http://www.micket.com/oldplaysrc.zip [16MB] and the changelog VERSION 0.96a Noticeable changes * uade have *STOPPED* working for the moment (working on it, slowly) * Updated version of GME. * Sorted file lists (not coded that well...
  6. M

    GP2X What Rgba Format Do You Use (non-sdl)?

    Doh! Yeah, still the best size has as few factors 2,3 and 5 as possible (since 240*320*3 = 2^10 * 5^2 * 3^2) As long as you stay away from that as much as possible (worst beeing no other factors, and no more than each factor in 240*320*3) it should take ages for the pattern to repeat. 65537...
  7. M

    GP2X What Rgba Format Do You Use (non-sdl)?

    There is NO way to ever notice the repetition of that huge array 320*240-65535 = 11265 = 35*320+65 65532/(320*240) = 4369/5120 You got a offset of 35 lines and 65 pixels for each repetition, and the sequence wont restart until after 5120 frames, ~85 seconds. You could easily cut that down to a...
  8. M

    GP2X What Rgba Format Do You Use (non-sdl)?

    I just checked it out. Looks quite nice. Used wisely it could really help the atmosphere in a game. But still, floyd-steinberg wouldn't have looked bad either. The framerate isn't fast enough to eliminate the noise, so (putting speed issues aside, floyd-steinberg might very well be way to slow...
  9. M

    GP2X What Rgba Format Do You Use (non-sdl)?

    Alpha blending over already dithered (to RGBA565) images might also work. They'll produce some banding, but it's original dither will probably hide it quite well. But why the floyd-steinberg hate? It often looks quite nice. But then of course if you really want that animated effect (which...
  10. M

    A Little Lost At Const And Casting

    Thanks for the replies. I've sort of solved it (wrote a #define for reading the shorts (as well as ints) ) and actually got fasttracker songs to work. Still a few bugs but i'll hopefully sort it out tonight!
  11. M

    A Little Lost At Const And Casting

    Hello! I've had some problems with libmodplug and i've found the bug that seems to be causing most problems with xm+many other formats. #include <stdio.h> int main() { const char foo[] = {0x12, 0x34,0X56}; short bar = *((short*)(&foo[1])); printf("%X\n",bar); } This will write 3412 on...
  12. M

    GP2X Devs Please Underclock Your Apps

    Scripts are indeed optimal for this purpose in most cases, but with OldPlay for example (or other mediaplayers) one can need a varying frequency. Restarting it in other to play nsf instead of an mp3 isn't really a reasonable option, so letting it change internally is the best sullotion.
  13. M

    GP2X Devs Please Underclock Your Apps

    What response are you guys talking about? The complaints from Gruntfuggly and.. well actually it's pretty much Gruntfuggly, or the suggestions to use scripts instead (which is probably the best for programs where it's not suitable to have a varying frequency, compared to, say OldPlay that uses...
  14. M

    Oldplay

    Uhm, sorry, school hit my like a brick in the face. I'm desperatly trying to update uade to the latest version (which have proven to be very tricky as Sasq put his hacks and tweaks here and there in lots of files), and a few new bugs have appeared, thus making my not want to release anything...
  15. M

    Tilematch

    I just remove them all without thought, just take the first move i see. gotten me to level 17 at around 260000 i think mweh. i dont get 100 tiles mode. i should read the readme, i never get further than level 1.. i remove lots of them.. nothing happens. mweh
  16. M

    Who Here Finds The Gp2x Joystick Easier To Use In Fighting Games Than

    I find it impossible to pull of triple down-to-forward in Last Blade :( I usually compensate by choosing a slower character. If i cant hit fast i might as well hit hard.
  17. M

    Oldplay

    Ack! I wanted to update uade as well. But it's gone through some serious changes so i'm going to have to rewrite quite a bit of the plugin I'm gonna need a day or two more to pull this one off
  18. M

    Oldplay

    Ah i finally managed to get both sid and uade working (goddamn libsidplay uses this automated makefile crap that took forever to sort out) I'm gonna clean things up a bit, also work out some final issues with the alphabetical listing of files (folders and files are mixed etc.) before i release it
  19. M

    Oldplay

    Alright i've added sorting of the files now, question is; Do you guys want songs to be sorted by ignoring cases or not?
  20. M

    Oldplay

    Phew i finally managed to compile a working oldplay with oopo's devkit The buttons are mapped differently for some reason (not really a big problem though, as they are still logical) and i've fixed the bug with the key lock. But uade and sidplay proved themself to be a real bitch to compile for...
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