Well, I these issues will be solved in the next release...
Ah, well, actualy, a new frontend will do:
http://daid.mine.nu/pub/ClonkFront.gpe Latest development snapshot, feel free to try. (Font probly gives a ugly background now, I know)
Actualy, while cleaning up my frontend code so it didn't use appsolute paths it worked. (tutorials.c4f/keyboard.c4f/tutorial01.c4s instead of /mnt/sd/Clonk/tutorials.c4f/keyboard.c4f/tutorial01.c4s)
So solved the bug while not even trying to solve it :)
Nobody noticed yet, but I cheated on...
I think he tries to dynamicly ajust the clockrate. Tune it up when you in a heavier part of the game and tune it down when there isn't much happening.
Is your clock changing routine correct? And you might want to turn off interrupts while you change the clock:
void SetClock(unsigned int MHZ)
{...
Same here, but I think I tried 5Mhz once and that it didn't run :P But could be mistaken.
Anyhow, higher refresh of the LCD means more reading from the memory right? And thus more battery usesage? :unsure:
Almost. (EDIT: Done)
Much more confused about the tutorials not loading bug :unsure:
And the improved frontend has the same options as the old frontend again (I did a 90% rewrite) but now with the loading of actual names instead of filenames.
I'm actualy punching at Squidge and a few othere there, who found out shitloads of stuff, but now think it's common knowlage because the posted it on the forum at some time.
I know it isn't always easy to update the wiki. I've been part of the Unreal wiki crowd for quite some time, but slowly...
Haven't had much time this weekend, so no real progress.
But hardware rending works (as you know as you tested one version for me). Just need to update the font rendering as that still uses the SDL rendering. And I've noticed one small bug that makes the screen full with trash when an 'no...
Please: http://www.gp32x.de/board/index.php?showtopic=31632
(That's the version 0.2 release topic, it's newer)
But to comment, if the GFX layer is abstract then I don't need an SDL layer on top of it, I rather access the hardware then directly and just write to the framebuffer. (As I do with my...
The datasheet doesn't say you need to activate fastio and enable at the same place at it discribes the registers. I don't mean repeating the datasheet. Just some stuff to get people started with it. Details are in the datasheet. Not to mention the datasheet is 577 pages.
(from the datasheet)
It...
Also if you want to use the hardware blitter, this topic:
http://www.gp32x.de/board/index.php?showtopic=23182&hl=
contains the discussion where they got it to work.
But also read up on the MMSP2 manual about the registers.
The use of having 2 framebuffers is that you can pageflip, you can...
Updates done for the next release are:
-Frameskip option
-ALOT more speed because of the hardware blitter, and the LCD actualy in 8bit mode (right now SDL thinks it's funny to convert everything to 16bit when it drawn)
-Frontend shows actual names, not filenames
-Some minor fixes
Ideas/pending...
Never mind, blitter doesn't like it when a pitch is not aligned to 4. Pretty logical actualy. Was not a cache issue.
Maybe a wiki page about the hardware blitter wouldn't hurt?
I suggest this option:
As it's extracting and running. Easy to setup. Enables easy windows based testing.
For the beginners, that's the easest. I still use it, as it does everything it needs to do for me.
I'm having some problems with the hardware blitter. When the source is just drawn with direct pixel acces some pixels remain in the CPU cache and thus are not drawn by the blitter. Is there any way to force the CPU cache to be writen to memory?
This is my hardware blitter code btw:
int inline...
The controls are getting a bit used to, but when you have it's very easy to control.
Mouse control sucks, Clonk (windows version) has mouse control but when you play a 4 player game, the one with the mouse will lose. You simply miss the fine touch.
Also changing the controlls to push&hold is...
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