If you're running it dedicated, that's all you'll get.
It seems we ran out of bandwidth for the month, so all of you eager to try it'll have to wait a few minutes ti'll the server's refresh.
We're finishing up the final touches on our ten week university project. It uses Ogre for graphics, OpenAL for sound, OgreNewt for physics and a CEGui interface.
The game's completely free and available for download now.
This is our slightly selling introduction.
There's also a movie on...
the blitting routines in mirkos sdk are very slow, try to use memcpy whenever possible. a number of faster replacements have also been made iirc correctly some of these actually come with the sdk.
i've heard of this before, aparently leaving the unit on for an extended period fixes it. but i'm not entirely sure of the exact details, but do search the forums a bit and i'm sure you'll find the solution.
heja sverige. yet another swede here.
A good trick is to have them mark the package "Warranty return" or "product sample" instead, that way the full value can be put on the package, but since you "didn't pay for it" in the first place they can't really expect you to pay taxes.
But since this is...
you lib is most excellent. it's just wonderful to be able to take for instance a sprite-blitting routine and modify it sligtly to fit your needs. the freedom of having ALL the code in whatever it is you're doing is awesome.
it's hard to say if a similar thing is needed for the gp2x, it all...
the gp_drawTiled16 functions still use the old blitting variation (putting pixel by pixel) which is far to slow when you need to fill the whole screen. you should look into combining the fastblit functions with the drawTiled functions, or maybe start using memcpy alltogheter.
a pretty neato way to save yourself from the trouble of converting to an array is to include the .raw file in asm.
create an file called for example images.s and put that on the OBJS line in your makefile.
here i do two images just to demonstrate.
.ALIGN 2
.ARM
.GLOBAL gfx_logo
.GLOBAL...
i'm also a lsdj kinda' guy. i have been doing some programming (Pizza Worm) for the gp, but i don't really feel that i'm competent enough to do the sound stuff. But it would be a cool project to be involved in, i'd happily help you do gfx/interface stuff and such.
I remember speaking to some...
real nice to get some feedback, i was infact going to put that in but forgot all about it. I'll add it to my todo-list and when it gets long enough i'll update the game and release a new version. So, bring on the requests.
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