the metal-slug games run nicely in fba-xxx which is what I've been using for neo-geo / cps stuff so far - not sure it's absolutely full speed though...
Might see a speed increase from switching to ntsc - wouldn't know since my old pos tv doesn't dig it...
Cheers
/morten
The reason I want to use the white tack stuff instead of regular double sided tape is to prevent dust from reentering after putting it back together.....
oh well
/morten
Just installed my replacement glass screen from mashmods on my gp32 flu.
Colors seem a bit cleaner (blueish hue is gone) but the "#¤%¤ doublesided tape got messed up a bit when I removed the grey plastic cover so it won't stick properly now.
I've seen UHI White Tack recomended as a replacement...
Hi all,
my replacement glass screen should be arriving from mashmods any day now and I thought I'd give the installation guide a quick once over but the site seems to be down atm...
Is there a known mirror for the guide or does anyone have any info on when the site will be back up again ...
This community has been great since my first visit.
Why not just be flattered that someone thinks your
work is good enough to copy / paste and then >remind<
that someone that they should credit you for your work.
.......Instead of going the "remove this or else" route ?
I don't see how this...
Brilliant - you've just about made my day. Have a flu so I'm not working
these days and have hours and hours for catching up on some gp code...
Thanks !
/morten
Hi all,
just stumbled on Feeblez' bmp-loader and thought it'd be nice to do away with gp-converter or whatever the gp-graphics conversion tool is called.
Anyways I've done a small test-proggie which runs just fine on the actual gp-unit but will not run on the emulator.
As far as I can see...
basically there's the standard version and the FLU.
The FLU has a built in frontlight which makes the screen much
more visible in most circumstances...
Also craig (www.gbax.com) sells units that are guaranteed to
overclock to 166 mhz - compared to 133 which I believe every
machine will do...
just confirmed my suspicion that rapid flipping / blitting was the problem - added this:
for (int i=0; i<100000; i++);
to my gameloop and everything is silkysmooth without any flickering.
Problem may go away once I start adding collision detection and physics - otherwise periodically lowering...
just tried tripple and even quad-buffering - doesn't make any difference regarding the weird flickering in the right side of the screen... Looks perferctly fine on the gp32 emulator btw - only flickers on the actual unit...
could this behaviour be caused by GpSurfaceFlip'ing being called too...
I get flickering artifacts in the right quarter of my screen with my first ever project - actually seems to happen all the time but is more noticable with a large number of sprites at once...
Haven't tried tripple-buffering or adjusting the clock speed - will do so and report back...
/motten
This isn't meant as a joke or a putdown - but you do realize there's a tiny button on the back of the unit for enabling / disabling the flu ?
Just checking ;-)
Cheers
/motten
Hmm - comments, naming-conventions etc. have absolutely nothing to do with design.
You may have a wonderful design implemented poorly w/o comments and so forth just as easily as you will see poor or non-existant "designs" coded neatly with comments etc...
I agree though - having to wade...
the timing-based snes controller protocol might be somewhat of a hassle to implement compared to the xbox one. Might be wrong on this though, never having done anything like this myself.
Brief on the snes contr. prot. from http://euc.jp/periphs/xbox-controller.ja.html:
Every 16.67ms (or about...
Yup - I'm actually using the makefile and gpmain.h / gpmain.c (now .cpp) files
from your tutorial as the basis for my little testprograms...
Love this little machine - going to start out by trying to port some of the java stuff I've done to it - it'll probably be a good way of getting into the...
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