I was looking into it, and had already started idle implementation (had a look around, messed with the make files, couldn't get it right, got to work on an API-independent 3D game engine), but coincidently it only got serious on that day. The cause being that memory management on my 3D engine had turned into a mess, and a complete redo would probably be necessary. I haven't managed to summon the courage to do all that again.btw I was just being curious about this, is it because of my post that you looked into static translation GBA emu or is that a mere coincidence that I posted and that you got started with that the same day?
Great to hear!TKF15H posted on Aug 9 2006 at 08:42 PM said:Hey everybody, I'm alive!!
Boredom, sulking, and MTV. The laptop's floppy drive is busted so I can't get my source code on it. Not that it would matter anyway, a 386 running windows 95 is too slow to work on. Dev-C++ takes a REALLY long time to open, and even longer to compile a "hello world" app. -_-Your back! Whats your schedule?
TKF15H posted on Aug 11 2006 at 03:10 AM said:Boredom, sulking, and MTV. The laptop's floppy drive is busted so I can't get my source code on it. Not that it would matter anyway, a 386 running windows 95 is too slow to work on. Dev-C++ takes a REALLY long time to open, and even longer to compile a "hello world" app. -_-Your back! Whats your schedule?
To make things worse, the place I'm living in has 220v power outlets, and I only found out after I had put my batteries to charge. In other words, I now have no charger, all my 10 batteries are dead. ARG.
TKF15H posted on Aug 15 2006 at 01:58 AM said:All of it confirmed, thanks kajuberdut!!
Squidge posted on Aug 15 2006 at 10:31 PM said:If you want to optimize the code but don't want to get in TKF15H's way or duplicate work, then have a look at the graphics routines, or even better, completely rewrite them They are the other major speed problem.