GP32 gpquake cvs


no_skill

gp2x! bananas! mayhem! mayham!
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what about building a gp32 cvs repository for abandoned projects that could be picked up again.

eg: opensnes9xgp, gpadvance (we could use that cvs thing), gpQuake

i think this might help getting those projects back to life.
 
no_skill posted on Jul 13 2004 at 07:07 AM said:
what about building a gp32 cvs repository for abandoned projects that could be picked up again.

eg: opensnes9xgp, gpadvance (we could use that cvs thing), gpQuake

i think this might help getting those projects back to life.

svn is even better ;-)

tortoise svn is great
 
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what about building a gp32 cvs repository for abandoned projects that could be picked up again.

eg: opensnes9xgp, gpadvance (we could use that cvs thing), gpQuake

i think this might help getting those projects back to life.

OpenSNES9xGp and GPAdvance are both still under development...
 
no_skill posted on Jul 13 2004 at 07:07 AM said:
what about building a gp32 cvs repository for abandoned projects that could be picked up again.

eg: opensnes9xgp, gpadvance (we could use that cvs thing), gpQuake

i think this might help getting those projects back to life.
There's an attempt at that at GP32 world.

Edit: Which I just remembered you're a mod of :huh:, so maybe it's been removed. Great work on that by the way, more news posted on there than here at the moment :D.
 
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Dozer posted on Jul 13 2004 at 01:48 PM said:
There's an attempt at that at GP32 world.

Edit: Which I just remembered you're a mod of :huh:, so maybe it's been removed. Great work on that by the way, more news posted on there than here at the moment :D.
thanks :) after posting a what's good / what's not good thread is started to only post news that are not on gp32x. at first i wanted to have *all* gp32 news, but i think most people like that more.

now back to the topic :)

gp32 world only has a download section for abandoned sources.

but i mean a real cvs repository where people can contribute easily.

the last opensnes9x news post is from Jan.3,2003.

and the gpadvance repository will still exist. i just thought i'd be a good idea to keep the active gp32 stuff together (in case the gpadvance programmer has no more time).

and gpQuake is meant to run at more than 3 fps. if you take a look at the readme Anders says that you could get a great speed increase when using floating point math.

and the original specs for q1 was a 75mhz processor. with some optimization it should be able to get it working.
 
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no_skill posted on Jul 13 2004 at 02:36 PM said:
Dozer at Jul 13 2004 at 01:48 PM said:
There's an attempt at that at GP32 world.
the last opensnes9x news post is from Jan.3,2003.
Trust me, its still very active and there has been some updates from him on web boards & in irc #gp32dev sometime. check yoyofr's profile and search for all his posts and you'll see some newer updates than 3rd januar.

and today, i saw him on the active users list in gp32spain :rolleyes:
 
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k. then just gpQuake.

do you know who is currently the owner of the gpadv cvs repository. i'd like to ask him if he could also put gpquake up.
 
Actually, I emailed the guy who did the KOF port asking him if he'd be interested in taking up the quake port, and he said he'd look into it if I mailed him the sources. But I couldn't find them :(.

That was aaaaaaaages ago now though.
 
erm, maybe compiling gpquake again with gcc-3.4 will speed things up
floating point speed was boosted up alot in gcc-3.4 ^^
i think it will give at least 100% speedup (2fps to 4fps, oh yes ;P)
uhm and afaik nothing (also not floating point) is faster than integer (yay, integer ^^)
so, either you rewrite the whole engine in asm, good C with many dirty tricks and hacks or you forget the idea (even thought it would be nice)

btw, i have problems with the 200mhz-version of os9xgp
i tried worms for snes and secret of mana 2 (english translation)
worms works well (with sound, just that the sound randomly goes off sometimes and in the worst case the thing crashes :S)
som2 is a bitch on anything higher than 166mhz, (it works well with vsync on and fs0 even thought _extreme_ slow ;P)
 
the_Diabologic posted on Jul 16 2004 at 04:10 AM said:
erm, maybe compiling gpquake again with gcc-3.4 will speed things up
floating point speed was boosted up alot in gcc-3.4 ^^
i think it will give at least 100% speedup (2fps to 4fps, oh yes ;P)
uhm and afaik nothing (also not floating point) is faster than integer (yay, integer ^^)
so, either you rewrite the whole engine in asm, good C with many dirty tricks and hacks or you forget the idea (even thought it would be nice)

btw, i have problems with the 200mhz-version of os9xgp
i tried worms for snes and secret of mana 2 (english translation)
worms works well (with sound, just that the sound randomly goes off sometimes and in the worst case the thing crashes :S)
som2 is a bitch on anything higher than 166mhz, (it works well with vsync on and fs0 even thought _extreme_ slow ;P)
the newest version of pocketquake has fixed point math almost everywhere. this should speed it up even more.

i'll maybe be working on it on sunday.

and afaik the fp math got about 10-25 *times* faster (read it somewhere), but this might also be fake. but this is not that important - FIXED POINT MATH!
 
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