G
Goemon4
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damn (why couldnt this have been the community crap competetion?)
:lol: :lol: :lol:Goemon4 posted on Dec 3 2006 at 09:36 PM said:damn (why couldnt this have been the community crap competetion?)
of course, but the 32 was a new handheld to the market with no following, the 2x already had a following before it even came out... i may be expecting to much out of the devs, but look how far emulation has got in this year then look at the amount of ports/clones then look at the original, 2x only games... (there some, and those some are very, very good, but there very little sadly) and thats what im kinda pointing out... (btw if we could only get more games like Firewhip...)craigix posted on Dec 3 2006 at 10:07 PM said:I'm pretty sure that in the first year the GP32 did not have as many homebrew games as the GP2X. It will just take a little time for the library to build up.
Fargo posted on Dec 3 2006 at 11:57 PM said:No, I cannot code! I want someone to do them for me and I'd sell them (outsourcing!).Goemon4 posted on Dec 4 2006 at 02:36 AM said:@fargo - 3d accelerators are nice, but i could care less for one (i still play my atari and find it fun, so... )i think all you need is the dev kit (from my uderstanding)
For the 3D accelerator, yes, many members of this forum wouldn't care about that. There are many potential customers out there who like 3D games (myself included). I think GPH should act asap and puts 3D accelerator in GP2X. Its rival is preparing XGP!!
zodttd posted on Dec 4 2006 at 03:30 AM said:And as it was pointed out, not many people are excited about original games. They seem to please only a small portion of an already niche market. It's very hard to spend so much time and effort creating something, and then see nobody like/play it.
art1080 posted on Dec 4 2006 at 09:09 AM said:Can vector graphics be used for content? A combo of vector and bitmap would be sweet. Forgive me I'm new at this..
i've had practice with flash, heres a few ex. If this kind of modeling and 2D interface can be mirrored on a suitable platform I'd love to take a stab at a game.
http://home.rochester.rr.com/keithavery/
(particularly the icons on the bottom here)
http://home.rochester.rr.com/keithavery/newportage.html
Unless there has been a huge number of donations since it was last updated, I can see his point.********* > have a look how many people donated to the community contest, and now tell me that they deserve anything like a perfect game or tool.
********* > even half baked stuff is too good for the community.
SNES emulation is in dire need of a full graphics subsystem rewrite designed for ARM processor architecture, preferably in ARM9 ASM. It's one giant mass of inefficiency-- even with transparencies turned off, many games are unplayably slow, even with massive overclocking of the ARM920T. The most visible issue is transparency not being emulated-- it's more that no one has tried the (rather large) undertaking of rewriting the graphics portion of SquidgeSNES or NKSNES-- both use very old, slow C code meant for other platforms, and since very little of the CPU time is spent on the emulation of other portions of the SNES compared-- if you were to turn off drawing of a frame in any SNES emulator you'd likely see 60 FPS in every single game, at all times... Maybe it's the sort of situation where a lot of money has to be thrown at someone to motivate them to action, but SNES emulation issues right now are a matter of effort, not technical impossibility.Tobriand posted on Dec 4 2006 at 06:53 AM said:SNES just needs transparencies (if that's feasible)