Destructo2000
Member
Before I was pretty impressed by this game but now I'm beginning to worry. After playing it some more, it has begun to crash almost every time I try to play it.
Will there be a way to put all the files in some kind of "container" Format which can be used directly by the game? (wink to the devs ) I remember well on the good old Quake-engine "pak"-formats...
Sadly, many GP2X games have this problem with zillions of files (sokoban...) or uncompressed file-formats (.bmp, .wav...)
Before I was pretty impressed by this game but now I'm beginning to worry. After playing it some more, it has begun to crash almost every time I try to play it.
The question is, how can one contribute to gpu940/egoboo2x and push features forward? rixed you've done a great job on this port - do you have any sort of organized idea what should happen next to make things smoother/better? Got some clues about things to be done in the gpu940 lib and/or egoboo2x to push the lib further so that we get some great new features on the 940?
that sounds like a good idea, actually.Re small files, I've no problem with the copying time. I am frustrated that because they're all smaller than the cluster size (and since my SD cards aren't turbo, I can't use too small a cluster size, since it slows down access that's already comparatively slow), the resultant size on disk is just shy of 100mb!
Consider that the meaningful data is about 20mb, and that's a lot of wasted space!
That does not detract, of course, from the amazing achievement of getting a game as graphically splendifferous as Egoboo to run on the 2x, and using the 940 properly to boot. Idd, have you tried (just out of interest) seeing how fast it runs if you run it at a higher res and pass it all to the scaler? I imagine a lot slower, but since it's YUV you would get proper filtering, unless I'm much mistaken, which could make a pretty game even prettier
Idd, have you tried (just out of interest) seeing how fast it runs if you run it at a higher res and pass it all to the scaler? I imagine a lot slower, but since it's YUV you would get proper filtering, unless I'm much mistaken, which could make a pretty game even prettier
Did you consider focusing on OpenGL ES? For a small device it makes much more sense (even the PS3 uses it instead of OpenGL ).For the gpu940 to be more usefull for porting other products, we need a better openGl support.
For now, that means supporting properly OpenGl alpha blending, and support for texture+color rendering (so that we can have lights in Egoboo).
For egoboo2x to be a better "demo" of gp2x capabilities, we also need to release the pressure on the 920 : I think the first thing that should be done is to remove completely all floating values (md2 format internaly uses fixed point, then egoboo convert to float for some
calculus and because vanilla OpenGl requires floats, then gpu940 OpenGL headers convert everything back to fixed !
Vincent has poor gp2x support. IIRC, they just released one beta and then ended support, it never ran very fast.Did you consider focusing on OpenGL ES? For a small device it makes much more sense (even the PS3 uses it instead of OpenGL ).For the gpu940 to be more usefull for porting other products, we need a better openGl support.
For now, that means supporting properly OpenGl alpha blending, and support for texture+color rendering (so that we can have lights in Egoboo).
For egoboo2x to be a better "demo" of gp2x capabilities, we also need to release the pressure on the 920 : I think the first thing that should be done is to remove completely all floating values (md2 format internaly uses fixed point, then egoboo convert to float for some
calculus and because vanilla OpenGl requires floats, then gpu940 OpenGL headers convert everything back to fixed !
Plus add there is an open source project that looks rather advanced here Vincent. Just found it is even supposed to have gp2x support.
Perhaps should you consider merging with the team
It's not because Vincent has poor support for the gp2x that OpenGL ES is not better than OpenGL for the gp2x.Vincent has poor gp2x support. IIRC, they just released one beta and then ended support, it never ran very fast.
Rixed's project is different from OpenGL ES in that his functions are optimized for the gpu940, making them work differently than ES and the option of merging impossible.
X-moto is cross platform "2d" game where you move a dude on a dirt bike around a map to find tokens. You get to all the tokens then you have to find a final token which ends the level. The game plays in a cross section type view, but the biker is 3d. Here the site http://xmoto.sourceforge.net/
Re small files, I've no problem with the copying time. I am frustrated that because they're all smaller than the cluster size (and since my SD cards aren't turbo, I can't use too small a cluster size, since it slows down access that's already comparatively slow), the resultant size on disk is just shy of 100mb!
Consider that the meaningful data is about 20mb, and that's a lot of wasted space!
Did you consider focusing on OpenGL ES? For a small device it makes much more sense (even the PS3 uses it instead of OpenGL ).
Plus add there is an open source project that looks rather advanced here Vincent. Just found it is even supposed to have gp2x support.
Perhaps should you consider merging with the team
I have to do some change in the GPE to work on my GP2x MKI but realy impressive realise Some stability problems and a lot of batterie consumption ^^ (920 at 266 and 940 a 250 in default mode ^^)
#!/bin/sh
chmod a+x egoboo load940 stop940
sync
#./cpu_speed.gpe --cpuclk 260
./load940 gpu940_225
sleep 1
./egoboo >/tmp/egoboo.log 2>&1
./stop940
cd /usr/gp2x; ./gp2xmenu