Mithrildor said:
ED: I found something really, really weird. @4:38, the % of charged goes down from 68% to 67%. But the timer goes up instead, it goes from 6:32 estimated time left to 6:37. Is this a bug or is looking at the CPU usage too?
EDIT: Just saw that after AbiWord it goes even up to 6:47
Could you explain this please
Sure. You were absolutely right - the remaining time changes according to the actual usage.
If you close the lid (which turns off the LCD), it even goes up to 18 - 20 hours.
I was running an emulator before the video which needed a bit more power. Therefore, it corrected itself when the CPU usage went down again.
Has been pretty accurate for me
It said 45 minutes left yesterday night while working on it, and after about 43 minutes, the battery was empty.
Alpha2 said:
ED, just wondering how many lines of code were actually needed to get the game running? Will all Pygame projects really be so easy to port?
Also, The provided themes a re awesome, whie you were switching between Windows look alikes I was thinking "If there's a Mac look alike I'm going to laugh my ass off" 10 seconds later I needed some glue. I wonder though what's the process for changing desk top images? I would imagine there are dozens of pictures in already the OS, but if the Nand isn't something you want "Joe Average" to mess around with will it still be possible to place your own personal images as the desktop background?
It depends
I put Snowball on the card and ran it. No prob, worked fine without any tweakings.
Barbie Seahorse Adventure needed more work:
First, you can't do your own button configuration in-game (you can do so in Snowball), so you need to change that in the code.
Also, it was meant to run 640x480, so I had to change one parameter. That part of the game is well coded, so it worked out of the box just changing the resolutions.
After changing those two things, it was fully playable - but slooow.
Unfortunately, the game engine is VERY unoptimized (it even says in the sourcecode that it's unoptimized
). It needs a lot of CPU power (I know it ran on the gp2x with about 1 frame per second).
As I can't code at all, I couldn't change the game engine, just sped up the movement of all the sprites.
This makes it a bit more choppier, but still playable.
If someone can optimize the engine, that would rock.
Anyways, back to topic:
PyGame games work out of the box, unless they want some non-Pandora-nice resolution (1024x768
) or OpenGL.
I want to wrap up more games, so I guess when the Pandora launches, you'll have a lot of classic pygame retro-like-games ready