The data are in the PND just download it and start playingMichoko said:I need to get the data files and test this asap.
Found... But it doesnt realy help : every 2 seconds the musics buffers have to be filled which takes about 0.25s. That's the slowdown.sebt3 said:Still todo :
- find why it slowdown for half a second regularly
errrr, no ?Magic Sam said:I never took the time to really play this game before, can you believe it ?!
there is a builtin frameskip code that is working not that badMagic Sam said:The game is a little slow @ 500 / 600 MHz IMO, is there a frameskip option we could turn on ?
Scalling is done beforehand : on sprite loading. After that, no scalling is done when playing, so notaz SDL wont help much here.Magic Sam said:This engine requires SDL to build, would notaz improved version be of any use ?
Nice idea, but lot's of works to do so, way mopre than what I planned to do on this...Magic Sam said:Would it be possible to remove the music generation from the code, and play these files instead ?
Add support for SDL_Mixer (the internal engine use dsp directly). Remove the current threading (as SDL_Mixer use it's own). Find everywhere in the code where it change musics/sound to adapt with the new api for SDL_Mixer... and hoping that CS dont use more than 1 tune at a time....Magic Sam said:What would it take to make the game to play sound files, instead of generating them ?
Once again way too much works to get something usefull. Anyway, the rendering is far from the problem in the engine.Magic Sam said:Is OpenGL ES 2.0 an option ? If the CPU has less work to do, maybe it could cope better with music generation ?
wont help eitherMagic Sam said:EDIT: what about using SDL 1.3, which is Pandora optimized by cpasjuste ?
Wow, a lot of work indeed ! Could the Nxengine dev(s) give you a hand on some of these issues ?sebt3 said:Add support for SDL_Mixer (the internal engine use dsp directly). Remove the current threading (as SDL_Mixer use it's own). Find everywhere in the code where it change musics/sound to adapt with the new api for SDL_Mixer... and hoping that CS dont use more than 1 tune at a time....
No, because Pixel don't give his permission to Notaz to port Cave Story directly to Pandora then he can't use code from the original source codeStouffa said:is there anything that could be taken from the old GP2X version of the original Cave Story to see how they handled the music generation there?
I'm not sure you could copy your save from the original CS, but it worth testing imhofusion_power said:Interesting. I play Cave Story with Ginge at the Moment, so I can continue directly with my GP2X Version of the Game straight onto the Pandora, runs flawlessly and Full Speed.
However, this way, it is still 4:3 through Ginge, "real" 16:9 (unstrechted of course) would be very interesting and a real reason to try this port here. ^^ But I guess I wait until these Speed Problems are gone, remember, original Cave Story runs at 200MHz onto the GP2X.
800x480 is the default mode, I should say the only one available (as the others will crash the game )Dunny said:How do I run it in 800x480? It's stuck in 640x480 here and if I try to change resolution (by pressing F3, then press X on the screen resolution option) it just drops straight back to the desktop.
Yod4z said:No, because Pixel don't give his permission to Notaz to port Cave Story directly to Pandora then he can't use code from the original source codeStouffa said:is there anything that could be taken from the old GP2X version of the original Cave Story to see how they handled the music generation there?
sebt3 said:I'm not sure you could copy your save from the original CS, but it worth testing imhofusion_power said:Interesting. I play Cave Story with Ginge at the Moment, so I can continue directly with my GP2X Version of the Game straight onto the Pandora, runs flawlessly and Full Speed.
However, this way, it is still 4:3 through Ginge, "real" 16:9 (unstrechted of course) would be very interesting and a real reason to try this port here. ^^ But I guess I wait until these Speed Problems are gone, remember, original Cave Story runs at 200MHz onto the GP2X.
While the speed issue can still be feeled, it doesnt harm the game play.
I know the original CaveStory run on gp2x fullspeed but this is not the original engine but a clone.....
800x480 is the default mode, I should say the only one available (as the others will crash the game )Dunny said:How do I run it in 800x480? It's stuck in 640x480 here and if I try to change resolution (by pressing F3, then press X on the screen resolution option) it just drops straight back to the desktop.
May be you should get in a cave larger that the original screen