slaanesh
Certified Guru
I'll make a Dingoo A320 version and see if it's the same.
slaanesh said:Alrighty then, the GP32 version is fully working... sound effects, music... everything!
Just waiting for a bug fix from Alister in regards to the bullet shooting out of Jazz's ear when he's standing still.
Otherwise it's ready for release!
slaanesh said:Alrighty then, the GP32 version is fully working... sound effects, music... everything!
Just waiting for a bug fix from Alister in regards to the bullet shooting out of Jazz's ear when he's standing still.
Otherwise it's ready for release!
Pickle said:slaanesh said:Alrighty then, the GP32 version is fully working... sound effects, music... everything!
Just waiting for a bug fix from Alister in regards to the bullet shooting out of Jazz's ear when he's standing still.
Otherwise it's ready for release!
anything you needed to do to libmodplug?
enum _ModPlug_Flags
{
MODPLUG_ENABLE_OVERSAMPLING = 1 << 0, /* Enable oversampling (*highly* recommended) */
MODPLUG_ENABLE_NOISE_REDUCTION = 1 << 1, /* Enable noise reduction */
MODPLUG_ENABLE_REVERB = 1 << 2, /* Enable reverb */
MODPLUG_ENABLE_MEGABASS = 1 << 3, /* Enable megabass */
MODPLUG_ENABLE_SURROUND = 1 << 4 /* Enable surround sound. */
};
enum _ModPlug_ResamplingMode
{
MODPLUG_RESAMPLE_NEAREST = 0, /* No interpolation (very fast, extremely bad sound quality) */
MODPLUG_RESAMPLE_LINEAR = 1, /* Linear interpolation (fast, good quality) */
MODPLUG_RESAMPLE_SPLINE = 2, /* Cubic spline interpolation (high quality) */
MODPLUG_RESAMPLE_FIR = 3 /* 8-tap fir filter (extremely high quality) */
};
Awesome! This would make my day!slaanesh said:Alister has updated the bug and I've updated my OpenJazz port. It's looking very nice. Release this weekend.
slaanesh said:Alister has updated the bug and I've updated my OpenJazz port. It's looking very nice. Release this weekend.
slaanesh said:Alister has updated the bug and I've updated my OpenJazz port. It's looking very nice. Release this weekend.
Pickle said:Ive got some updates from working on the wiz and gp2x you might want to use, like the resolution being selectable from within the gui 320x200 or 320x240.
slaanesh said:Pickle said:Ive got some updates from working on the wiz and gp2x you might want to use, like the resolution being selectable from within the gui 320x200 or 320x240.
Upscaling renderers will probably slow things down a bit - the poor old GP32 alrady has to do a transposed blit every frame.
It's a pity that SDL doesn't have native rotation options to handle portrait screens.
Esn said:I wouldn't use it, personally. The native game resolution is already very close to the GP32's maximum. Nothing wrong with black bars...
Oh. Thanks for explaining. Rather neat, in that case...Pickle said:Esn said:I wouldn't use it, personally. The native game resolution is already very close to the GP32's maximum. Nothing wrong with black bars...
Just as a side note openjazz doesnt scale it just shows more of the game level, and the resolution change allows either mode, nothing is forced
slaanesh said:That sounds very nice. In that case I'll add it in I think.
Lets do it...
DONE. Nice! Thanks Pickle. I assumed it was a scaler.
I get 35FPS at 130Mhz, sound now running at 22050hz. Okay releasing tomorrow morning Australia time.
Pickle said:Did you do anything to black out the 40 lines in 320x200 mode?
void clearScreen (int index) {
#ifdef GP32
// always 240 lines cleared
memset(screen->pixels, index, 320*240);
#else
SDL_FillRect(screen, NULL, index);
#endif
return;
}
#define USE_FULL_TLB from paging.h
slaanesh said:@ Pickle.
Actually I found it now. Comment outCode:#define USE_FULL_TLB from paging.h
Pickle said:Yeah that TLB is the big one. There a porting file that has some short notes on the memory savers.
The Gp2X source is in the archives if you wanted to start from there, it also includes the virtual keyboard gui i made up for it.