Epicenter
Well-Known Member
Hello! You might have seen me here before the GP2x was released, around October. My intentions were, and still are, to program and release a GP2x version of a first-person shooter based on the Quake engine already under deveopment for PC/Mac (Armor of Acheron 2), and a top-scrolling arcade-style shooter presently codenamed "Project Luminence". The latter is an SDL application under development at present.
Now, I've been away for about 2 and a half months due to being in basic training in the Air Force. Now that I'm finally done and have time to dedicate to development, I am very much out of the loop on how the GP2x release went, the tools that have been made available by community members (it would appear GPH has released basically just a copy of the SDL libs and a compiler as the SDK), so on and so forth.
What I am basically wondering is, what is the present situation when it comes to the system's compatibility-- do SDL applications configured for the GP2x (e.g. resolution set to 320x240px, using the proper input buttons in the event loop, etc.) generally compile and run cleanly and properly on the GP2x? How is speed, particularly with blitting? Is it terribly slow necessitating the use of hardware blitting in a separate library written by a forum member (it seems there is one or two now?) or does hardware blitting take place on its own (seemingly very unlikely)? How much RAM is available to applications with the Linux OS running? How is battery life under gameplay conditions? What custom libraries exist, so far, to take advantage of the ARM940T coprocessor? What is the truth behind hardware audio decoding-- most particularly, are there provisions in place to do OGG Vorbis audio decoding on the 2nd processor to remove burden from the ARM920T? What is the situation with the firmware updates and what major issues exist?
I realize this is a hefty list, but I'd greatly appreciate if someone wouldn't mind catching me up-- I barely have enough time for development, much less to read hundreds of pages of forum threads and try to make sense of all the community projects in the works. Thanks for any sort of assistance. I look forward to showing you all some great things soon and giving you all some very fun things to play-- and I think you will be very much impressed with the kind of limits we'll be pushing the Gp2x to once we know just what it's capable of!
Now, I've been away for about 2 and a half months due to being in basic training in the Air Force. Now that I'm finally done and have time to dedicate to development, I am very much out of the loop on how the GP2x release went, the tools that have been made available by community members (it would appear GPH has released basically just a copy of the SDL libs and a compiler as the SDK), so on and so forth.
What I am basically wondering is, what is the present situation when it comes to the system's compatibility-- do SDL applications configured for the GP2x (e.g. resolution set to 320x240px, using the proper input buttons in the event loop, etc.) generally compile and run cleanly and properly on the GP2x? How is speed, particularly with blitting? Is it terribly slow necessitating the use of hardware blitting in a separate library written by a forum member (it seems there is one or two now?) or does hardware blitting take place on its own (seemingly very unlikely)? How much RAM is available to applications with the Linux OS running? How is battery life under gameplay conditions? What custom libraries exist, so far, to take advantage of the ARM940T coprocessor? What is the truth behind hardware audio decoding-- most particularly, are there provisions in place to do OGG Vorbis audio decoding on the 2nd processor to remove burden from the ARM920T? What is the situation with the firmware updates and what major issues exist?
I realize this is a hefty list, but I'd greatly appreciate if someone wouldn't mind catching me up-- I barely have enough time for development, much less to read hundreds of pages of forum threads and try to make sense of all the community projects in the works. Thanks for any sort of assistance. I look forward to showing you all some great things soon and giving you all some very fun things to play-- and I think you will be very much impressed with the kind of limits we'll be pushing the Gp2x to once we know just what it's capable of!