Epicenter, why do you insist on hijacking threads. I have been reading through your recent posts and still I have not seen one positive GP2X attitude from you. It's obvious you're still on the hate campaign and you haven't learnt anything from your recent ban.
You're the one derailing a thread here with your own personal agenda. You're calling me out on a totally unrelated topic just because you have a personal vendetta. How hypocritical of you. You set a very poor example for other mods to follow. I'm glad they're not all as terrible as you are at their job.
WarmFluffyUK said:
And Crikey I just read that you don't even own a GP2X, what gives you any right to bash the unit when you cannot actually experience it first hand.
I had one for about a year. Do a little research. I know it inside and out, so I am well qualified to bash it.
WarmFluffyUK said:
As for your high standards in game programming, take a look at Vektar or Payback, are you honestly saying your 2D game will be more intensive than those? I bet not, two little words: Code Optimisation.
Aw christ, I'm going to have to explain this AGAIN because you can't read? Fine. When this thread comes crashing down in a maelstrom of flaming and 'why did you have to go on an anti-gp2x rant, epicenter' replies, you can blame yourself. (believe me, I will.)
It has nothing to do with code, and if you paid any attention or had some actual development experience, or if you had even read a bit of my post history, you'd know that. The issue that got in the way of realizing our vision for Stargazer running on the GP2X was in no way impacted by code efficiency or CPU speed-- the ARM920T is very snappy, much faster than is required. The engine would run happily on the CPU at ~50 MHz, probably slower.
The issue was, the game is very graphically intensive in that it draws a LARGE quantity of data to the screen every frame, in the form of numerous background and foreground layers to create immersive parallax. This had to be done on top of drawing sprites, and the engine itself along with all the game logic, and audio decoding/playback. We were hitting a brick wall because performance went through the floor whenever the graphics were ramped up to where they needed to be. The technical reason is that the blitter was doing little to nothing to accelerate blitting of sprite data to the display, leaving the CPU to pick up the slack. Its cycles were eaten up by drawing that should've been done by even the most rudimentary 2D accelerator, slowing down everything else. Further RAM bandwidth issues compounded the problem, and attempts to utilize the ARM940T to aid in audio decompression, the greatest CPU-intensive task hit hardest by the blitter's failure, were a similar trainwreck due to memory contention issues leading to the ARM920T and ARM940T fighting over the bus to memory, REDUCING performance, not increasing it.
Even if we did want to scale things back dramatically to get the GP2X to be able to run it acceptably (we didn't), the stick was so abysmally poor it wasn't even any fun to play because you had nearly no appreciable degree of control. It's a real shame-- the GP2X, at its core, has the potential to be a real powerhouse. 2 ARM9 processors at 200 MHz, overclockable in my case to 305 MHz, nearly 48 MB of usable RAM, a colorful and responsive 320x240 display.. it sounds like the perfect development platform on paper, it's just too bad that its other problems killed it for us.
These issues don't so strongly impact Vektar because it does not write a large quantity of raw pixmap data to the display every frame, same for Payback. The control issues also do not plague it as strongly because both games use imprecise control schemes for coarse rotational movement, not highly precision-oriented twitch dodging and reaction-time intensive movement as is necessitated by an intensive shooter. Anyone who's played a few shooters emulated on the GP2X will have encountered this issue firsthand-- the stick's monumental swing time to switch from one direction to its opposite leads to many unnecessary deaths and excessive frustration. I'd rather spare the player all of that, and us the effort of limiting our visions to run on a system that will be no fun in the end.
Spiel over. Would you like to post some more flamebait?