Hi all,
here's the first beta (should be fully playable) of the Cave Story GP2X port.
http://simonparzer.kilu.de/gp2xDoukutsu-b1.tar.gz
Write about any issues here, and please don't put it into the archive yet.
From the readme:
DOUKUTSU MONOGATARI ~~ Cave Story
GP2X build
This is a so-called BETA, a test version.
Known Issues:
-------------
. Normal version needs overclocking (should run ok at 233+)
. HW accelerated version has occasional graphical glitches (caused by the MMSP2 HW blitter)
. The music speed is slightly incorrect (sometimes a tad too fast, sometimes a tad too slow) due to the low-res SDL timers
. In 2 or 3 cases the text doesn't fit on the screen because some of the letters are a bit wider than the original TTF rendered ones
Final word:
-----------
All in all it should be playable, though I tested only half of it (no serious bugs found).
I strongly recommend playing the original (PC/Windows) game first. It's not quite possible to bring this degree of highly polished gameplay to the GP2X in his full glory.
Thanks to Pixel for his permission and to Pete for his great support.
BTW, I seriously need help with the issues. I need some kind of high-res timer. I want to have a function that's called (for instance) every 86 ms. Not every 80, not every 90, every 86 ms. This is how the playback engine works, and currently it is either too fast or too slow due to SDL_AddTimer granularity. If someone knows anything about GP2X hi-res timers, please contact me.
Then I need someone who has knowledge about optimizing things. Some parts of the game are real bottlenecks. If I could optimize them a bit, would be great.
here's the first beta (should be fully playable) of the Cave Story GP2X port.
http://simonparzer.kilu.de/gp2xDoukutsu-b1.tar.gz
Write about any issues here, and please don't put it into the archive yet.
From the readme:
DOUKUTSU MONOGATARI ~~ Cave Story
GP2X build
This is a so-called BETA, a test version.
Known Issues:
-------------
. Normal version needs overclocking (should run ok at 233+)
. HW accelerated version has occasional graphical glitches (caused by the MMSP2 HW blitter)
. The music speed is slightly incorrect (sometimes a tad too fast, sometimes a tad too slow) due to the low-res SDL timers
. In 2 or 3 cases the text doesn't fit on the screen because some of the letters are a bit wider than the original TTF rendered ones
Final word:
-----------
All in all it should be playable, though I tested only half of it (no serious bugs found).
I strongly recommend playing the original (PC/Windows) game first. It's not quite possible to bring this degree of highly polished gameplay to the GP2X in his full glory.
Thanks to Pixel for his permission and to Pete for his great support.
BTW, I seriously need help with the issues. I need some kind of high-res timer. I want to have a function that's called (for instance) every 86 ms. Not every 80, not every 90, every 86 ms. This is how the playback engine works, and currently it is either too fast or too slow due to SDL_AddTimer granularity. If someone knows anything about GP2X hi-res timers, please contact me.
Then I need someone who has knowledge about optimizing things. Some parts of the game are real bottlenecks. If I could optimize them a bit, would be great.