Recent content by theNestruo

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    Planning To Port Doukutsu Monogatary (cave Story) To Gp32

    Hi! I'm trying to bring new life to our GP32s... More information here and here. Wish me luck ;)
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    Crush! (first Public Beta)

    I got a job :D
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    Crush! (first Public Beta)

    Not surprisingly it's posted under "General [GP32] > News zone"... I hope this link solve that... (sorry, I didn't saw it the first time).
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    Crush! (first Public Beta)

    Hello, my friends. Some of you already know I'm developing a new game for GP32: Crush!. Originally intended for the GBAX2005, the game development is going much slower than planned. I didn't want to delay the release of a first public beta, but my job killed my spare time, so I've taken the...
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    GP32 Devs Only: What You Working On?

    I'm still working in my first game for GP32... I hope to have a beta version available soon, but weekedns doesn't have enough time (I'll just say that I started the development of the game with the idea of sending it to the GBAX2005...). Most of the game engine and game logic is done, and I'm...
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    GP32 Memcpy Implementation (c, No Asm)

    I've learnt that here, although the original Duff's Device has the loop inside a case. ...and yes; it works :)
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    GP32 Memcpy Implementation (c, No Asm)

    Why I want unaligned copies? Well... if I move a sprite one pixel each frame (up or down), 3 of each 4 frames the destination will be unaligned. And if one sprite has one column that starts with no transparent pixels, and the next column has one transparent pixel at the beginning (it won't be...
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    GP32 Memcpy Implementation (c, No Asm)

    Hi! Thank for your replies. I'm currently using that memory copy function to blit images and sprites (RLE sprites, in fact), so both source and destination can be unaligned; even when the structures containing the RLE sprite and/or the framebuffer are aligned... :( And the biggest size I'm going...
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    GP32 Memcpy Implementation (c, No Asm)

    Hi. I've just implemented my own memcpy function in C, with no ASM code, and I'd like to know if it could be optimized a little more; of course without using ASM. The code is here. Thanks in advance.
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    GP32 Intensity Bit

    Hi. So let's assume we're trying to palettize a color in the format 8:8:8 (we know the values of the three intensities RGB). The 5:5:5 part is easy: the 5 MSB of each intensity are used. Now, the intensity bit should depend on the 6th MSB (the 3rd LSB) bit of the three intensities. By example...
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    Best Tennis Game On Gp32

    Konami's Tennis for the MSX is easy, funny and emulated on the GP32.
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    GP32 Fast Calculations

    No, the increment part of the for loop is evaluated always after the statements block. The difference between i++ (postincrement) and ++i (preincrement) is that in the first case, i is evaluated then i is incremented and stored back; and in the second case, i is incremented, then evaluated (if...
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    GP32 Fast Calculations

    Oh, I'm sorry! You are right, there are two typos (two typos... or a walking asterisk!). Those lines should be: unsigned short i, *wd; // The asterisk is in this line... for (i=0, wd=WaveData; i<20000; ++i, ++wd) { (*wd)=((*wd) * 3) >> 2; // ...but not in this one. }
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    GP32 Fast Calculations

    I'm not sure if this will work faster, but you can try: unsigned short i, wd; for (i=0, wd=WaveData; i<20000; ++i, ++wd) { (*wd)*=((*wd) * 3) >> 2; } Also, if memory isn't really a problem, I agree with RobertJ in using a lookup table.
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    Worst Game Music

    And my vote goes to... Pyramid Warp (MSX). Ultra-annoying two tone dee-doo-dee-doo-dee-doo-dee-doo-... during ALL THE GAME! I'm getting mad just remebering it!!! :wacko:
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