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  1. U

    GP32 Makefile Question...

    Unfortunately, the format of makefiles is fairly complicated, doubly so if you're trying to modify someone else's make files for your own purposes. As a reference, I'd highly recommend the O'Reilly Make book, followed by the GNU Make Documentation. Try to understand what is happening in every...
  2. U

    GP32 New Ideas (linux + Efl)

    Hooray! :) That's what I'm hoping, I figured that they must have a framebuffer driver to run nano-X on top of. That'd be nice. My big concern with the newest kernels would simply be memory consumption, but I've seen that you can cut quite a bit of the "core" functionality out of the Linux...
  3. U

    GP32 Pdroms

    Ahhh, cool! Also, good job winning the cash, that's a lotta bucks! ;) Man, I really wish I had more time to devote to GP32 stuff right now. *sigh* Oh well, maybe once some of the contract work I've been doing on the side is over with, I'll have more time in the evenings.
  4. U

    GP32 New Ideas (linux + Efl)

    Hi everyone, I'm just wondering if there's anyone around working on the Linux port that can spend some time to chat with me about the current state of things. I know I should really be putting more work into my lib right now, but I've been distracted by the...
  5. U

    GP32 Pdroms

    Actually, I wasn't going to reply because I didn't know what you were talking about. Got a link to the compo in question? ;)
  6. U

    GP32 Partially Offscreen Sprites

    Yeah, I agree with this, have the APIs deal with things conceptually in a matter that makes the most sense, and then have the functions themselves sort out the positional adjustments that are necessary to deal with the data in the most efficient manner. Also, I think I've sorted out my...
  7. U

    GP32 Partially Offscreen Sprites

    I tried to do benchmarking stuff last night for everyone, but as I was fighting with altering everyone's functions to work with the basic SDK, my computer overheated and shut itself off. :P So, until I can get a new case with better cooling, I can't do much work at home (I'm writing this...
  8. U

    GP32 Mirko Sdk, Coders Needed

    I actually tend to be better at co-ordinating than producing a lot of code... I still haven't tested your new functions Pea (although I'd like to get to it tonight before I hit the sack). :) I wouldn't mind doing some organization, as long as everyone involved is cool with that. ;)
  9. U

    GP32 Playing Mods

    Has anyone benched the performance of MP3 vs OGG decoding, using the Tremor library for OGG? From what I recall, Tremor is fixed-point optimized OGG decoding, and works quite well on the GP32, with lower CPU usage than MP3 decoding. Is the DMA bug less of an issue when doing OGG playback? Can...
  10. U

    GP32 Partially Offscreen Sprites

    Yep, I'll try to get to this in the next few days, but my day job is eating into my hobby programming time. ;) If you think you have more free time than my, my little benchmarking app is included in my library, so you can go snag it from SourceForge and attempt to integrate it yourself. That...
  11. U

    GP32 Mirko Sdk, Coders Needed

    Yep, I'm with Pea on this, I'll help get these routines ready and get them integrated into your SDK, Mr. Mirko!
  12. U

    GP32 Partially Offscreen Sprites

    Ahh, I see. Well, I've just put my lib on Sourceforge, and your (modified) function is in there, as well as my little benchmarking app. Go test it out! :) As for PNG, I had libpng compiling before, but it was part of a too ambitions project for porting ffmpeg that never went anywhere, so I...
  13. U

    GP32 Partially Offscreen Sprites

    Wow, lots of code ideas, excellent! I'd definately say that a 32k lookup table isn't too big of a price to pay for way faster alpha blending speed. And Synchro, yeah, I'd say it'd be nice to be able to load the data from a PNG, and then just mash it into a 20 bit colour space (5bits for each of...
  14. U

    GP32 Partially Offscreen Sprites

    Sure, but since I've already got a benchmarking app and a devel framework, I can probably test that as soon as you post them. :) That sounds great to me, a full solution! Mr.Mirko's SDK actually only uses values from 0-31 (> 31 is considered same as 31) for blending values, since that's...
  15. U

    GP32 Partially Offscreen Sprites

    Hahaha Ok, so I'm just going to have a lot less trouble if I use pre-rotated sprites, I guess. What's the tool you were saying will generate these? And more importantly, does it run on the Linux commandline? :) If you've got more optimized versions of the drawSpriteHT and HTB functions, than...
  16. U

    GP32 Partially Offscreen Sprites

    Here's what I had to do to get it working: I was getting "game_layers.cpp:172: error: no matching function for call to `max(int, short int&)'" and "px = max( 0, put_x );", used explicit casts in your min/max functions to fix. I was also getting: game_layers.cpp:201: error: invalid conversion...
  17. U

    GP32 Partially Offscreen Sprites

    Yeah, I know generically how a C-Buffer would work, I just haven't come up with a good routing to actually do it. I'm thinking of creating a 1-bit memory buffer for the C-Buffer, and then have it check on each scanline before it draws if any place its drawing to is overlapped by the C-buffer...
  18. U

    GP32 Partially Offscreen Sprites

    Yeah, they're not quite as good as I'd like, but even so, 15-20 fps is quite playable for a platformer. We'll see how it does if/when I find time to encorporate Synchro's mmap blitting function, I expect it'll be quite a bit faster... I just wish I had a faster replacement for the alpha sprite...
  19. U

    GP32 Partially Offscreen Sprites

    Nope, haven't done any C-buffer stuff, I wanted to wait until benchmarking to see if I needed it. Looks like I do. Of course, it's late and I can't think of a nice way to implement it at the moment, so if you have any good ideas, let's here them! :) Here's the informal results from the...
  20. U

    GP32 Partially Offscreen Sprites

    Well, I was running my test app last night (2 layers, 2nd layer is 50% transparent, each layer has 150 sprites, all are animating), and it was running decently at 60MHz. I haven't done any benchmarking though, so I may write a benchmarking app that lets you add and remove layers and change the...
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