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ValiantVenality
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Post by ValiantVenality »

Hey I have an Idea. When you are done you could put it on a disk and somehow make it work with a psone and if you have a psonep you could take anywhere you go.
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blabmouth02
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Post by blabmouth02 »

spongebob portable? wut the heck is that valiant?
The only reason I bought an XBOX instead of a gamecube was because of the crappy zelda graphics. Now getting a rev because of Zelda graphics with no HD...irony: I think so!
(\__/)
(='.'=)
(")_(")This is Bunny.
BloodNess
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Post by BloodNess »

the spongebob plug-n-play, he portabilized it...
***«ß£ØOðN€Š$...>>****
finally got motivated again to start a portable, which i have...but with many doubts :S
ValiantVenality
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Post by ValiantVenality »

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Lucretius
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Post by Lucretius »

Wow, that was the fastest and most blatent thread hi-jaking I've seen in a long time, but how about you save that kind of thing for a PM. N'kay?
-Luke
Triton
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Post by Triton »

if the game was made in straight C++ or whatever and used SDL libraries it could be ported to the gp2x! that would kick some ass right there
Turbo Tax 1.0
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Post by Turbo Tax 1.0 »

Triton wrote:if the game was made in straight C++ or whatever and used SDL libraries it could be ported to the gp2x! that would kick some ass right there
that would be pretty extreme :D
when life gives you lemons make flux
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snesp mk4
soundwave
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Post by soundwave »

Triton wrote:if the game was made in straight C++ or whatever and used SDL libraries it could be ported to the gp2x! that would kick some ass right there
I was thinking it would be awesome is a 2x port was made.
marshallh
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Post by marshallh »

It's entirely possible, I'd have to port it to C and use SDL instead of DirectX as you mentioned but it's quite possible I think. But it would be awfully hard without having a GP2x to test it on.


I've got a question for you other programmers: I'm looking for a good tile-based culling algorithm. If you've played Cube then you'll know what I'm looking for.

basically, an algorithm that determines which tiles to draw, given a draw distance (integer) and the angle the camera is facing (double), and the camera's x/y position. (POINTAPI)

Have any suggestions for implementing this? Drawing hundreds of unseen tiles is quite wasteful.

Anyway,
I've got the tile engine and world loading/saving code done, the editor is built in to the engine. This makes it possible for WYSIWYG editing. I plan to get the game core mostly done, then give the engine to a select few people to make the game world.
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cennar
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Post by cennar »

yeah and yeah i got a convertable and a vacume bong.. dodge shadow turbo es, and the bong is white custom with a .5 sacred herb hand made glass boal.
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joelanders
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Post by joelanders »

cennar wrote:yeah and yeah i got a convertable and a vacume bong.. dodge shadow turbo es, and the bong is white custom with a .5 sacred herb hand made glass boal.
A true enthusiast.
cennar
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Post by cennar »

yeah... i supose i am a little. the design inculdes a small white frog perched on a leaf astrung against red perls on a blue backdrop.

any ways wow this is still so freaking cool...
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Skyone
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Post by Skyone »

So marshall, what do you think system requirements will be?
joelanders
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Post by joelanders »

Skyone wrote:So marshall, what do you think system requirements will be?
Way back on page one:
marshallh wrote:f. PROJECTED SYSTEM REQUIREMENTS
500 MHz Pentium III or equivalent
64MB RAM
DirectX8-compatible 3D graphics accelerator, 32MB texture RAM
30MB hard disk space
Windows 98 or later
Skyone
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Post by Skyone »

joelanders wrote:
Skyone wrote:So marshall, what do you think system requirements will be?
Way back on page one:
marshallh wrote:f. PROJECTED SYSTEM REQUIREMENTS
500 MHz Pentium III or equivalent
64MB RAM
DirectX8-compatible 3D graphics accelerator, 32MB texture RAM
30MB hard disk space
Windows 98 or later
Oooh that's barley anything! Easily to be ported on a portable.
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