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Re: [Adonthell-devel] Adonthell on GBA Was: Having serious compilation
Re: [Adonthell-devel] Adonthell on GBA Was: Having serious compilation problems.....
Thu, 31 Jan 2002 14:27:27 +0000
F ker wrote:
> > It would be fantastic if one could do Adonthell for a GBA but as
> > far as
> > I know the GBA's res is smaller that 320x240 and so it probably
> > wouldn't
> > work too well anyway :(
> > Now on an iPaq which has a 320x240 res one could perhaps do it....
> The resolution is 240x160. But RPGs CAN translate to it. Look at
> Golden Sun - the graphics are astounding (play it on an emulator or
> something.) Anyway, the GBA does hardware scaling and rotating of
> sprites - so the 320x240 could be scaled down...
Well, bear in mind that that's gonna increase to 640x480 soon. Some maps
and buildings might be designed to occupy one screen - if you have a
different res it might not work so well. Sure, you can scale, but I
dunno if that's good all the time.
Also, like Alex said we have more omportant issues to concentrate on.
Don't get me wrong though - I'm not against the idea, it's just a bit
early and a bit difficult right now - if I can play Adonthell on the
train someday that would be totally cool though!
> Or, someone could maintain a 'Adonthell-embed' or something port,
> made specifically for embedded systems. The map and sprite engines
> would be there (minus the hardware specific parts - the embedded
> systems usually do that stuff themselves with dedicated hardware),
> and the game engine would be there with maybe a small python embedded
I'd say put that idea on ice for now and when the game has it's new -
and final - 640x480 res, has item and battle functionality - then we can
perhaps come back to this idea...
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