Is it dead?

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sam fisher
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Is it dead?

Post by sam fisher » Fri Aug 11, 2006 6:29 pm

What happened. I know there is another thread, but that ended over a month ago with marshallh mentioning his epiphany about sollision detection being so simple in a tile based game.
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marshallh
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Post by marshallh » Fri Aug 11, 2006 6:42 pm

Basically, it's slow right now, for a number of reasons:
1. Full-time work, along with fixing portables.
2. Since I am developing for the N64 now, I need to familiarize myself with the system more, before I can fully port GTP. I'm doing this right now, creating a game that will hopefully keep you guys entertained while I apply that knowledge towards GTP.

When school starts, I'll have more free time. (imagine that!) :shock:
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Post by sam fisher » Fri Aug 11, 2006 8:01 pm

So no more PC port? Just a N64 version now?
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Turbo Tax 1.0
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Post by Turbo Tax 1.0 » Fri Aug 11, 2006 9:56 pm

and gp2x, or is this not happening either?
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XPCportables
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Post by XPCportables » Fri Aug 11, 2006 10:06 pm

I think that he said that a 2x port would be fairly easy because it is written in C

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Skyone
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Post by Skyone » Fri Aug 11, 2006 10:51 pm

3D on gp2x?

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Post by Turbo Tax 1.0 » Fri Aug 11, 2006 11:23 pm

it can handle 3d just not emulate it very well. if the game was written specifically for the 2X it would run well, which i think marshall is doing :)
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Post by sam fisher » Sat Aug 12, 2006 8:23 am

Skyone wrote:3D on gp2x?
Yep, it just doesn't have any FPU or GPU. Which is the worst cause of slowdown. If he does it all with integer based math and its not replying on 3d hardware, as the 2x has none, then it could be done.

Some company wer emaking a 3d racer for the GP2x if I remember correctly.
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Post by cennar » Tue Aug 15, 2006 1:45 pm

woah ok dont get crazy thats how these things die let marsh dev it on his own time, sweeet 64!
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Post by Indigno » Tue Aug 15, 2006 5:41 pm

Well, of course if it's being developed for the n64 then all you have to do to use it on PC is get an n64 emulator :P.
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