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[Adonthell-devel] Adonthell on GBA Was: Having serious compilation prob
From: |
F ker |
Subject: |
[Adonthell-devel] Adonthell on GBA Was: Having serious compilation problems..... |
Date: |
Thu, 31 Jan 2002 13:24:15 +0000 (GMT) |
>
> 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...
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
interpreter.
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