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Re: [Adonthell-devel] Adonthell on GBA Was: Having serious compilation
From: |
Ricardo Colon |
Subject: |
Re: [Adonthell-devel] Adonthell on GBA Was: Having serious compilation problems..... |
Date: |
Thu, 31 Jan 2002 11:33:58 -0500 (EST) |
Heh, I guess you beat me to the punch. I was just about to suggest.
Considering that there's an unofficial and free devkit for GBA, this
shouldn't be too much of a problem. Unfortunately, we'd have to do work
directly with the hardware.
But that would be REALLY cool. Especially, if there was a 2-player co-op
mode. Imagine seeing people on the subway playing Adonthell on their GBAs.
That'd be cool.
I believe that Adonthell could be one of 1st modern open source game that
could be very popular.
Ok. I've gotta go to class.
See you later.
-- Ricardo
On Thu, 31 Jan 2002, [iso-8859-1] 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...
>
> 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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