Difference between revisions of "User:Grzywacz"

From The Battle for Wesnoth Wiki
(GP2X port)
(GP2X port)
Line 23: Line 23:
  
 
What's left:
 
What's left:
  * memory usage problems which make the game unplayable; GP2X has only 32 megs of OS-available RAM. About 24MB can be accessed with paeryn's hardware SDL lib
+
  * memory usage problems which make the game unplayable;  
  * drawing speed - using doublebuffering and hardware blitter don't go well with Wesnoth's display model; maybe the OpenGL branch is a better base for this port?!
+
  GP2X has only 32 megs of OS-available RAM, about 24MB can be accessed with paeryn's hardware SDL lib
 +
  * drawing speed - using doublebuffering and hardware blitter don't go well with Wesnoth's display model;  
 +
  maybe the OpenGL branch is a better base for this port?!
 
  * second CPU core usage - GP2X is based on MMSP2 SoC, which has two ARM cores available;  
 
  * second CPU core usage - GP2X is based on MMSP2 SoC, which has two ARM cores available;  
 
   possibly off-load music decoding or some AI routines to the 940 core?
 
   possibly off-load music decoding or some AI routines to the 940 core?

Revision as of 21:03, 2 February 2007

Why hello there! This site describes my involvement in Wesnoth developement so far.


Translation & internationalisation

I've been maintaining the Polish translation of "Battle for Wesnoth" for more than 1.5 year, starting spring 2005. In that time, with enormous help of a few people (mentioned in credits), we managed to complete the translation of all the mainline strings for 1.0.2 and 1.2 releases. We've started with basically nothing (barely ~5% completed at the beginning makes me wonder why previous translators even appear in the credits).


Developement

I've started my developement with a few patches, mainly bugfixes. Later on, 2 medium-size projects began to evolve:

GP2X port

A port of BfW to Gamepark Holding's GP2X handheld console. The project is currently stalled due to lack of interest on my part... The game basically runs, but there still a few problems to solve.

What's been accomplished involves:

* fixes to unmaintained tinygui interface, to make the game playable in 320x240 resolution; 
* one-time caching without revalidation to greatly improve startup times
* sound-cache limiting to save on memory
* joystick mouse support, to move mouse cursor using GP2X's stick
* fixed image resize script, used to downscale BfW graphics on install (saves memory and cpu cycles)

What's left:

* memory usage problems which make the game unplayable; 
  GP2X has only 32 megs of OS-available RAM, about 24MB can be accessed with paeryn's hardware SDL lib
* drawing speed - using doublebuffering and hardware blitter don't go well with Wesnoth's display model; 
  maybe the OpenGL branch is a better base for this port?!
* second CPU core usage - GP2X is based on MMSP2 SoC, which has two ARM cores available; 
  possibly off-load music decoding or some AI routines to the 940 core?

Sound sources support

Lorem...