Difference between revisions of "User:Grzywacz"
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* 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; 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?! | * 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? | + | * 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 === | === Sound sources support === | ||
Lorem... | Lorem... |
Revision as of 21:02, 2 February 2007
Why hello there! This site describes my involvement in Wesnoth developement so far.
Contents
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...