Release notes alephone-dingoo-v1 20101023:
- New box scaler. Menu and HUD are looking much nicer now, terminals are (barely) readable. It is 25% slower.
- Used tips of the other Dingoo devs to thin out the binary. Build is now fully optimized as well.
- Removed some leftover GP2X code.
- Cleaned up some more unnecessary data files.
Get it here:http://www.mediafire.com/?o41lpfg8u436650
For kicks, go to preferences -> graphics -> rendering options and change 'detail' to 'high'. This will enable full 640x480 rendering which, together with the box-downscaling produces a very nice FSAA effect comparable to 4x multisampling. Framerate will drop to 'barely playable' (10-15 range) but it's quite cool to see.
I think it is polished enough now for a release. Shall I post it in the 'releases' forum?
Never expected I'd get into the whole C++ thing. I've managed to pick up a few things here and there to get some basic C knowledge. Thanks to some great examples found online I've managed to replace the old scaler with a much nicer box scaler. Fast too, fast enough that I've applied it to the entire game. The small slowdown doesn't weight up against having a nice, readable HUD.
The source is still a bit of a mess (think 20 commented out 'scaler' functions stuck somewhere where they really do not belong), so I've not included it just yet. I also still need to credit whatever online resources I learnt/took from.
If you want the scaler code that's active now, however, just ask and I'll post it here. As it is now it only works for SDL_Surfaces @ 640x480x16bit, but it can be adapted to work on other bit depths or graphic objects as well since it's accessing the raw pixel data directly anyway.http://www.compuphase.com/graphic/scale.htm
<-- that's the method which is used (Scale 1/2?, box filtered). I've just made a few adaptions and changed the bitwise AND mask.