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Old 25 November 2008, 12:51   #21
ElB
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Thanks for the feedback; good to know it does work in real life! I suppose I'd better finish it now.

From now on I'll upload new versions to here about once a week if anyone wants to follow along...

Last edited by ElB; 25 November 2008 at 13:42.
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Old 29 November 2008, 15:50   #22
OddbOd
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How about a slightly more exotic platform? Just tried 0.4.7 using UAE4Wii and it runs very well, all effects seem to be working correctly - in fact it looks nicer on the Wii than it does on my desktop PC! It's all good
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Old 01 December 2008, 10:38   #23
StingRay
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Just checked it (on WinUAE as I'm at work, will check on the real deal when I'm back home), worked fine but you should really include some memory check as it crashed when I tried it with 512k/512k. Why does it need 1 MB chip btw? Also, why does it precalc(?) that long at the beginning? And try to reduce the amount of shadebob parts. =) Other than that quite OK for a first release. To reduce the chipmem consumption you could either load the required data on the fly or, if you want to have a single file demo, just store them in fastmem and copy them to chipmem on the fly.

Just my 2 cents.
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