2
« on: October 25, 2010, 05:21:56 pm »
Hey there, I'm one of the Dingoo A320 people and I would like to raise a couple of problems I met when running OpenXcom on my platform.
I know there is one Dingoo thread already, but while hanging out on the irc channel I was told I should create a new topic so I can get your attention.
The main problem the Dingoo (and a lot of other handheld platforms) face is the lack of a Floating Point Unit. The geoscape mode uses a lot of floating point calculations, so it takes a good couple of seconds for the Dingoo to refresh the geoscape view.
I think there are two solutions for that: 1) rewrite the geoscape to use fixed point math (at least optionally for nonFPU platforms), 2) highly optimize it and try to limit floating point calculations to minimum.
What about the battlescape mode? Does it also use a lot of floating point math? I recently found out that it uses 3D models for calculating the collision detection.
The other problem is gui design. I think a decent mouse emulation for platforms lacking a real mouse/touchscreen needs to be written. Also trying to limit the key shortcuts to a couple of main keys would be beneficial, as it would help controlling the game more effectively on platforms lacking a full keyboard.
I hope the developers here are interesting in supporting handheld platforms like Dingoo, GP2X, Wiz, Caanoo or the OpenPandora and are interested in improving and optimizing the engine for them.
I am not a coder myself, so I can't help much with the code, but I am willing to test every new svn update on my Dingoo and report any bugs/problems.
I am sure that handheld ports would raise interest in this project, as while on PC the main target will be people who played UFO series on their DOS machines in the 90s, the handhelds usually attract the whole new generations of players who never played the games of this series before.