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About Schmedly

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  1. Schmedly


    Refactored a bit of the PSP demo code. Menus, the board, etc. Eat some more bandwidth with this video of an effect applied to the entire game board. Ripple
  2. Schmedly

    Space Money

    I got a little reprieve from parenting duties this weekend, so here's the latest build of the PSP demo. I'm using Visual Studio to code and build for testing on Win32, then compiling against the PSPSDK and uploading to the real hardware. So far no major problems have come up, although it would be easier to have display lists working for using the standard bitmap font routines on the PSP. Here's a video of an attempt to break the logic. Currently it uses some Othello/Reversi logic to swap cube colors, and that mode of play is pretty much complete except for an exit/win condition. Hopefully I'll get more time to work on this and add some new features.
  3. Schmedly

    Homebrew you say? Yay!

    My new job affords me a couple of interesting perks. One of which happens to be a decent library of games along with their respective console hardware. After talking to my cube neighbor, the local PSP aficionado, I became interested in the PSP homebrew scene. So I checked out the company PSP, (which luckily is a 1.5 firmware rev) and got to tinkering. With the dev tools set up and a fresh compile of the PSPGL lib, writing 3D code for the PSP is a snap. I have an idea for a turn based game, and if time allows I'll develop it further, but for now I'm content to have gotten something running on hardware that's a tad more exotic than a PC/Mac.
  4. Schmedly

    It Just Works(TM) (for the most part)

    So I took a chance and upgraded my Ubuntu installation from 5.10 to 6.6. And by upgraded ladies and gents, I mean a clean install, as there truly is no other way to install an OS. Maybe it's just that I'm fractionally more familiar with it, and conscious of the fact that I'm going to HAVE to open a shell to issue a half dozen commands, but this install was by far the quickest from blank partition to working development environment. The default setup provides a good base, and the subsequent updates were painless. I still dislike searching through innumerable packages with Synaptic, but and once the basic dev tools (gcc, g++, headers, etc) were installed the only imperative that remained was the video drivers. Been there done that, wrote it down. Nvidia driver install was not an issue, but that's not to say it can't be greatly improved upon. After the miserable failure of MinGW Dev Studio to do anything whatsoever on 5.10 without crashing, I had downloaded and installed Borland's C++ IDE. Atrocious interface aside, it worked. But before I went that route again, I wanted to give Code::Blocks a try. Last time an install would have required compiling it from source, which is not something I was (or am) willing to sacrifice any of my time for. Let's face it, life is too short and my family is too important for me to waste time compiling something which amounts to a trivial pursuit. I looked... lo and behold, there was a recent nightly build in a Debian package. What happened next was beyond my wildest dreams. I downloaded it, the Debian package installer opened, Code::Blocks landed on the hard drive and was added to the development tools menu. I opened the IDE up, converted a simple Visual Studio solution and the thing just worked. Amazing. Suffice to say I'm impressed, as it basically Just Works(TM). This environment is very livable if not slightly more compelling than it has been in the past. Mind you, I still think Linux has a 'slapped together' feel about it, but for now I'll say that if I HAD to work with it, I would consider it far less painful (maybe even enjoyable) than it has ever been.
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