Vvvvvv
#1
Posted 06 November 2011 - 08:05 PM
VVVVVV PC versions come with a folder called data, this folder should be copied to the appdata folder which should be something like /media/mysdcard/pandora/appdata/vvvvvv
Either create the folder or run the pnd once, then copy the data over.
Once the data is present you should just need to run the game.
Note: Previous users dont need to change anything, just get the pnd and play.
Home/Pageup are mapped to Action
End/Pagedown are mapped to Enter (map)
Edit: current pnd has a bug with the hidden folder .vvvvvv, either wait for the updated pnd or create this folder yourself in the appdata folder.
#2
Posted 06 November 2011 - 08:12 PM
pickle.gp2x.de/vvvvvv.pnd
VVVVVV PC versions come with a folder called data, this folder should be copied to the appdata folder which should be something like /media/mysdcard/pandora/appdata/vvvvvv
Either create the folder or run the pnd once, then copy the data over.
Once the data is present you should just need to run the game.
Note: Previous users dont need to change anything, just get the pnd and play.
Home/Pageup are mapped to Action
End/Pagedown are mapped to Enter (map)
Awesome! Can't wait to try this, thanks for the port Pickle!
#3
Posted 09 November 2011 - 02:44 PM
#4
Posted 09 November 2011 - 02:47 PM
Pickle, would the gp2x systems have limitation issues with VVVVVV? Just curious.
If I am remembering correctly the hw accel SDL has 32 bpp support, so I am hoping that makes up the difference for the low system performance.
#5
Posted 10 November 2011 - 12:19 AM
#6
Posted 11 November 2011 - 12:49 AM
Here's hoping this will run well enough on the GPH consoles. Sucks missing out on the awsome releases you do for the Pandora. I have an off topic question though, I seem to remember you stating that you had Vektar running on the Wiz/Caanoo when you were doing the Pandora port. What happened with that, Craig didn't give permission for those ports? Sorry for the derail, I was just curious about that.
actually i do have wiz/caanoo builds i think they might have had a minor bug or two, id like to get them released.
#7
Posted 15 November 2011 - 01:24 AM
Here's hoping this will run well enough on the GPH consoles. Sucks missing out on the awsome releases you do for the Pandora. I have an off topic question though, I seem to remember you stating that you had Vektar running on the Wiz/Caanoo when you were doing the Pandora port. What happened with that, Craig didn't give permission for those ports? Sorry for the derail, I was just curious about that.
actually i do have wiz/caanoo builds i think they might have had a minor bug or two, id like to get them released.
GP2X F-100?
#8
Posted 15 November 2011 - 04:51 PM
Here's hoping this will run well enough on the GPH consoles. Sucks missing out on the awsome releases you do for the Pandora. I have an off topic question though, I seem to remember you stating that you had Vektar running on the Wiz/Caanoo when you were doing the Pandora port. What happened with that, Craig didn't give permission for those ports? Sorry for the derail, I was just curious about that.
actually i do have wiz/caanoo builds i think they might have had a minor bug or two, id like to get them released.
GP2X F-100?or is that too much work...
Thats what the original game was released on so i really dont see the point. My changes were mainly to add an SDL backend and convert any incompatible gp2x code to compatible code.
#9
Posted 28 November 2011 - 09:40 AM
#10
Posted 28 November 2011 - 01:37 PM
Some news about the Caanoo version ?
Not really other than its going to be more work than i expected, and thats if it works. I need to simulate a 32 bpp screen with a normal sw surface, then convert that image over onto a real 16 bpp surface. Im also worried that the wiz/caanoo might not have the power to handle the alpha operations.
#11
Posted 28 November 2011 - 07:37 PM
I'll play on my Pandora so...











