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Game-development on Compaq iPaq

kilaasi writes "Some hard-core game-developers from Finland is making super-optimized games for the iPaq and similar devices, tweaking and tuning every bit of piece there is. These are old Commodore and Amiga-programmers that know the virtues of small-is-beautifull."

53 of 188 comments (clear)

  1. Uhm... by Bob+McCown · · Score: 5, Funny
    These are old Commodore and Amiga-programmers that know the virtues of small-is-beautifull."

    I keep telling my sweetie that, but she doesnt believe me.

    1. Re:Uhm... by msheppard · · Score: 2

      Get one of these and you'll look bigger.

      M@

      --
      Krispy Cream is people
  2. +external monitor === portable mame by Anonymous Coward · · Score: 3, Funny

    ::)

  3. Less is more by Brian+Kendig · · Score: 4, Insightful

    It's often said that the old arcade games of the early 1980's were some of the best ever created because they had so little to work with -- and therefore they were forced to focus on gameplay over glitz.

    If that same rule holds true for the iPaq, it might become one of the best gaming systems ever conceived. :-)

    1. Re:Less is more by Zspdude · · Score: 2, Interesting

      The question is how much impact will this have on the glitz-greedy public? They don't all use iPaqs, and in this day and age games are sold on the basis of glitz- good gameplay is a bonus, not a requirement.

      --
      What's in a Sig?
    2. Re:Less is more by Hanno · · Score: 2

      It's often said that the old arcade games of the early 1980's were some of the best ever created because they had so little to work with -- and therefore they were forced to focus on gameplay over glitz.

      Kind of.

      I just installed Mame and tried a few of the games I remember from the past. For some of those titles that I used to think fondly of, I was shocked how boring and repetitive their gameplay actually was.

      --

      ------------------
      You may like my a cappella music
  4. Yeah, but... what about the buttons? by cd_Csc · · Score: 5, Interesting

    It's great that they're doing this - it will certainly allow for some cool games in the future, but not quite yet... the iPaq has a hardware "feature" that prevents programs from detecting simultaneous usage of more than one button. Nothing sucks more than having to stop moving so you can shoot or jump. To counter this, developers have built "virtual buttons" that appear on the touch screen, but this takes up alot of the already limited screen realty. Plues, its hard to get used to not having the underappreciated tactile feedback of physical buttons.

    1. Re:Yeah, but... what about the buttons? by Red+Moose · · Score: 2, Informative

      The new Jornada 560 series has the same 206MHz CPU but doesn't have the gay button problem. Also, the battery life on the iPAQs are lousy, so until those new X-Scale PDAs arrive next year a GBA is a better bet (plus, the GBA is getting Tekken and Speedball 2 and that whups any Norse mythology all over the place).

      --

      Acting stupid isn't much fun when there's someone around who knows better

    2. Re:Yeah, but... what about the buttons? by SrlKlr · · Score: 3, Informative

      This has been fixed in the 3800 series. You can push multiple buttons at once now.

    3. Re:Yeah, but... what about the buttons? by JabberWokky · · Score: 2
      This has been fixed in the 3800 series. You can push multiple buttons at once now.

      Not that I don't believe you, but where did you get this information? I've been emailing hardware review sites, and have yet to get a good answer. I'd love to see a reliable source (whatever that means) that can say a "yes or no" answer.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    4. Re:Yeah, but... what about the buttons? by SubtleNuance · · Score: 2

      Does anyone know how our friends @ Sharp have handled this in their upcoming PDA?

  5. Re:why the tuning and tweaking? by Jhon · · Score: 2, Insightful

    The problems may arise on screen updates -- and that many of these games are bloatware. Game programmers don't think in terms of "K" anymore -- more like 100's of megs or even gigs. Try fitting a playable game (around 50 megs or so) on to an iPAQ.

    -jhon

  6. and what about old acorn hacks ? by johnjones · · Score: 2

    people have been eeking out performance out of ARM cpus (ipaq is just a strongARM clone) for a very long time
    since the ol acorn in the corner of this roomcan atest to

    did a space invaders clone when I was 15 should dig that out (-;

    really you should look at the GBA as its the same ISA but instead of a pultry 78MHz on GBA its a whooping 200Mhz on the IPAQ

    equate that with moveing from a 486 to a P200 and you get the idea !
    (yeah yeah not the same, RISC, improved piplines.... give it a rest I know already)

    should be relitvly easy to do a GBA clone on the IPAQ as its the same ISA why havent we seen this before ?

    regards

    john jones

  7. C64 Demo Scene? by Tackhead · · Score: 2
    Anyone remember what Future Crew's C-64 demos were?

    I remember a C-64 demo called "Edge of Insanity", which displayed (amidst a funky backbeat) a hysterical tale of blood, gore, and doom that went on for page after page after page.

    Anyone remember the original authors of this thing?

    I'm damned if I can confirm it, but I vaguely remember a reference to Future Crew. But it was a hell of a long time ago, I no longer have the disk, and I could be confusing it with some other demo I enjoyed about the same time. But I do remember Future Crew from way the hell back. Far fucking out to see them still kicking ass.

    1. Re:C64 Demo Scene? by Anonymous Coward · · Score: 3, Informative

      Future Crew is still kicking ass, yes! :)

      I was the group organizer in Future Crew during 1989-1994. My nick was GORE. In addition to me, three of the original FC members are working for Fathammer. The others are either working at my previous company (Remedy Entertainment, maker of Max Payne), Bitboys (www.bitboys.fi) or at some other Finnish high-tech company (e.g. F-Secure or SSH).

    2. Re:C64 Demo Scene? by HeUnique · · Score: 2

      Hmm, whats going on with BitBoys? are they going to release something out soon? heard lots of promises, nothing in the end.. which is too bad...

      Hey nVidia - there are some clever guys in BitBoys - buy them ;)

      --
      Hetz (Heunique)
  8. nothing "small" about an iPaq by mj6798 · · Score: 5, Insightful

    "Small is beautiful"? These people are programming a machine with a 200MHz RISC chip with 32Mbytes of memory. That isn't small, that's high-end desk-top performance of a few years ago.

    1. Re:nothing "small" about an iPaq by FatRatBastard · · Score: 2

      Small is beautiful"? These people are programming a machine with a 200MHz RISC chip with 32Mbytes of memory. That isn't small, that's high-end desk-top performance of a few years ago.

      Its not the iPaq they're crowing about, its the fact that they can squeeze it onto a cellphone like platform where you don't have a speedy cpu or gobs of memory. Apparently thier platform is quite svelt.

    2. Re:nothing "small" about an iPaq by Null_Packet · · Score: 2

      Keep in Mind that the iPaq only uses the 'Q' button for closing apps, so 32M/206Mhz is pretty much the peak. Also, keep in mind many 3D games use far more- not memory- but disk space: the real premium on the iPaqs.

    3. Re:nothing "small" about an iPaq by Score+Whore · · Score: 3, Insightful

      Hmm. The original doom shareware zipped up to a single floppy. Unpacked to something in the area of 2 megs. The original Quake shareware was 5 megs on disk, 9 unpacked. Sure it get's expensive from there, but...

      32 M/206 Mhz *is* a lot to work with. The Atari Lynx fer instance, has 64K (8 k of which has to go for a frame buffer.) And 4 Mhz. The original Gameboy wasn't any better equipped.

    4. Re:nothing "small" about an iPaq by Null_Packet · · Score: 2

      While the Lynx was awesome and before its time, it's not really a good comparison. You have to remember people don't use the iPaq as a game console... not yet. So for right now, people use them to store offline web pages, e-mails, addresses, notes, media files, etc. which leaves little room for something like the 5 or 9 megs you speak of. The reason the Gameboy and Lynx aren't good examples is becuase of their 2d-ness.

      Man I miss my Lynx though... didn't it use 8 AA's?

  9. iPAQ is a great device, more amazing stuff soon! by Anonymous Coward · · Score: 2, Interesting

    i'm using ibm via voice to control the screen on a bluetooth enabled pocket pc 2002 with 128 mb sd card, connecting to a ericsson t68 with bluetooth and using gprs. the 64k colors look great, the sound is stellar. most folks here trash microsoft no matter what they do, but the pocket pc 2002 os is amazing so is the compaq hardware. i tip my hat to ms on this, nicely done.

  10. Collapsing dimensions by igrek · · Score: 3, Funny

    The PCs are bulky. Those 3D games make sense on PC.

    But PDA are small and flat. The PDA games should be 2D.

    What we need now is 1D-game. If you know what I mean.

  11. Unreal? by death_denied · · Score: 3, Funny
    Fathammer founder Samuli Syvähuoko helped write Unreal, a 3-D demo that ran on old 386 PCs

    I wonder if the engine could be rigged to run something else by that name.

  12. Future Crew by Anonymous Coward · · Score: 2, Insightful

    I see a good portion of these people are the same people who were in the Future Crew demo group. Those guys made the coolest demos. Hell, they are still fairly cool. Skaven and Purple Motion are actually decent composers. I still listen to the music from Unreal 2 once in a while. Back in around 93 I found their demos on a local BBS. I hadn't seen anything that good before (on a PC). I purchased Max Payne and though it was pretty good, I didn't realise until now that they were the same people.

  13. Romero doing iPaq games by sprayNwipe · · Score: 4, Funny

    I'm suprised that you didn't mention that John Romero and Co have moved to making games for the iPaq at MonkeyStone Games.

    Not only are they making games for them, but also trying to base a business on them.

  14. Future Crew, Demos, Elegant Code... by Blackwulf · · Score: 3, Interesting

    Wow, the good ol' days. I was late, I didn't start getting around to the demoscene until Second Reality came out at Assembly'94. Then I was hooked. There were many hoaxes of "Third Reality" coming out at the next big demoparty, as I recall.

    A lot of the old FC crew created a company called "Remedy" which creates the 3dmark benchmarks and recently released the game Max Payne. Purple Motion even did the music for part of 3dmark2001.

    A few people on an IRC channel I used to frequent just found a 64k intro from The Party 2000. They said "wow, when did people do this?" When I started telling them about the good ol days of MS-DOS and the demos and intros (and 4k intros!) of that time, they all turned their noses and said "EWWW DOS was NEVER good for ANYTHING! Yuck!"

    Of course, back then, the amount of polygons you could fit on a torus was the big challenge. It was what originally got me into programming. I feel so old now.

    Of course now, it's so easy to create jaw dropping images without optimized code, so it's nice to see that there is something to really test your skills on like the iPaq. I miss seeing elegant code.

    1. Re:Future Crew, Demos, Elegant Code... by SCHecklerX · · Score: 2
      Ahh...you beat me to it :)

      If anybody can make cool games on a handheld, it is future crew. I still remember my amazement at 'Unreal' on a 486-33 with an 8 bit soundblaster pro. Around the same time 'Ultima Underworld' came out, and also Wolf-3D. Those were the days. Fast, tight code. *sigh*

      On another note, I think I remember seeing josh jenson's name on some linux stuff somewhere. Remember him? Did all that awesome sound mixing code for the Renaissance Demo Team, also wrote his own game, Zone-66. All while in high school! Much of that sound code was used in many games of the era IIRC.

    2. Re:Future Crew, Demos, Elegant Code... by base2op · · Score: 2, Informative

      There still exist people today who write hardcore visual programs that are small and elegant. Unfortunatly they are usually crackers and a lot of them may end up in jail before they are old enough to get real jobs. : (

      Here's an archive of cracking intros:
      http://members.easyspace.com/erekose/f_1997.html

      I'm fond of the Paradigm intros myself. Some of them have kick ass music too!

  15. It's About Time.. by Scothoser · · Score: 3, Informative

    It is about time that programmers realize that embedded systems are not desktops. Hard drives are not an option with these things.

    More attention needs to be placed not only on making smaller programs perform better, but getting the program to perform closer to the hardware specs. This is what programming used to do with Assembler.

    1. Re:It's About Time.. by cnkeller · · Score: 2
      Hard drives are not an option with these things.

      While I agree with your sentiment. You're dead wrong. You can get a 1gig IBM microdrive for the Ipaq I believe. Battery life, however, is a different story.

      --

      there are no stupid questions, but there are a lot of inquisitive idiots

  16. Re:why the tuning and tweaking? by EvilBuu · · Score: 2, Interesting

    How big was Final Fantasy VI? 32Mbits = 4 MB if I recall correctly. How big was Mario 64, one of the most impressive 3D worlds at the time? 16MB? A playable game, if designed correctly (and on the right hardware), can be significantly smaller than 50MB.

    --

    Green-voting, republican-registered, socialist-libertarian.
  17. Lost art? by StupidEngineer · · Score: 2, Interesting
    "The skills you need to optimize a software rasterizer and make it cross-platform have been forgotten by programmers relying on today's beefy (desktop) PC and console machines," said Fathammer CEO Brian Bruning. "It's something of a lost art."

    I'm curious to know why this is such a lost art. Could it be due to the fact that most engines are proprietary code? Did this lead to a state where a limited number of people have access to the code? Even fewer that would want to muck with 'legacy' code in the engine? What about publishing this in a book? I've read "The Black Art of Game Programming" which I found informative; Does this book not dive into the secrets? What are the secrets? It occurs to me that maybe these lost arts come from optimizing solutions to specific hardware platforms. Could these skills be lost because of the hardware dependencies, where as the evolution of software engineering has gravitated toward abstractions such as portability and a more OOP structure? If the knowledge of the art were important or interesting enough to distribute, where can we find it documented?

    Don't mind me. This was a stream of consciousness ramble.

    1. Re:Lost art? by Junks+Jerzey · · Score: 3, Informative

      I'm curious to know why this is such a lost art. Could it be due to the fact that most engines are proprietary code?

      If you want to find out how to write optimized software rasterizers, you can easily get the information from books and the web. This is old news. Everyone was into this back in 1995 and 1996, and in the end there was one generally accepted, close to optimal inner loop that was used in most texture mappers. It was published in Game Developer magazine and is available for free on the web.

  18. Ah, that's RJ Mical by Junks+Jerzey · · Score: 3, Informative

    He co-designed the 3DO and Atari Lynx, plus was an OS guy for the Amiga (note that he did not design the Amiga hardware; that was Jay Miner). And now he's the lead tech guy at Fathammer.

    Of course in this case it is debatable whether the best games for a system such as the iPaq should be hardcore 3D. If you take that route, then 98% of the processor time immediately goes out the window.

    1. Re:Ah, that's RJ Mical by deanj · · Score: 2, Informative

      RJ did Intuition (the GUI); I think Carl Sassenrath did the OS stuff. Dale Luck did the graphics stuff.

  19. In Flight Entertainment - Win CE vs. XBox Games by Embedded+Geek · · Score: 3, Interesting
    I hope we see some good game development. I'm working on my employer's next generation in flight entertainment system and we need better games for the passengers to play. It's depressing that all the serious development of late has been for higher end systems - we're running a 266MHz embedded x86 at the seat under Win CE and there's little to choose from out there.

    Although I'd like to rejoice at this news, I fear it won't help us much. With M$ pouring resources into XP and Xbox, I fear that CE (with its very reasonable liscencing terms) will become yet another orphaned child from Redmond.

    --

    "Prepare for the worst - hope for the best."

    1. Re:In Flight Entertainment - Win CE vs. XBox Games by Emil+Brink · · Score: 2

      Cool! But, er, why don't you just talk to Sony and license the PS One? I mean, it's around $100 retail, I bet that could come way down with a little bulk purchasing action. Sure, it's not top of the line anymore, but I'd guess the games available on it still might look interesting next to whatever you can get going on a 266MHz x86 system (no offense). Or?

      --
      main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
    2. Re:In Flight Entertainment - Win CE vs. XBox Games by Embedded+Geek · · Score: 2
      ...the money isn't there...

      I'm afraid you're right. You're talking about only business and first class for flights over, say, six hours (anything shorter and you can only really justify the cost of an overhead projection system rather than dedicated video at every seat). Even at our peak sales, the numbers run optimistically to 10K - a pitance. To do that, you have to subsidize the liscening and that gets real expensive per seat.

      ...gaming as an afterthought...

      Er, yes and no. Gaming is always a hard requirement for IFE systems and the airlines always demand more than we can give. Nevertheless, video has priority, as much because the liscencing is more straight forward (you don't have to pay to port Erin Brockovich) and it's easier to find a movie with a wide appeal across gender/religion/culture than a video game that does that.

      --

      "Prepare for the worst - hope for the best."

    3. Re:In Flight Entertainment - Win CE vs. XBox Games by Embedded+Geek · · Score: 2
      Actually, on our older system several years ago we used a variation on that theme. Basically, we used a Super Nintendo as the core video engine. Worked very closely with them. They turned around and filed a patent claiming that they invented the entire concept of in seat, airline video - a claim that even we have no right to make. The thing that really sticks in our craws is that they used some of the diagrams we drew in our documents and placed them directly into the patent!!

      Also, to meet the vibration, reliability (99.9+% up time), power consumption, and EM radiation standards for running inside an aircraft we had to modify the hardware substantially. When that happened, most of the "off the shelf" savings went out the window.

      On a software front, though, the difficulty with a game engine is that these seats are expected to have a life of at least five years, but most airlines wind up pushing them as long as possible - there's a lot of equipment running out there 20 years old. Finding new games throughout the lifespan of the product is bad enough, but finding developers to maintain the system is even tougher (would you be interested in maintaining our Super NES code? Thought not - can't blame ya'!).

      Another thing driving the processor/platform choice is web browsing, specifically the use of IE (which, let's face it, is the best choice to expose a non-tech savvy flying public to). That drove us to either CE or embedded NT (embedded XP wasn't on the radar yet) and we picked the cheaper choice and were able to budget in 64M of socketed RAM (again, a pitance, but the hardware guys originally wanted 8M soldered - killing any hope of upgrade).

      --

      "Prepare for the worst - hope for the best."

  20. Old Commodore Computers by headkase · · Score: 4, Informative

    From the article: These are old Commodore and Amiga-programmers that know the virtues of small-is-beautifull.
    For their time, nothing comes close to Commodore computers, the C64 sold 22 million units between 1981 and 1987. I started out with a C128 (I rarely ran C128 programs, instead I almost always ran it in C64 mode) and migrated to the Amiga's in 1989. I started out with an Amiga 500 and moved up to the A1200. Those machines were way ahead of their time, they were multimedia machines before the phrase was coined.
    They had 4 channel digital stereo sound, could display 4096 colors out of a palette of 16 million onscreen at 1 time (this was when 16 color EGA was the rage on PC Clones). They had a fully multitasking operating system, and it was completely GUI orientated. They were also plug and play too, but they called it auto-detecting the hardware. I own a PC now, but at the time I'm glad I was an Amiga user instead of a PC user, I never had to go through all the troubles PC users were plagued with at the time (remember setting jumpers for ALL your hardware, and praying there were no conflicts?).

    --
    Shh.
    1. Re:Old Commodore Computers by HeUnique · · Score: 2

      On the Amiga 500 - 16 out of 4096 unless you were in the HAM mode (Hold and Modify - very flickery) with the AGA chipset...

      I think the ECS gave more colours (256 out of 4096? not sure. anyone?)

      Ahh, those were the days (says a man who had Amiga 1000 with 1MB RAM with the Insider card)

      --
      Hetz (Heunique)
    2. Re:Old Commodore Computers by DGolden · · Score: 4, Insightful

      it was completely GUI orientated.

      Well, v2.0+ also had system-wide ARexx scripting, a powerful shell, user-space filesystem drivers/translators so you could install a driver to let you cd into compressed files, the window system itself, etc. The entire GNU command-line toolset was also ported to it via a compatibility library called ixemul. The OS was built on a message-passing-by-reference system, which meant that IPC was zero-copy. There was also a very powerful networking add-on called Envoy that provided network-transparent messaging services.
      It also had fun late-binding shared libraries, that could be patched dynamically at run-time on a per-function basis, allowing third party hacks to theme the GUI and tune the OS on the fly.

      So, it had a kick-ass GUI, but it was good at lots of other stuff too. :-)

      Where the OS fell down was its complete lack of true memory protection - at the time however, this had some advantage, since it meant the computers could be made with cheaper MMU-less CPUs, and meant that task-switching was extremely quick. Amiga applications tended to be naturally multi-threaded with non-modal GUIs, so fast task-switching was a definite plus.

      Interestingly, there's a re-creation of AmigaOS for x86 available here. It's actually coming along very nicely, but has all of AmigaOS's weaknesses, as well as its strengths - e.g. no memory protection, but ultra-fast reboots for when you do crash :-) (a soft "reboot" actually just vectors back into the kernel entry point, skipping the BIOS and bring the back system up in seconds.)

      --
      Choice of masters is not freedom.
    3. Re:Old Commodore Computers by headkase · · Score: 2, Informative

      The Amiga 500 had regular color modes up to 64 colors, in 64 color mode (half-brite), only 32 of them were unique the other 32 were half the intensity values of the first 32. Then there was HAM mode, 4096 colors. ECS does allow for up to 256 unique colors before its special modes like the picasso modes of 16-bit color (Of course you needed a picasso board for that). I also can't remember what other built in high color modes the A1200 had.
      I've seem some HAM pictures with more than 4096 colors too, but they switch the palette around on an interrupt as the raster draws the screen to achieve this.

      --
      Shh.
    4. Re:Old Commodore Computers by Junks+Jerzey · · Score: 2

      For their time, nothing comes close to Commodore computers

      It's completely nerdy to bring this up, but you can't forget about the Atari 800 and friends. They were released three years before the C64 and were much better in some ways (color, interrupts, overall architecture) and poorer in others (sound, sprites). But I never met anyone with extensive experience on both machines who didn't tip his hat toward the Atari. You could either spend a week writing perfectly timed raster interrupts on the C64, or just use the supplied hardware on the 800 (sort of like the Amiga's copper).

    5. Re:Old Commodore Computers by tcc · · Score: 2

      >I also can't remember what other built in high color modes the A1200 had.

      Still have my Trusty old A1200 here...

      the HAM-8 on A1200 is 262,144 colors.

      --
      --- Metamoderating abusive downgraders since my 300th post.
  21. 3d on the iPAQ, Pocket PCs... by Robotbeat · · Score: 2, Informative

    Inmar Software ( http://www.inmarsoftware.com/ ) has a similarily optimized 3d engine for the Pocket PC. It has a game ( http://www.inmarsoftware.com/minigolf.htm ) that runs on StrongARM Pocket PCs and uses this impressive 3d engine. With 128 MB CF cards costing only $50 and 64 MB RAM in many new Pocket PCs, storage is not much of an issue, compared to other PDAs. The new Pocket PCs (running Pocket PC 2002, http://www.pocketpc.com/ ) all use the StrongARM cpu, so these sort of 3d games will become more common place and of higher quality in Pocket PCs with the powerful StrongARM as the cpu. The new PPC 2002 devices do not have a problem with multi-button pressing, so the quality of gaming on them will continue to advance. (The iPAQ 3635 only costs $300 after looking for a good deal and getting the $150 rebate from Compaq. I just ordered mine.)

  22. All well and good but... by FunkSoulBrother · · Score: 2, Interesting

    I think there are a lot of gamers out there with Ipaqs who don't want extraneous 3-D graphics and action games. What is wrong with games that would be more suited to the platform. Like strategy (No, RTS is not real strategy) or RPGS?

    http://members.fortunecity.com/broadsword/Computer /FreeCiv/FreeCivScreenshots.html

    Somebody started working on a freeciv port, but I think it has been abandoned. Thats too bad. I can't think of many games more suited to the Ipaq than Civ.

    Anyhow.. I just think all this Ipaq gaming development is going in the wrong direction. Someone should port dos to this thing (with VGA support) then we could play all kinds of good non 3d games at 320x200.

  23. Buttons and screen better... by mchang · · Score: 3, Informative

    Check out this review. Actual model in hand, retail purchased. Buttons fixed as well as screen dust bunnies addressed.

  24. A download of the demo by Sindre · · Score: 3, Informative

    Here's a download of the demo:

    http://www.infosync.no/show.php?id=985&page=3

    It's pretty cool!

  25. I just bought an E115.... by tcc · · Score: 2

    I thought "131mhz, should be enough for those gameboy and NES (heck even C64) emulators...

    God I got a bad surprise... not only it's unplayable, I can't beleive it's tight-assembly code, either the microsoft compiler is really really crappy for MIPS device, or WinCE sucks too much ressources, or both of these reasons... The device isn't intended for gameplay, that I can understand, but heck, at 300$ a pop, (400-500$ for ipaq?) they might as well throw in just about every features they could.

    I know that the processor in the E-115 is a crippled MIPS R3000/4000 without the FPU and some other "useless and current consuming" core components. I can overclock it but it still won't change de fact that I feel some application would greatly improve with simple lowlevel optimization.

    All that said, It's nice to see some people coding low-level and pushing the envelope... Maybe they should work on pocketquake so I can get more than 1fps :)

    --
    --- Metamoderating abusive downgraders since my 300th post.
  26. Lara Croft on the iPAQ! by rcs1000 · · Score: 3, Informative

    I was at Eidos headquarters about two months ago and they showed me Tomb Raider on iPaq. I was blown away. (And trust me, I've seen/played a lot of video games.) The quality (FPS, etc.) was better than the original PSX.

    As someone already commented, the controls were... interesting... but nothing that you couldn't get used to after a little bit of practice.

    Anyway, for anyone who cares, here is a link I saw about iPAQ TR:

    http://www.pocketgamer.org/archives/00000314.sht ml

    --
    --- My dad's political betting
  27. Small? by EnglishTim · · Score: 2

    It's got a 200Mhz processor with 32Mb RAM, for feck's sake!

    Physically small, yes - but it's got about the same power as a good PC did 5 years ago...