Paulo Sousa
Paulo Sousa
> Work on the compatibility list would be fantastic. > > On Libretro, there was quite a bit of interest initially, but that fizzled out when it became clear how...
Okay... so it took a while to set everything up in Github Pages, but it's there. A weekend well-spent re-learning some aspects of HTML5, CSS3 and JS. (Also, turns out...
> BTW from observations by the Bounce Tales community, framerate usually needs to be limited at 60 for game physics to work correctly. Did you test with it limited or...
> The difference was in how speedrun tricks worked, where certain objects would give unrealistic boosts due to difference in calculations timing. It may be harder to notice during normal...
> **Wow. I think just about everything surprised me, from how quickly this came together and the number of games tested to the energetic design. This is great. The use...
Alright, now i think it's good enough. (clear your browser's cache before loading in, or else the css3 changes won't apply) Much cleaner and overall easier to read with the...
> **The 'byte stream' problems aren't usually too hard to figure out. If anyone is looking for an easy on-ramp, that's a good place to start.** This one is really...
> That sounds like some early work that needs tightened up. The PlatformImage constructor is being called by `javax.microedition.lcdui.Image.createImage(InputStream)` which should throw an `IOException` when something goes wrong with the...
Not entirely related to this issue, but it's good to track relevant changes to the driver since it can affect this issue: While we have LGE_USB_TYPE_C in 4.4 now, it's...
Galaxy on Fire 2 uses the MascotCapsule V3 engine to render its 3D graphics. That one isn't implemented in any real capacity on FreeJ2ME as of yet.