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/vr/ - Retro Games


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File: 350 KB, 1010x528, gcw-zero-front.jpg [View same] [iqdb] [saucenao] [google]
617769 No.617769 [Reply] [Original]

Who amongst you are anticipating a GCW Zero showing up at their doorstep soon?
It sounds like they will finally be arriving soon, maybe in the next week or two if we are lucky, and then they should be commercially available soon after.

>the fuck is this thing
Portable emulator device, handles SNES really well compared to previous ones like the Dingoo or Caanoo, and the PSP.

>> No.617850
File: 710 KB, 853x469, gcw zero doom.png [View same] [iqdb] [saucenao] [google]
617850

It can do multiplayer Doom.
http://www.youtube.com/watch?v=xloun36_KT8

>> No.618187

What's the status on the PS1 emulator?

>> No.618228

>>618187
Seems possible but the main devs are focusing primarily on core features of the system first.

It's 1GHz MIPS with a GPU and FPU (Floating Point Unit), it's more than capable of doing PS1 but they may have to work from scratch.

>> No.618746

too bad it's small as fuck. this screen doesn't look promising these days.

>> No.618753

>>618746
The 320x250 3.5 inch screen seems very suited to retro gaming though.

>> No.618815

>>617769
can't a psp do that PLUS ps1 games?
shit sounds retarded

>> No.618839

Bought one and have zero interest now since I bought an nes and CRT tv. Best place to sell it when it comes? Not after profit just want face value back.

>> No.618862

>>618815
PSP does great at PS1 games because Sony has the blueprints to make it happen.
Everything else though is tougher to run, it only has a 333MHz processor, GCW Zero is 1Ghz.

>>618839
You might find someone interested on the Dingoonity forums.
http://boards.dingoonity.org/gcw-general/

>> No.618875

>>618815
The Zero has superior hardware, so all the special chip games that don't work on any SNES emulator for the PSP should run smoothly.

On top of that, the Zero's homebrew scene (since it basically runs Dingoo software) is still relatively active, which is kind of a boon when some emulators for PSP haven't been updated for years.

>> No.618935

why not using an android phone+gamepad?

>> No.618975

>>618875
>all the special chip games that don't work on any SNES emulator for the PSP
such as?
I have no clue really, I just read online "there's snes emu for psp" but never really tried them, since i use snesoid on my android phone

>> No.619010

>>618935
Because people don't generally keep a game controller on their person at all times. The Zero's small enough to still be "pocket size", unless you have girl jeans or something.

>>618975
Kirby SuperStar, Super Mario RPG, Doom, Starfox, Stunt Race FX and many others.
for further information http://www.pocketheaven.com/ph/wiki/SNES_games_with_special_chips most of the games in this list don't work on SNES emulators for the PSP.

Recent developments got Kirby and SMRPG playable, albeit without sound.

>> No.619012

>>618935
Not really a dedicated device with a dedicated homebrew scene, having a phone is fine getting the software you want on there may involve work-arounds. Open source handhelds like these are usually no nonsense.

>>618975
SMW2 Yoshi's Island
Star Fox 1 & 2
Mega Man X 2 & 3
Super Mario Kart
Kirby Super Star
Kirby's Dreamland 3
Star Ocean
Super Mario RPG
Street Fighter Alpha 2

A few better known examples.

>> No.619031

>>617769

that dpad looks like ass, and the buttons are too far apart

i also dislike the start/select placement

3/10 casual teir, would not buy

>> No.619043

>>619031
On the contrary the d-pad is apparently really good.
http://www.youtube.com/watch?v=-Q2Y10UdEwI

>> No.619068

>>619031
I wish I was this cool on this board.

>> No.619074

>>619043

any dpad is good if you don't care about playing accurately. I'll have to see how well you can do frame perfect wall jumps with it

>> No.619078

>>619012
>>619010
yoshis island, starfox, super mario rpg and megaman x2 works fine on my psp.

YI, smRPG and SF has some slowdown, but they are fully playable, and theres better ports for doom than using crappy snes one.

Only ones that are unplayable are super turrican 1&2, first one runs too slowly, and second one drops to 1fps whenever theres any kind of special effect.

>> No.619106

>>619078
Last time I checked, Yoshi's Island and Star Fox needed ridiculously high frameskip to even feel playable. Far from ideal for either game, really, but if they're working, and that's enough for you, fair enough.

Also, the Cx4 (the chip inside MegaMan X2 and X3) is one of the special chips that the PSP version of SNES9x fully supports.

>> No.619231

>>619106
try snes9xTYLmecm 0.4.2 mod rev.11, works much better than pervious ones.

I also just tested kirbys super star and dreamland 3, works but about half-speed, its playable but could be better

>> No.619237

>>619231
but playing games that are supposed to be played at a smooth 60fps at a jerky 30fps is hardly ideal, is it?

>> No.619260

>>619237

the logic of emulation fags boggles my mind

don't question their shitty justifications; label them as retards and move on instead

>> No.619268

>>619237
>jerky
only "jerky" ones are starfox(and it was jerky on real hardware as well) and mario rpg(durning battles, but only when you select attack/item), other ones are slow-ish, but smooth.

>> No.619275

just get an xperia play

>> No.619283

>>619275
Those old things?

>> No.619297

>>619283
You're using it to emulate old consoles, who cares

>> No.619298

>>618935
Which gamepad is good for the android?

>> No.619309

>>619297
I care about how well it manages to do it, and how nice the controls are.
It's not comfortable to hold for long periods.

>> No.619318

>>619309
get a decent case like that trident one and it's a lot more manageable

>> No.619368

>>618746
It's actually the perfect size for an emulator machine. It's just small enough that you can get away with no filtering, while still being large enough that you can clearly see everything that's happening on the screen. Also, it's actually small enough that you can fit it in a pocket comfortably.

>> No.619383

>>619368

it still has a shitty layout, and it probably runs games like poop

>> No.619385

>>619383
There's plenty of demo footage on YouTube showing it doing an awesome job of lots of games.

Look for videos from Nick Nillo and qbertaddict5.

>> No.619417
File: 293 KB, 932x1135, S7300_06.jpg [View same] [iqdb] [saucenao] [google]
619417

GCW Zero or JXD S7300?

Or both

>> No.619437

>>619417
Wait and see, my money's on GCW Zero though.

>> No.619441

>>619417
I own a S7300, it's fantastic, but the devices are very different. One is a tablet and has a very large screen, with more usability for stuff like movie watching or ebook reading. The other is much smaller and meant to be portable, dedicated to gaming.

>> No.619521

>>619417
JXD already announced that their next model will have a dpad which can be mapped independently from the left analogue stick, so you might wanna wait for the S7300's successor

at least, that's what I intend to do, getting the GCW Zero now and a newer JXD tablet later this year / early next year

>> No.619782

>>619417
Android just isn't a good idea besides the emulators it already has, but the input lag the system has by design kinda defeats the point for emulation

>> No.619821

>>619782
The input lag is like 100ms at most, I honestly don't notice it, and I switch off between emulating on my PC and S7300 all the time.

>> No.619853

>>619821
>100ms at most
That's in eternity, considering a single frame is ~16ms.

>> No.619865

>>619821
100MS is a whole second dude. That seems very intolerable to me.

>> No.619874

>>619865
It's actually 1/10 of a second.

>> No.619889

>>619521
I'll do exactly that.

>> No.619891

>>619865
>>619874
I'd also like to say I never timed this shit or anything, I've never even experienced input lag that I've ever noticed in Android. I just got that number from a forum post. I've played plenty of games on Android and never noticed the input lag, but maybe I'm not hardcore enough or something.

>> No.619952

>>619874
My mistake, thinking with how so many displays use 1/100 seconds.

A 100ms delay is still pretty bad though, that's 6 whole frames.

>> No.619972

>>619865

MUH FREEDOM$!...to not be able to do basic math and still expect to be taken serious

>> No.620006

>>619972
What, because I goofed and mixed up milliseconds and centiseconds?

>> No.621765

>>617769
Can this thing play Sega CD games?

>> No.621809

>$160 for another shitty emulator handheld

I'll pass.

>> No.621959
File: 1.63 MB, 499x292, 3333.gif [View same] [iqdb] [saucenao] [google]
621959

I hope they fix the bottom bezel.

>> No.622347

>no 2nd analog stick.

euh...

>> No.622963

>>621959
Oh boy, that's pretty bad
I figure the screen just shifted to the bottom though

>> No.623015

>>621959
wow

>> No.623018
File: 983 KB, 500x364, 1358515583029.gif [View same] [iqdb] [saucenao] [google]
623018

>>621809
>mfw 160 usd is 120 euros right now

>> No.623021
File: 53 KB, 640x480, space ghost 3.jpg [View same] [iqdb] [saucenao] [google]
623021

>>622347
How many old system used two analogue sticks?

>> No.623020

>>621959
>>622963
They did fix that as far as I'm aware.
That's a pretty early unit, the team calls them Frankenzeros and they were known to have a few oddities like that.
http://www.youtube.com/watch?v=KjXZP1hOQBE
http://www.youtube.com/watch?v=IS8Pj1KBtu0
You can see the bezel is fine in this video.

>>621765
It can, it runs PicoDrive 1.53 I think.

>>622347
As retro gaming is concerned, aren't there at best a handful of PS1 titles that supported them?

>> No.623179

>>623020
>As retro gaming is concerned, aren't there at best a handful of PS1 titles that supported them?

I'd be fine with that, but I'm pretty sure it doesn't have R2/L2 buttons either. Not a deal breaker for me though, I can live without 32bit and up.

>> No.623230
File: 43 KB, 1060x619, scorpion.jpg [View same] [iqdb] [saucenao] [google]
623230

>>617769
>looks shit. worst designed handheld ever.
>doesn't do anything new. will just appeal to a handful of homebrew gamers
>2013 and still not being able to emulate n64, dreamcast, ps1 perfectly

i would be ashamed to be seen using that on the tube to work.

i can't think of one person i know who would need or want it.

>> No.623269
File: 15 KB, 177x278, 1359540212738.jpg [View same] [iqdb] [saucenao] [google]
623269

>>617850
What particular source ports would we need to run it? Anything that supports Lunix?

>tfw running every Doom engine game with Zandronum on the GCW Zero

>> No.623286

>>623269
>Zandronum on the GCW Zero
Don't count on it

>> No.623328

>>623179
Yeah, it lacks L2/R2 buttons, but it can use the analogue stick as a substitute like the PSP does.
You can map the buttons for emulators as you please, put the important shoulder buttons on L/R, less important ones on stick.

>> No.623347

>>623286
It runs on Linux, but we'll see. Either way, good to have a good shooter on a handheld that would be bearable to play.

>> No.623369

I was hyped at first and bought a kickstarter unit, but after all the delays and forum drama I don't know if I really want it or if an Android device would be better. Probably will sell mine when it arrives.

>> No.623371
File: 169 KB, 1024x768, 20130113_153613_zps96271456.jpg [View same] [iqdb] [saucenao] [google]
623371

>>623347
Dunno if anything will come of it, but someone was showing off on the Dingoonity forums the possibility of running Half Life 1.
http://boards.dingoonity.org/gcw-general/snes-emulators-aren%27t-the-only-thing-working-on-the-gcw-zero/

It already can do Doom Duke Nukem 3D Atomic Edition, Rise of the Triad, Quake II, Hexen and Cave Story from what I've seen.

>>623369
Delays and forum drama don't necessarily determine the software's worth.
The forum drama at most seems to be some disagreements about another potential delay, and looks like it has been resolved anyway.

>> No.623375

With all these other open handhelds coming out do you guys think the Open Pandora guys will finally mark down the price to a reasonable cost in order to compete?

>> No.623381

>>623375
Probably not, the OpenPandora is meant to be more than just an emulation device, with a full keyboard and peripheral support, the WVGA (800x480) touchscreen display, it's quite the power-user device with a Linux desktop.

Pandora is 1GHz ARM whilst GCW Zero is 1GHz MIPS, MIPS in general seems to be more capable than ARM as emulation goes.

>> No.623498

This is the only emu handheld I've seen that looks attractive to me. I don't really want the bloat and baggage of an Android OS device and stuff like the Pandora seem too bulky. If the battery life is decent I might end up picking it up.

>> No.623506

>>623498
It's apparently a good 10 hours long, according to the few people that got early systems.
The only trouble with the GCW Zero battery is that it's not easy to replace, it's soldered in.

>> No.623790

>>623347
Zandronum isn't exactly lightweight you know. But yeah, we'll see.

>> No.623795

>>623371
>the possibility of running Half Life 1.
That's pretty impressive and all, but honestly, who wants to play Half-Life without the keyboard+mouse duo?
Doom/quake/duke is already cumbersome as it is.

>> No.623818

>>623795
Admittedly it's better suited to console gaming than vintage PC gaming.

>> No.623827

>>623818
Pretty much, it's fine that they're porting all of these games for it, but I can't honestly seeing someone actually playing these FPS' on it and actually enjoy it.
When I had a dingoo A320 I remember running Doom or Duke and going "haha, oh this actually works" and then just turn it off and never touching it again.

>> No.623837

>>623827
Is Doom really not that suited to gamepad play?
Seems like you could use d-pad to turn around and move forwards/backwards, shoulders to strafe, face buttons to switch weapons and fire.
Or alternatively, analogue nub to move more freely, shoulders to turn.

>> No.623843

>>623837
As I said, it works, but it's not really suitable. If you move the cursor with the d-pad it just turns at the same speed whilst with the mouse you can pick targets much more quickly. I'd say it's fine if you play the vanilla campaigns, but if you start going for the harder megawads you're pretty much fucked

>> No.623851

>>623843
I see, you need the instant precision that the mouse cursor affords you.
I agree though many cursor controlled games aren't suited for play without them.

>> No.623856

>>623837
It plays fine. Joystick move forward/back and look left/right. Triggers=strafe, face buttons shoot/use/switch weapons.

>> No.623909

>>623856
Do you already have a GCW Zero then?
Or have you played Doom on other handheld systems?

>> No.624094 [DELETED] 
File: 1.56 MB, 3264x2448, gcw_final.jpg [View same] [iqdb] [saucenao] [google]
624094

GCW Zero dev in here.

>>621959
The bezel for the final units looks like on my picture.

>>623269
The port from the video is Chocolate Doom. It can play Doom, Doom II, Chex Quest, Freedoom, Heretic, Hexen and Strife. On top of that it's got a nice multiplayer menu.

Zandronum will be difficult to port (there were already attempts), but not impossible. I'd love me play some Brutal Doom with Zandronum.

>>623827
>>623795
This is a common misconception. All the classic FPS games were designed to be played on a limited number of buttons (people didn't even have computer mice back in the early 90s). On top of that we put great care to proper, complete and enjoyable button mapping so the games can be played without annoyances.
>When I had a dingoo A320 I remember running Doom or Duke and going "haha, oh this actually works" and then just turn it off and never touching it again.
I don't think you are telling the truth, sir, CZDoom and Eduke32 for Dingoo A320 both had proper button mapping, tailored for that console.

>> No.624115 [DELETED] 

>>624094
What if the Dingoo Doom/Duke ports for Dingoo were particularly early efforts, maybe before OpenDingux? I don't know.

Still nice to see a GCW Zero dev drop in.

>> No.624128
File: 1.56 MB, 3264x2448, gcw_final.jpg [View same] [iqdb] [saucenao] [google]
624128

GCW Zero dev in here.

>>621959
The bezel for the final units looks like on my picture.

>>623269
The port from the video is Chocolate Doom. It can play Doom, Doom II, Chex Quest, Freedoom, Heretic, Hexen and Strife. On top of that it's got a nice multiplayer menu.

Zandronum will be difficult to port (there were already attempts), but not impossible. I'd love me play some Brutal Doom with Zandronum.

>>623827
>>623795
This is a common misconception. All the classic FPS games were designed to be played on a limited number of buttons (people didn't even have computer mice back in the early 90s). On top of that we put great care to proper, complete and enjoyable button mapping so the games can be played without annoyances.

>>624115
Sorry, I removed my old post where I mistakenly misundersood a fellow anon's post.

>> No.624136

>>624128
Are you guys working on a PS1 emulator? How's that going?

>> No.624143

>>623909
>Or have you played Doom on other handheld systems?
Yes, I like psp doom legacys deafult controlls, analog as freelook, facebuttons as movement(wasd), R shoots, L opens, left and right d-pad to change weapons etc.
It acually works quite well, once you get used to it

>> No.624150

>>621809
>Muh jew pride

>> No.624162

>>624136
I am responsible for native linux game ports, so I have not much insight into the emulation, however to my knowledge no work is currently being done on the PSX emu. All the devs cappable of it are simply occupied with other developement.

>> No.624186

>>624162
And if you want to have a general idea about the developement, have a look at our github account (https://github.com/gcwnow/)) and the accounts of the developers contributing to this repositories.

Right now there's some serious developement in the DOS section. Dosbox is progressing very nicely, cappable of running most of the (2D) classics at full framerate. It's got an on-screen keyboard the other week. On top of that, a new developer joined the team, he's now porting his DS2X86 DOS emulator, with some first successes.

The more DOS emulators the merrier.

>> No.624240

last time I got one of these protable emulators, I ended up converting billions of porn and random youtube videos until I had no more space for my emulators.

I might pick one up and tell myself that I won't do it again.

>> No.624242

What if I don't care about SNES? Stick with PSP and MD?

>> No.624254

has there been a DDR clone on these things? can't leave my PSP without one.

>> No.624264

>>624240
Why would you put all the porn on your portable emulator? What advantage does that have compared to your computer, do you fap outside your house or something?

>> No.624290

>>624254
There was something for GP2X, I don't remember the title.

>> No.624302

>>624264
for the novelty

>> No.624314

>>624302
Man just keep all your porn on your computer. Bigger screen and better audio. Portable emulators are pretty fun.

>> No.624330

>>624314
I'll definitely get on if the community for this isn't all over the place.

Is there currently a streamlined website where devs can easily distribute their apps currently in the works? or will we be on our own to find and discover gems?

>> No.624345

>>624330
Previous handhelds like the GP2X/Wiz/Caanoo, Dingoo and the Pandora have had file repositories on OpenHandhelds.org

http://www.openhandhelds.org/index.php

I'm wondering if the GCW Zero will be treated to a repository too.

>> No.624437

>>623021
can it handle psx emulation?

>> No.624451

>>624330
No. Mainly because we learned that if we release a WIP project, it will circulate in the community for years, in form of lazyman "all in one" packages. So we only release stuff when it's done and polished. If you want to try a WIP build, check our github accounts (cloning and compilation needed).

>> No.624471

We are currently working on a repository where both GPL/freeware games, as well as commercial ones will be available. Think of it as an "appstore". Also ability to access it directly from GCW units is planned.
That's where all the good quality ports and homebrew will to be found. We already acquired deals with some publishers, including both emulated and native titles.

Of course unofficial repositories will pop-out sooner or later. It's only a matter of time. openhandhelds.org already announced they will host their unofficial repo.

>> No.624476

>>618753
320x250 sounds well suited to SNES emulation as per OP's claim? Even though it renders horizontally at 512.

>> No.624501
File: 292 KB, 639x350, otg.png [View same] [iqdb] [saucenao] [google]
624501

Guys, we just released a new video:
http://www.youtube.com/watch?v=RvL2pmIrtxI

It shows 3 usb gamepads connected via a USB OTG adapter.
It might seem pointless for now, but it will make more sense when the TV-OUT driver is ready.

>> No.624508

>>624162
Just a small question: Do you know if the machine's CPU is big or little endian?

>> No.624509
File: 41 KB, 256x224, kirby3-forest-correct.png [View same] [iqdb] [saucenao] [google]
624509

>>624451
>>624471
That's certainly true, those pesky all in one packages that don't have all the latest software.
Just a thought, if you are having an official frontend for an official repository through the system itself, the individual application or the repository should be able to do simple checks for updates, old version numbers on the system checked against current version numbers.
Even better if past versions are made available for download as necessary.


>>624476
My bad, that's meant to be 320x240.
The vast majority of SNES games run at 256x224, with a few high resolution games like Seiken Densetsu 3, Secret of Mana, Kirby's Dreamland 3 and that Jurassic Park game running at 512x448.
It'll display 99% of games 1:1 very well, for the few high-res games it can probably downscale them, although they might not necessarily look as good if they are using the high resolution for something other than faux-transparency with meshes.
http://byuu.org/bsnes/accuracy

>>624501
Awesome.

>> No.624524

>>624508
little-endian, just like almost every cpu architecture nowadays

>> No.624532

>>624524
Thanks. Since it's MIPS, and it can theoretically be either, I was unsure.

>> No.624546

>>624437
It should be very capable of PSX emulation, 1GHz MIPS, dedicated 3D GPU and FPU (floating point unit) give it a lot of horsepower, and offload some of the emulation tasks off the core processor.

Also, because a MIPS processor is used to emulate a MIPS system (PS1 was MIPS), it offers an advantage of not having to rework too many of the processor instructions, as opposed to an ARM processor trying to emulate a MIPS device, that takes more work.

>> No.624625

>>624509
>It'll display 99% of games 1:1 very well, for the few high-res games it can probably downscale them, although they might not necessarily look as good if they are using the high resolution for something other than faux-transparency with meshes.

Indeed we do downscale them. With the exception of Seiken Densetsu 3, where the menu text was too small to be readable, I couldn't see any issues with 512x448 scaled down to 320x240-ish.

>> No.624676

>>624162
A few native linux games to mind.

•Nexuiz
•SuperTuxKart
and
•AssaultCube

I know AssaultCube is a bit lame competitively but it's still a staple Linux game just like Nexuiz and SuperTuxKart.

What is the word on the mentioned games?

Thanks.

>> No.624689

>>624676
They are all OpenGL games.
We don't have the GPU driver in working condition yet. But once we have it, we would still need to rewrite the renderers for these games from OpenGL to OpenGL ES2, which would take a considerable amount of time. So these game ports will probably not happen too fast.

>> No.624692

>>624689
I understand. thanks for the reply.

>> No.624714

>>624692
I actually heard from the SuperTuxKart devs. They weren't too interested about this console.
So it means whoever attempts to port this game, will have to count mostly for himself.

In other news, we have recently added a native 16bpp support (instead of previous 32bpp). This means that all the programs that render in 16bpp will render 2x faster. This benefits mostly emulators, like SNES, Megadrive, MAME, etc.

>> No.624734

>>624714
Rander times are definitely favorable.

How capable is the GCW Zero of running a full install of Unreal Tournament?

Sorry, I am recently learning of the unit and my fantasies are way up there at the moment.

>> No.624751

>>624734
It's not capable of running Unreal Tournament, because that game is not open source.
You can't recompile a game for your architecture/system without having access to the source code, so nothing can be done about it (unless we can emulate at least Dreamcast or x86 with Windows 95/98).

>> No.624765

>>624751
Oh i see, so the game either must be open source or has to be developed with the GCW Zero in mind.

I guess this covers all of my inquiries.

Thanks for the prompt replies and I can't wait to get my hands on my own GCW Zero!

>> No.624782

>>624765
If you're having FPS games in mind, there's a selection of open source titles already ported:
* Doom
* Hexen
* Heretic
* Strife
* Hexen II
* Duke 3D
* Shadow Warrior
* Rise of the Triad
* Wolfenstein 3D
* Descent 2
* Quake
* Quake 2

And some that will be ported once we have the GPU driver ready:
* Quake 3 Arena
* Doom 3 (this one might be the limit of what this handheld can do)
* bunch of Q2/Q3 based shooters

>> No.624812

>>624782
I am definitely big on Quake when it comes to FPS.

Will the Quake ports support mods and/or multiplayer?

>> No.624834

>>624812
It supports multiplayer (we had a giant match with all GCW developers one day. One of us recorded a video of it, but then trashed it because it was "of low quality". I think it was a good 8 people all playing on their units).
The catch is, this port (quakeforge) has no built-in server browser, so you have to type the IP from the command line. One of the reasons we haven't released this port yet. We're all nuts when it comes to features, so we always try to polish the games to the maximum, before we think it's a release material.

Not sure about mods, but they should work I think.

Here's some Quake2 multiplayer video: http://www.youtube.com/watch?v=6T6_M0zKM3M

>> No.624843

>>624714
>native 16bpp support (instead of previous 32bpp)
I'm not familiar with this terminology at all, although if it boosts rendering performance for appropriate applications, awesome.

>> No.624852

>>624782
How would those games even handle camera movement? The only right-hand controls are the face buttons, which are terrible for that role (I've tried it, trust me).

>> No.624854

>>624843
not developer but,

it just means less pixels on-screen. Quality shouldn't be noticeable in early 90's and maybe some late 90's games.

>> No.624859

>>624852
also

[bits per pixel]

>> No.624864

>>624852
Stick for mouse, face buttons for forward/back/strafe

>> No.624876

>>624864
it worked for Dreamcast and 64. Can't expect anything else.

>> No.624882

>>624859
Ah, of course you won't need 32 bits per pixel as 16bit games are concerned, should be fine for SNES, Megadrive, Gameboy/Color, MAME I think.
GBA was 32bit as I recall.

>> No.624889

>>624882
true, it shouldn't look too bad anyway because most GBA games were 2d.

thats what I think.

>> No.624898

>>624882
>GBA was 32bit as I recall.
As far as the processor went, yes, as far as the graphics were, no.

>> No.624909

>>624854

It doesn't mean this. There's still 320x240 pixels on screen. Just the colordepth is lower. Since previously the framebuffer was working on 32bpp, we had to software convert every 8bpp and 16bpp applications to 32bpp, which was taking the cpu time. Now this doesn't need to be done for games rendering in 16bpp.

>>624852
Depends on the game. The oldest titles (Wolf3D and Doom) had no mouse support, so you don't need to look up/down and the game can be easily controlled with D-PAD itself.

For the more advanced titles (Duke3D, Shadow Warrior, Quake series), the analog is used for rotating/mouselook, while front buttons are used for walking/strafing. Right shoulder is used for firing, left shoulder for jumping. D-PAD can be used with combination of other buttons for extra actions, ie. in Duke3D D-PAD left/right cycles weaspons, down is the "open" button, up triggers crouch mode, while SELECT+left/right cycles items, SELECT+down uses item and SELECT + R is a mighty boot.

This kind of input layout was popular back in the 90s, the good example of it is SEGA Dreamcast.

This is a purely subjective matter, but personally this sort of button layout plays perfectly for me and there is nothing I would complain about.

>> No.624914

>>624889
Shouldn't 16 bits per pixel result in a lower colour palette though?
...Ah, nevermind I looked it up and the GBA had a 32bit processor and 16bit graphics.

>> No.624934

>>624914
Lower color palette, correct. But unless you know what to look for, you will never notice it. These games were made to look good in the colordepth they are using. Keep in mind they would still look *exactly* the same in 32bpp, since they'd be just software converted.

>> No.624943

>>624934
Yes I realise that, 16-bit color games will look identical displayed in 16bpp as in 32bpp, there's no advantage there.

A PS1 emulator on the other hand, that system was capable of 24bit graphics so there may be some observable colour degradation if you ran that in 16bpp.

>> No.624947

>>624909
>>624864
>>624876
Maybe we could use the accelerometer as a fake right stick? That's how a lot of Android shooters handle it.

>> No.624956

>>624947
but how does the screen look like at an angle?

>> No.625027

>>619952
>My mistake, thinking with how so many displays use 1/100 seconds.
No display uses hundredths of seconds. When's the last time you found a 100Hz display?

>> No.625029

>>625027
Welcome to Europe.

>> No.625098
File: 106 KB, 1000x1000, large-display-water-resistant-stopwatch-184lar.jpg [View same] [iqdb] [saucenao] [google]
625098

>>625027
A stopwatch?

>> No.625305

>>624947
I always wonder why people demand to have a right stick. The left stick can do mouse look just the same. And for walking, you don't need analog accuracy, digital "press/release" is enough, and front buttons are less likely to slip your thumb off.

Believe me guys, we always test our button mapping and release the games only once the steering is solid.

As for the accelerometer, we use it in Descent 2, since it requires 3 axis of movement.

>> No.625334

>>625305
Because muscle memory. I've been using the dpad or left stick to move for the last 20 years, so it fucks everything up when I can't do that effectively.

>> No.625342

>>625334
I understand. I've been playing mostly N64 and Dreamcast games (loved the Q3A on DC), so a switch to GCW was seamless.

>> No.626236
File: 40 KB, 479x477, 1360634512239.jpg [View same] [iqdb] [saucenao] [google]
626236

Oh man, these things are sexy as fuck. Any sort of tentative release date and etc? Saw nothing but "sometime in may" on the official website.

Also, what sort of emulators are read for it? I know someone mentioned SNES emulation, and that someone is working on PS1 emulation as well. (also obviously DOSbox.)

>> No.626272

>>626236
To give a general idea.
- The kickstarter ended in January, they originally predicted shipping for March but got caught up in bug squashing and manufacturing delays
- The manufactured kickstarter and special edition units should all be on US soil now, waiting to be cleared from customs.
- After clearing they will be delivered to Justin (CEO) where they will begin flashing the units and shipping them out
- Once that's done, resellers will start selling the system as well, hopefully around the same time that kickstarter pledgers get their systems (assuming they manufactured more than the 1500 or so kickstarter allocations)

The past few weeks have continuously felt like "not long now", but the customs clearing thing is bringing it that much closer.

As for what emulators it runs, it already has a ton for the most prominent systems such as NES, SNES, Gameboy/Color/Advance, Megadrive, arcade/Neo Geo, DOSBOX, etc.
A PS1 emulator may be in development later as the core devs are tied up with other matters, like developing drivers to enable ore software porting and better resource management, they want to get this as polished as possible.

The reason so many emulators already exist is that they were originally developed for OpenDingux custom firmware on the Dingoo A320, OpenDingux is the official firmware of GCW Zero now.
Because the Dingoo was a weaker system, the emulators are also a bit more optimised to try and perform better, leading them to already run very well on a much more capable system.

>> No.626370

>>626272
I like this kind of post.

Lets me really get a good idea how the code is for things. I was debating getting a dingoo for some time but ultimately didnt do to the above reasons. I will be keeping a close eye on the GCW Zero now

>> No.626504

>>626370
Getting a Dingoo these days wouldn't be a good idea, with better alternatives readily available, and soon available.

I've actually had my share of these sorts of handhelds in pursuit of the dream emulation device, namely a GP2X, a Wiz and a Caanoo, but they've ultimately let me down at one point or another, due to lack of processing power, design quirks or software not as good as it needs to be.

GCW Zero looks like it finally got things right though, Justin set out to make this happened after he got fed up with the Hong Kong shit never getting their act together.

>> No.626541
File: 525 KB, 1920x1080, Zero.jpg [View same] [iqdb] [saucenao] [google]
626541

been watching the gcw-zero unfold for a long while. missed the special edition boat, but got in on the kickstarter. I can't wait. I heard justin say that yoyogames would be interested in game maker studio game builds for the gcw-zero once the opengl drivers get off the ground. that would make my fucking lifetime.

>> No.626547

>>626541
Ha, the graphics from that big-ass epic thread are still around?

>> No.626570
File: 375 KB, 240x150, 130k.gif [View same] [iqdb] [saucenao] [google]
626570

>>626547
yeah, because I made all of them

>> No.626585
File: 1.24 MB, 332x173, funded.gif [View same] [iqdb] [saucenao] [google]
626585

>>626570

>> No.626590

>>626570
>>626585
Ahh, good times, and the wait may finally be over soon.
I got so much stuff I wanna play.

>> No.626723

Looks like qbertaddict5 uploaded a new 11minute video showing that the audio stutter is fixed, and the 16bpp mode added.
http://www.youtube.com/watch?v=i4uA0l89wCs
Awesome.

>> No.626808
File: 2.93 MB, 226x127, Quake2.gif [View same] [iqdb] [saucenao] [google]
626808

>>626723
First time I've really seen the SE units in action. Can't wait. Gonna need to make new gifs.

>> No.626859

>>626723
It looks really impressive.

>> No.626874

>>626808
It's funny though, it looks like he has actually taken apart a white unit and black unit, and switched the face buttons between them, so he's got mixed up casing now.

>> No.626878

>>626874
That what it looks to be, yes. Looks kind of weird this way.

>> No.626891

Looks like a current gen GP2X or Tapwave.

>> No.626895

>>626891
Because that's what it is. There's even GP2X devs on the team.

>> No.626898

>>626891
Pretty much really, it even uses Gmenu2X as the frontend.
Never heard of a Tapwave though.

>>626895
No surprise there, this device has open handheld enthusiasts working on it, people who may've worked on the GP2X/Wiz/Caanoo, Dingoo, Pandora and other stuff, possibly PSP, DS, GP32, android/iOS, all sorts really.

>> No.626910

>>626898
Mainly the Dingoo scene devs. That's what this project originates from. However there's also a number of devs from the GP2X and NDS fame.

>> No.626926

Why only 1 analog stick?

>> No.626939

>>626926
Because you don't need two. You can use the front buttons to do the same actions as the right analog (you don't have enough thumbs to play with both analogs & front buttons on PS*/Xbox).

And inb4 people use the right analog for mouse look and it's such a crime to use a left analog for it.

>> No.626940

>>626910
Of course, the device is a spiritual successor in a few ways, similar architecture to the Dingoo with the same Ingenic JZ-line processor, same OpenDingux firmware, formerly custom now official, etc.

>>626926
Very few retro games I can think of that make use of two to be honest, a handful of PS1 games maybe?
It compensates with tilt controls at least.

>> No.626970

>>626939

Well I'm sure it would help for all of the FPS games that people are touting this machine can play.

>> No.627120

>>626970
Back when there was some discussion on the kickstarter about a possibility to increase the resolution I mentioned that they should save those improvements for the next version a few years down the road after the Zero has had a good run. Release a successor with exactly 2x the resolution of the previous unit(for reverse compatibility scaling) and add a second analog stick. Other backers and Justin seemed receptive to the idea.

GCW-One with dual analog and 640x480 resolution with a focus on 3D gaming. Calling it for 2018.

>> No.627183

>>626970
see
>>624909

>> No.627206

>>627183

That didn't answer my question at all of "why is there only 1 analog stick".

All I said was that it would be easier to control which I'm sure of that. You should have replied that you can use a controller with two analog sticks as that seems to be the only solution.

>> No.627216

>>627206
Left stick + front buttons (A/B/X/Y) do exactly the same as left stick + right stick.
Why? Left stick is used for mouse look, while front buttons for walking/strafing. Exactly as if you had two analogs.
There is exactly zero benefit from using two analogs, sine you don't need accurate analog for movement.

>> No.627237

>>627216

I'm not arguing with you about this. I've used two analog sticks in the past and I've used one analog and face buttons in the past. I'm just saying "helps". I'm not saying either are perfect because, to be perfectly honest, they're both kind of awful ways to enjoy these games.

>> No.627291

>>627237
In that case I apologise for misunderstanding your intentions.

The main reason for not including the second analog is the first analog barely got to the final design. It had to be wired through the touchscreen gpios. There is simply no more room on the board for connecting a second analog.

This console was always planned for retro gaming and we had no interest in the second analog. The first analog is a bonus and we put it to a good use in non-emulated games.

>> No.627327

>>627291
Or at least that's what I understand things were. I had no part in the design process.

>> No.627339

I never understood why everybody puts the analog stick on the left side, rather than putting it on the right so you can actually play shooters and such with normal controls (dpad+analog makes more sense than face buttons+analog).

>> No.627393

>>627339
Because there are games where you want to use analog + front buttons, like platformers for example.

>> No.629268

>>627393
The design better covers gamepad design than keyboard and mouse design obviously, given the circumstances maybe a Pandora is more what you're looking for.

>> No.629283

>>629268
Well, having the analog as an alternative to D-PAD is a better idea than an alternative to front buttons. In the latter case it would only be useful for FPS games, while being a waste for all the other game genres.

>> No.630947
File: 2.62 MB, 250x146, 1358473443102.gif [View same] [iqdb] [saucenao] [google]
630947

still waiting

>> No.631049

>>630947
You and I both.
At least Dingoonity's GCW board is more active today.

>> No.631494

Found this video of Sega CD working (including CD audio). The framerate wasn't perfect but it looks good enough. I'm wondering how really heavy Sega CD games like Silpheed run.
https://www.youtube.com/watch?v=Gk4U2qsorvQ

>> No.631554

>>631494
Keep in mind that video is half a year old now, they have improved system performance since then, especially with the recent 16bpp support addition.

The only trouble with Picodrive on the GCW Zero (and other devices) is that Notaz (original developer) has only released the source for v1.35b. The latest version is 1.80.
http://notaz.gp2x.de/pico.php

I'm really hoping that Notaz with take notice of the GCW Zero scene, he does fantastic work, such as PCSX ReARMed, brillaint PSX emulator for ARM devices like the Pandora and Caanoo.

>> No.631709

I fucking want this so bad.

>> No.631947

There is 2 things I want to know about GCW Zero.
Is the Screen good (OLED or IPS)?
Is the D-pad good?

>> No.631986

>>631947
The screen isn't OLED, it appears to just be an LCD. I'm not sure what you mean by IPS though.
Judging from this video though the display is considerably nicer than on the Dingoo A320.
http://www.youtube.com/watch?v=-Q2Y10UdEwI

The video also says the face buttons are much nicer, doesn't say anything about the d-pad but I've heard good things about it elsewhere. Someone on here claimed to have one and said the d-pad was like that on the Gameboy Color.

>> No.632001

>>631986
>GBC d-pad
I'm already sold.

>> No.632020

>>632001
If that's true anyway, need to hear from more peeps to really know.
I was a kickstarter backer so I'll hopefully receive my system this month.

>> No.632039

>1 stick
no.

>> No.632053
File: 16 KB, 548x279, unsure.jpg [View same] [iqdb] [saucenao] [google]
632053

>>632039
But what emulatable platform do you need two sticks for?

>> No.632072

Can the GCW Zero emulate Neo Geo better than Neogeo X gold?
What other handhelds can emulate?

>> No.632078
File: 6 KB, 251x229, 1333210003997.jpg [View same] [iqdb] [saucenao] [google]
632078

>>632039
And what would you do with 2 sticks? In the context of retro gaming at least.

>> No.632105

>>632072
Get this, the Neo Geo X runs on an Ingenic JZ4770, a 1GHZ MIPS processor.
GCW Zero has the exact same processor.

What's more is Neo Geo X uses a modified (and outdated) version of Final Burn Alpha, whereas the GCW Zero can run a current version.

So yeah, GCW Zero is more than capable of handling Neo Geo, and on top of that MAME for the other kinds of arcade games.

It also does systems like NES, SNES, GB, GBC, GBA, Megadrive, probably Mastersystem by extension, DOSBOX, etc.
Actually the emulators they run were originally coded for the Dingoo A320 running OpenDingux firmware, since GCW Zero runs OpenDingux, you can port over these existing emulators.
http://wiki.dingoonity.org/index.php?title=OpenDingux:Emulators
If they haven't been ported yet, they can be. They even have a Pokémon mini emulator somehow.

>> No.632195

>>623795
>the possibility of running Half Life 1.
My pentium 200Mhz was able to run Half Life on software mode at 320x240.
This has more clock speed and Open GL chip

>> No.632234

>>632195
It's more a matter of doing the work than using the resources if I'm not mistaken. I don't think they have the source code so they have to do things the hard way.

>> No.634340

>>630947
I really like the Black version better. Then again I've never liked white hardware, just always looked ugly to me.

>> No.634483

>>634340
I noticed going through videos that the white version shows up much better on camera. The lens only focuses on the bright screen and the black handheld fades away.
http://www.youtube.com/watch?v=_xHaKQinO_I

>> No.634589

>>632078
I mean, people say this but there are games that would support the use of two sticks and why wouldn't you just have it for when you need it even if you don't need to use it all the time.

>> No.634597

>>634589
It's already been explained man.
>>627291

>> No.634598

>>632195
Half Life is not opensource so that won't happen. However there is a Quake mod that tries to recreate Half Life and from what I heard it does it very good. That will be easily doable on the Zero.

>> No.634601

>>634589
Very few games, and even those can be remapped to take advantage of the existing layout.

>> No.634619

>>634597
I don't care about that reasoning. I'm not replying to that. I'm not saying there should even be a second analog. But just saying that few games would be useful isn't a valid reason for not including a second analog.

Just to be clear, I don't give a fuck about this handheld or the amount of analogs it has, but that reasoning is just apologetic crap.

>> No.634628

>>617769
>X and Y position are swapped

My autism won't allow me to buy this unless I can switch the buttons.

>> No.634638

>>634628
I'm more mad about the Start/Select position.

>> No.634646

>>634619
> I want PS3 to have 3 analogs. I don't give a fuck there are very few games taking advantage of it, but it's my whim and whoever designed just 2 analogs is a fag.

>> No.634648

>>634638
Start and select don't matter all that much.

>> No.634661

>>634646
That's not at all what I said

>> No.634658

>>634648
They do. Thanks to it's location, Select can be pressed with the right thumb at the same time it rests on the B button. This is very handy for some games.

>> No.634660

>>634638
>>634628
It was purposely done to avoid controller patents.

>> No.634668

>>634628
Swapped compared to what? As far as I remember Dreamcast and Xbox have the same X/Y placement.

Not to mention the fact every single console GCW can emulate has a different button layout, some even an entirely different button placement, like Genesis/Megadrive.

>> No.634670

I mean, SNES emulation is nice, but I don't know that I'd buy a new handheld over it instead of just using my trusty ol' PSP 1000, especially when A) most games are very playable on that, and B) it can also emulate PSX games easy

>> No.634686

>>634670
I'm actually getting the GCW in hopes that it'll eventually do better PSX emulation than the PSP, because the PSP had pretty significant lag on certain games.

>> No.634693

>>634686
You can always go for an android handheld too

>> No.634705

>>634693
You don't get the same sort of tight-knit support and optimisation on those that you do on dedicated homebrew devices.

>> No.634723

>>634668
SNES. You'd expect them to either go SNES or Xbox, but the SNES is swapped X/Y and for xbox it's got A/B swapped.

>> No.634726

>>634619
Like, I really just don't understand what you're saying. There are multiple entirely valid and obvious reasons for why it wouldn't have two analogs and the devs are completely up-front about the exact reasons behind that design choices. That isn't apologetics that's just the fucking facts.

>> No.634727

>>634705

It's true and the reason, in the past, to get these handhelds was for tailor made software for these devices, but at the same time, android has fantastic support, emulators, and functionality. Better browser/flash support, comics, videos, etc.

Either way, I feel like in a year we'll get something better than what's here now. I feel like the handheld market has just blossomed for the first time in years and that this is just the first wave.

>> No.634734

>>634726

The only thing I replied to was "not many games use two sticks". It's just a stupid reason and it's coming from someone entirely disconnected from the company and just making up excuses for them.

The company actively saying they couldn't do it is perfectly fine. Even still, it would be nice to have that second stick.

>> No.634737

Any talk about porting Retroarch to GCW-Zero?

>> No.634740

>>634734
So like what? You're mad that someone has an opinion? The devs literally explained the exact reasons why they did not include a second stick, it wasn't possible. Some other anon had an opinion about it. That's it.

>> No.634741

>>634740

Why do you keep replying? I already gave you my opinion. It's honestly not worth putting a stink up about.

>> No.634742
File: 19 KB, 400x300, 1308815505007.jpg [View same] [iqdb] [saucenao] [google]
634742

>>634734
The person you responded to literally just asked you a question. The hell are you talking about.

What would you use the second analog for, in the context of retro gaming?

>> No.634751

>>634737
None that I've heard... For the cores to be useful they have to be ported to MIPS first.

>> No.634765

>>634737
Retroarch is just a bunch of different emulator cores put together. GCW already has most of these cores ported, with improvements and speedups. So porting Retroarch would be pointless in my opinion.

>> No.634780

>>634742
For games that use a second analog stick. Including PS1, N64, and that list of FPS games here >>624782 . Like I've said, I don't actually care but it would be useful. But because "not many games use it" that means it invalidates its existence? On the other side, would you be angry if it had a second analog stick? Tout it as useless and a waste of time? Well I guess that's individual opinion isn't it.

Also, the person I responded to did not "literally" ask me a question. You should probably learn how to read.

>> No.634787

>>634780
He used the wrong punctuation retard. It's obvious from the phrasing he was asking a question.

>> No.634803

>>634780
>N64
>second analog

Also those FPS games can be mapped to use the face buttons for movement and strafing while the analog can be used for aiming.

There's only a few PS1 games that require a second analog in any critical way, they can be remapped in a way to work around it.

>> No.634809

>>634705
I thought Android had the best mobile emulators around. Although you have to pay for them.

>> No.634818

>>634809
The difference is on Android they're trying to work across as many devices as they can and can't make too many assumptions for further optimization.

On a dedicated homebrew device, the developer producing an emulator to take full advantage of the exact hardware you're using and can push it as far as they can.

It's sure to work exactly as the developer experiences it themselves. It's sort of like the whole PC vs. Console argument in that you're comparing something general to something specific and there's advantages to each.

>> No.635214

>>634818
Apparently they're working on drivers to make for proper double buffering and v-sync support, so emulators that use them will be able to run a bit faster and still smooth.

>> No.635508 [DELETED] 

>>635214
That's true. They have already done that for Dingoo A320, where they implemented SDL hardware surfaces and double buffering. Games who previously were using software surfaces, got speed boosts of +/- 10FPS.
On GCW Zero the bonus to it will be a proper v-sync, which was not possible in Dingoo A320 due to hardware limits.

>> No.635515

That's true. They have already done that for Dingoo A320, where they implemented SDL hardware surfaces and double buffering. Games which previously were using software surfaces, got speed boosts of +/- 10FPS.

On GCW Zero the bonus to it will be a proper v-sync, which was not possible in Dingoo A320 due to hardware limits.

>> No.635556

>>635515
That's great, so the software that's already running great will run that much better.

And yeah the Dingoo A320 only had the 336/360MHz processor as I recall, whereas the GCW Zero a 1GHz processor, 3D capable GPU and FPU for hardware floating point calculations.
If it's got all the hardware to take load off of the software, then superb, even if the 3D gpu does little more than scaling and filters, though it sounds like it may handle V-SYNC.

>> No.636143
File: 74 KB, 750x563, 030520133283_jpg_750x750_q85.jpg [View same] [iqdb] [saucenao] [google]
636143

Bump I guess.
Hope we get a kickstarter update today, the unit shipment is taking forever to deliver, it should've been cleared from customs already if they haven't.

>> No.636221

>>634818
>On a dedicated homebrew device, the developer producing an emulator to take full advantage of the exact hardware you're using and can push it as far as they can.

And while this is true, there really isn't an issue with this on android. The JXD S7300 runs really well, for example. I've got a Kindle Fire HD tablet that can play everything up to PS1/N64. The technology/devices and emulators on android are at a point where things run so smoothly.

Not arguing for one or the other. I just feel like there's less reason these days to opt for a device like the GCW. In the same camp, I'd really rather have a Pandora, but, shame about that price. Actually, I just really wish there was a great similar hacking scene like the Xbox scene because this is what I'm reminded of.

>> No.636296
File: 702 KB, 250x140, 1358476413642.gif [View same] [iqdb] [saucenao] [google]
636296

>>636221
I agree that the capabilities of the hardware are not unique anymore, but what is unique is the software that has been built around Dingux and MIPS. Personally that is why I'm interested. Another unique aspect is the restrictions placed on the software by the purposeful design limitations like having a 320x240 non-touch screen. As much as I like the DS, I sometimes wish handhelds could have evolved to two separate directions. I've always wanted a backlit original GBA with an SNES button layout. The GCW-Zero is what I've wanted in a handheld and as open as a home PC. The current commercial handheld evolution keeps pushing toward the smartphone market, which is entirely touch devices and exclusive software markets, and this device is a push in the opposite direction. That's why it stands out.

>> No.636347

>>636296
I strongly agree here, what we need is a genuine gaming device rather than yet another touch-device of sorts.
That said the absence of a touch-screen may implicate Dosbox and ScummVM, the GCW Zero has to resort to using the analogue nub as a virtual mouse now.
So in fighting the future, we may be impeding the past it seeks to cherish, mind you the GCW Zero's design heavily favours console/handheld game before PC gaming in the first place, arguably for PC gaming you may very well want to stick to a laptop, but a laptop doesn't fit in your pocket and deliver a classic LucasArts point n click adventure.

>> No.636405

>>636347
Yeah, nothing beats a touchscreen for point and click adventures, but point and click adventures aren't action games and controls don't matter a great deal. If taking an extra second to select "get lamp" means beating back a tsunami of games that poorly implement touchscreens like on mobile and DS then I can deal with that second.
But then again maybe that's just me being a luddite. Maybe Nintendo pushed too hard for developers to find ways to implement it which is why it felt unnecessary. I think my real beef is with virtual buttons and the people who don't mind using them.

>> No.636459

>>636405
The GP2X Caanoo featured a touch screen and a pretty good PS1 emulator, I played Symphony of the Night on it.
However the Caanoo didn't have enough shoulder buttons, so I had to map one of the should buttons to a corner of the touch-screen.

The GCW Zero does have plenty of buttons, but in the case of games with more buttons like PS1 or N64, a touch screen could have afforded a few virtual buttons or hot-spots as necessary.

>> No.636470

Can you the GCW Zero team get the developer of Super Crate Box to port his game onto this unit?

>> No.636489
File: 975 KB, 1280x480, 1366499367650.png [View same] [iqdb] [saucenao] [google]
636489

Would be nice if we had a model that is like pic related.

>> No.636526

>>636470
Super Crate Box is made with Game Maker, which means the original author does not have the source code to his game.
Unless Game Maker released the source to their engine or port it to the GCW themselves, Super Crate Box won't happen.

This is pretty much why I dislike modern indie games. Almost every single new crowd funded game is made in Game Maker or Unity3D, which makes them dependent on the engine owners for ports to new platforms. Where did all the C/C++ programmers go?

>> No.636530

>>636489
Oh if only, right?

>> No.636532

>>636526
Super Crate Box has an iOS port from what I see. Is that possible with Game Maker?

>> No.636543

>>636532
Game Maker authors ported their engine to iOS. It's them who dictate what platforms Game Maker runs on.

Good luck trying to convince them to port it to an obscure handheld without big money prospects.

>> No.636558

>>636530
A man can dream.

>> No.636573
File: 173 KB, 540x800, get-hype.png [View same] [iqdb] [saucenao] [google]
636573

>>636532
Game Maker Studio ports to almost anything. All windows, mac, linux, and all mobile platforms.

>>636543
>Good luck trying to convince them to port it to an obscure handheld without big money prospects.
If only there was someone on the Game Maker development team interested in the device.
(picture related)

>> No.636576

>>636558
Good news motherfucker.

http://rosecoloredgaming.wordpress.com/system-mods/

You can stop dreaming.

>> No.636583

>>636543
The GCW Zero aims to have some commercial software, with a front-end on the system that can browse apps over Wifi.
Some indie devs also with kickstarter drives have apparently expressed interest in the GCW Zero too.

In particular Wind & Water Puzzle Battles has a GCW Zero port, which is a very nice arcade puzzle game originally developed for Dreamcast (unofficially) and GP2X.

>>636573
The GCW Zero is probably too niche/obscure to make it a worthwhile effort, they would see too little of a return for it and would probably have to worry about DRM, whilst the system touts open-source as its foundation.
After all the kickstarter drive only had over 1500 system pre-orders, who knows how successful the system will be once it hits retail, seeing as it has to compete with android devices and the PSP's reputation as an emulation device.

>> No.636586

>>636573
That's interesting. Thanks for pointing it out.
Although I assume Game Maker Studio requires OpenGL ES, as games done with it use rotoscoping and other features that would be difficult to achieve without hardware acceleration.

So, for now this is a show stopper, because GCW Zero does not yet have a working GPU driver (the opensource etna_viv driver is progressing, but still far from usable state, while there's no news about the closed source driver status. Although I know Vivante wrote the latter for 2.6.x kernels, while GCW runs 3.7-3.9, so that might be an obstacle).

>> No.636592

>>636586
>rotoscoping
I of course meant rotozooming, sorry for confusion.

>> No.636603
File: 70 KB, 640x331, microcomputer.jpg [View same] [iqdb] [saucenao] [google]
636603

I want a NON portable version of this!!!
Some Hardware that can be used with different keyboards and controllers.
With RGB output.
Can emulate nicely NEOGEO and below.
Can do Dosbox and Doom/Quake on CRT TV.

I almost can picture myself playing Snatcher on my CRT TV with my original Genesis controller.

Does anything like this exist on the market.
for me the difference between this and a computer with emulators could be the ability to output 240p RGB signal.

>> No.636605

>>636583
The majority (not all!) of the KickStarter projects who accounted interest in a GCW Zero port had no clue what they were talking about. They were Unity3D and C#/XNA titles, with no way to port them to GCW Zero. Not to mention they were never meant for 320x240 resolutions.

>> No.636608

>>618753
>The 320x250 3.5 inch screen seems very suited to retro gaming though.

Someone always says this in every thread about the system when the shitty screen is brought up. If only it was a bit bigger it would have been perfect, but no.

>> No.636610

>>636603
see this: >>624501

tl;dr GCW Zero has HDMI-OUT, analog TV-OUT and supports external gamepads/keyboards/mice via a miniUSB OTG port.

>> No.636615

>>636576
Bless you anon.

>> No.636619

>>636586
At the very least the GCW Zero's GPU is OpenGL ES 2.0 capable, but as you say it needs a driver, and they want an open source driver of their own in particular.

>> No.636626

>>636586
Justin mentioned something to the effect that Game Maker Studio wouldn't have a Dingux module until they get had OpenGL drivers operational. Which lead me to believe that yoyogames staff has reached out to Justin and there is interest and cooperation.

Then again I could be reaching.

>> No.636624

>>619043

Surprising. Normally the worst thing about these things is the buttons. Like the major companies put tons of time and money into button R&D, and that is just something that most people take for granted.

>> No.636627

>>636608
There is maybe 5 titles that GCW runs that would benefit from a larger resolution. For the rest of the games, a forced scale from 320x240 to a higher res would impact the framerate. Keep in mind they don't have a GPU driver ready, so you can't hardware scale.
320x240 was a design choice and they knew what they were doing by choosing this resolution.

>> No.636628

>>636605
Yeah, the only chance is if they were indie games with a potential Linux version.
I think Shovel Knight is slated to have a Linux released actually, hmm, that game isn't quite 320x240 though, but could it be adapted?

>> No.636632

>>636610
Composite output is meh
I´m talking about motherfucking RGB here.
also cant plug a controller and charge batery at the same time.
The price could drop even more without screen/battery.

>> No.636637

>>636627
I wonder if 400x240 would've been good as well, for the rare 16:9 retro game.
Some MAME games for example, and the Virtual Boy which had a 384x224 resolution.
It's also a matter of which components are affordable, and 320x240 was probably in the right sweetspot.

>> No.636661

>>636632
>also cant plug a controller and charge batery at the same time.
Yes you can. It has both a miniUSB and a regular DC charging port. So if miniUSB is occupied acting like a host for peripherals, you can just charge via DC.

>The price could drop even more without screen/battery.
I agree with you on that.

>> No.636670

>>636628
Everything depends what the game was written in.
If it's writen in C/C++ and uses opensource libraries, there is a high chance it can be ported to GCW Zero.
If it's C#/XNA, Game Maker, Unity3D, etc., then chances are exactly zero (although note it was pointed earlier on that Game Maker guys are interested in porting their engine to GCW, so that one might happen in the future)

>> No.636684
File: 205 KB, 700x438, a80dcb49a4addb72fbe7a732903a06b1_large.png [View same] [iqdb] [saucenao] [google]
636684

>>636661
The problem is the mini USBOTG adapter, it blocks the DC port on the system.
That is, the one supplied with the kickstarter units blocks the DC port, you can get others that won't do that.

>>636670
Not knowing what Shovel Knight is developed with doesn't make things easy.
They're going for Wii U and 3DS ports too though, does Game Maker support those platforms?

>> No.636687
File: 682 KB, 1626x1020, bottom.png [View same] [iqdb] [saucenao] [google]
636687

>>636684
Pic related, the miniUSB port next to the DC port.
Also see the rig here >>624501

>> No.636710

>>636632
Could the GCW zero be modded to get RGB SCART output?
I know for most US gamers RGB is not much of a deal.
But when you go SCART you never go back.

>> No.636713

>>636687
When I ordered the adapter from this video, it came in two variants. One bending to the left, other to the right. So even assuming GCW ships only with right-bending one, you can still buy the left bending one for $2 on deal extreme.
It's not like these are exclusive, only otg adapters on the market that work with GCW or something. For $1-5 you can get an adapter that fits your needs whatever they might be (left, right, top, bottom-bending, straight, customizable angle, etc.)

>> No.636719

>>636627
>320x240 was a design choice and they knew what they were doing by choosing this resolution.

I'd figure it was more of a cost choice, but they still knew what they were doing by choosing it.

Still doesn't change that I would have liked 512x448, and get tired of every time the poor screen is brought up all the fans yelling "its for retro". 512x448 is for retro now too.

>> No.636720

>>636710
Isn't scart regular RGB, just with all the pins merged in one connector instead of 3 separate cables? Aka you can just buy RGB->scart adapter and there won't be any signal quality lose.

>> No.636728

>>636719
If I understand correctly, cost was one of the factors they chose 320x240, no games supporting higher resolution was the other.

And I fully understand your position. That said, I don't think we will lose much not having 640x480.

>> No.636736

>>636719
>>636608

Yeah think I'll just wait for something with a slightly higher res, a second stick, and extra shoulder buttons. That way it will be able to cover just about every retro system with no compromises. Sure it will be years, but with the amount of people interested in this and who love the idea of a handheld like this I'm sure it is an eventuality.

>> No.636741

>>636684
>Game Maker support those platforms
not to my knowledge. way back before studio was released there was some videos of a GM game running on a PSP. Game was Sky Diver. Haven't heard anything from that since.
http://www.youtube.com/watch?v=cmAA6FJkVgQ
Haven't heard any plans for console ports of GM:S games but I haven't been watching too closely. I do some digging around later.

Also heard that Nintendo wants to open the WiiU up for indie developers and would run games made in Unity.
http://www.joystiq.com/2013/03/28/unity-and-nintendo-web-framework-offer-new-wii-u-dev-tools/

>> No.636742
File: 136 KB, 850x810, PandoraFront2a.jpg [View same] [iqdb] [saucenao] [google]
636742

>>636736

There is the Pandora and android devices like the JXD S7300. Honestly, in a year you could probably have a more optimal handheld device button-wise, but it will probably be running android.

>> No.636750

>>636728

And like I said, I even understand their position even if it was just on a cost basis. This isn't a big company with tons of ducets for R&D and what not, so I'm thankful that shit like this gets done at all.

It is still dumb to think that there aren't any/enough games supporting that higher resolution though. There are tons of things that could run or be made to run on this thing that would use it, as well as people willing to make new things for it as well.

>> No.636757

>>636742

Why I'm willing to wait. There will need to be a successor to the GCW Zero someday and I just hope they can keep their same philosophies when making it, but just including the next level of retro support.

>> No.636768

Anyone has any idea about what the GCW zero will be capable in 2 years??

>> No.636776

>>636750
I agree with you that stuff like OTTD or Stracciatella would run in higher resolution without a necessity to scale down, but for people willing to write new games to it - they create them having the hardware limitations in mind, including the resolution.

I could go with your reasoning further on and claim that 640x480 move would be dumb, because having 1024x768 would allow for even more titles to be ported and better filters and hi-res patches for emulation. And then there's still some stuff that would look better in 1920x1200 and so on...

Higher resolution means more pixels to render per frame and thus more cpu power required to render 60 frames per second.
GCW being designed for retro games in mind, did a wise choice deciding on a 320x240 LCD. In my opinion. With no disrespect to your point, which I think is valid, just not benefitting the main target of this console.

>> No.636784

>>636768
Everything depends on how people receive it when it's finally out. If it can generate enough buzz to attract commercial/indie developers, things could get very interesting.

Technically speaking, the device runs a fully GPL, Linux based system with a fairly decent CPU, so sky is the limit.

>> No.636796

>>636776

And the reason why I am not backing the creep into those higher resolutions is because they are clearly not retro. VGA is, and is about the cap for retro games for a while I think. Of course that is up for debate as a lot of people didn't think PSX games belonged on this board when it was started.

>> No.636804

>>636784
Fairly decent is a modest way of putting it, compared to similar devices like the GP2X, Dingoo, Gamei, Caanoo, Pandora, etc, the 1GHz Process with a GPU and FPU stands to be one of the strongest systems in the bunch.
Possibly more capable than the 1GHz ARM OpenPandora actually.

>> No.636808

>>636784
Seems like within the these first 2000 half of them are only looking for the next big emulation handheld, but the other half are developers. It's sure to have an interesting first year. I can't fucking wait for this thing to get here.

>> No.636879

>>636808
I have two prototypes on my desk right now. It seriously kicks ass. And this is only so far all we managed to achieve with a limited circle of developers.
Can't wait for the units to be finally out for retail sale and for the wave of 3rd party developers to join our forces.

>> No.640035

new update. They just cleared customs.

>> No.640043

>>640035
Sweet!

>> No.640523

>>640035
Finally!

>> No.640548

>>624128
>All Classic FPS games were designed to play on limited number of buttons

From Doom's era, yeah.

>(People didn't even have computer mice back in the early 90s).

Did you learn this from the internet? Because I had a computer in the early 90s, and I assure you it had a mouse.

Half-Life 1 came out in 1998. You better fucking believe it used the mouse.

>> No.640561

>>640548
And that's the era of FPS games GCW plays.

>> No.640570

>>640548
> early 90s
> 1998

>> No.640592

>>636347
Having a huge finger in the middle of the screen doesn't help though

>> No.640608

>>636405
>nothing beats a touchscreen for point and click adventures

Having experience with 320x240 touchscreen devices, ScummVM plays terrible with a touchscreen. Lots of games it plays require pixel perfect item clicking or have menus hidden in the top most line of the screen and then good luck using a touchscreen for that. That's why in case of the Caanoo I own, I always prefer to play ScummVM with it's analog.

>> No.641000

>>640548
I've played some great point and click adventures on tablets and personally believe that touch controls, as much as I still dislike them, enhance the genre. But no games in the genre are so control heavy to even make it matter one way or the other.

>> No.641008

>>641000
misquoted. this post was directed at: >>640608

>> No.641020

When does this come out? It says not available in all the "official" retailers on the GCW site.

>> No.641029

>>641020
Hopefully as soon as Justin can ship them out to the retailers.
A large shipment of the units finally got cleared from customs and should be delivered to him very soon. It's not clear how big the shipment is though, if it'll just cover the roughly 150 special edition orders and roughly 1500+ kickstarter orders, or also includes numbers that'll cover retailers as well.

I'm hoping it'll go to retail sometime this month, but Justin will be the one to actually clear that up soon enough, I hope.

>> No.641121
File: 50 KB, 500x375, tumblr_m1jxraiZU21qbhse5o1_500.jpg [View same] [iqdb] [saucenao] [google]
641121

This seems like a good thread to ask this.
I'm in the market for something portable to play emulators on.

Anyone have experience with the Dingoo? Is it worth it?

What about just emulating on the PSP? Any issues with that I should know about?

>> No.641149

>>641000
Yes. Tablets usually have a resolution greater than 320x240. If the native ScummVM's resolution is double/triple scaled, then it sure is easier to click on small elements. However on 320x240 it's impossible. I'm speaking as someone who had several 320x240 touchscreen devices.

>> No.641160

>>641121
I've got experience with Dingoo A320 as a developer, however I never really played emulation on it. I'm into native games and homebrew.
In any case, to have good time with Dingoo A320, installing OpenDingux OS is recommended. The default uc/OS-II the chinese ship with it is rather inferior and with a limited number of avaliable applications.

The device itself is very fragile. It feels like you could break it in half with your own hands. I once dropped one of my Dingoos on a carpeted floor and it was enough to shatter the LCD.

>> No.641167

>>641121
To sum it up, GCW Zero is new, PSP and Dingoo are old.

GCW Zero a 1GHz processor plus is being developed specifically for optimal performance/emulation, take REAL advantage of the hardware with software designed specifically for it, It will handle the lacks of SNES emulation superbly and has a great shot at PS1 and even N64 emulation.

PSP is a 333Mhz device and Dingoo is a 360mhz device, they are quite old at this point and struggle with more intensive SNES games, Starfox and Yoshi's Island? Forget it.
You would have a harder time finding a Dingoo at this point, and for the price point is bad value compared to the estimated GCW Zero price.

>> No.641169

>>641160
>I once dropped one of my Dingoos on a carpeted floor and it was enough to shatter the LCD.
Holy shit that fragile? Hmm...
From what I've seen of the GCW Zero it's a lot better built, apparently. There's a video of a Dingoo owner demoing a GCW Zero and he loves the build quality, says the buttons feel great, screen looks nicer and the system weighs less too.

>> No.641171
File: 511 KB, 1280x960, lcd.jpg [View same] [iqdb] [saucenao] [google]
641171

>>641160
Here's the mentioned Dingoo with broken LCD

>> No.641175

>>641169
I do have two GCWs (as I mentioned earlier in the thread) and they're much, MUCH better build quality. Closer to the GPH devices quality, but less heavy.

>> No.641187

>>641175
The Caanoo, GP2X and Wiz had very nice build quality, although the GP2X F100 had a dodgy analogue stick and the Wiz had that lousy d-pad shaped analogue stick, they definitely had good build.

There's also the Dingoo A380 isn't there? Is that any better in terms of build or did they just beef up the A320's specs?

>> No.641207 [DELETED] 

>>641187
GP2X F100 and F200 have the old superb Gameboy build quality. Wiz and Caanoo are a bit worse, but still there. Then there's GCW (at least my prototypes), which are good, made of thick plastic, with responsive buttons, just not as perfect as GPH devices. The production units had some changes on the PCB and the word is they quality of the build has improved. They also got CE/FCC/RoHS.
And then there goes Dingoo & the rest of the chinese friends with crappy, thin plastic and "china export" quality.

>> No.641213

>>641187
GP2X F100 and F200 have the old superb Gameboy build quality. Wiz and Caanoo are a bit worse, but still there. Then there's GCW (at least my prototypes), which are good, made of thick plastic, with responsive buttons, just not as perfect as GPH devices. The production units had some changes on the PCB and the word is the quality of the build has improved. They also got CE/FCC/RoHS.

And then there goes Dingoo & the rest of the chinese friends with crappy, thin plastic and "china export" quality.

>> No.641215

How much does it cost?
Can I still get the hdmi

>> No.641218

>>641187
>There's also the Dingoo A380 isn't there? Is that any better in terms of build or did they just beef up the A320's specs?

I didn't bother to buy an A380, since they blatantly stole all our Dingux work and violated GPL. I wouldn't expect a better quality however, it's made by Dingoo Tech, their first console, Dingoo Tech A330 (not to confuse with Dingoo Digital A330, aka. Gemei A330), was a mess, the units failing only after weeks of usage.
The A380 is out of production already.

>> No.641224

>>641215
I don't know if this price tag is accurate, but people say $160. It was $135 in KickStarter.

The HDMI port is present, however at the moment there are no drivers for it (they will happen once the devs finish more critical drivers).

>> No.641228

>>641213
That they did, analogue stick on the F100 aside they were a thing of beauty. Too bad it had to take AA batteries, and that the screen wasn't quite there yet.
The Wiz and Caanoo indeed weren't as nice, but still quite nice.

>>641218
The Dingoo side of things is a total clusterfuck ain't it?

>> No.641249

>>641228
>The Dingoo side of things is a total clusterfuck ain't it?

Yea. It's like, the Chinese definitely noticed our effort with porting Linux to their hardware. However instead of contacting us and offering the help with designing a new device with opensource system, they decided to hire a couple of chinese programmers, quick-port Dingux to new hardware, steal a couple more programs we wrote for A320 (ie. the d-menu system, image viewer or notepad), remove any traces of the original authorship and release it all as a new, original console.

The problem here is not only they stole it, the fact they didn't release the sources means if anybody wanted to port their own version of Linux, they'd need to start from square one, with reverse-engineering the hardware, writing all core drivers, etc., basically what was done with Dingoo A320.

The A380 kernel sources surfaced recently, but I have no idea about the legality side of it (the GPL parts are obviously GPL, but any changes they did to it, even breaking GPL, are still their own copyright).

>> No.641259

I see the Dingoo being mentioned...

I bought one back in early summer 2010, and it couldn't even handle the most basic GB games, let alone NES or SNES games

I do not recommend it by any means. I don't know how if hardware and operating systems are better for it now, but it was so miserable an experience at first - I'll never bother with any variation of that product again.

I actually sent the website I bought it from a nasty e-mail and just bitched them the fuck out for false advertising

>> No.641263

>>641259
Back in supper 2010 we already had a fully functional Dingux. Sounds like your experience is solely with the uC/OS-II (default) firmware. Indeed the emulators the chinese bundled with it were pure shit.

>> No.641264

>>641263
>supper
summer

>> No.641280

>>641263
Yeah, I wish I was more up on portable handhelds, but I already had every system I wanted at the time with a solid collection of games, so I just flipped it to some poor soul as quickly as I could

>> No.641292

>>641249
The chinese just don't give a fuck about software or hardware copyrights it seems, it would not surprise me if the GCW Zero spawns imitators with the opensource software stolen and applied to hardware clones.

Not to mention that Neo Geo X, runs a modified and dated version of FinalBurn Alpha doesn't i?

>> No.641302

>>641292
>Not to mention that Neo Geo X, runs a modified and dated version of FinalBurn Alpha doesn't i?

That, plus the same Dingux they stole for A380.

What's funny about NeoGeoX though is FinalBurnAlpha's license is not GPL, it's "Not for commercial usage".
And since SNK licensed this console, they could expect a big-ass lawsuit from the FBA authors.

>> No.641315

>>641292
>it would not surprise me if the GCW Zero spawns imitators with the opensource software stolen and applied to hardware clones.

It is actually funny as the idea of opensource is to share. There's just a one tiny requirement - share the code back.

So what the Chinese did here, is like if you wanted to lend them your bike, but they decided to beat you up and then brutally rape before they take the bike.

>> No.641323
File: 259 KB, 1449x1127, 1267922866867.jpg [View same] [iqdb] [saucenao] [google]
641323

>>617769
It's a brilliant idea which unfortunately totally crippled because it's got too few buttons. And there is NOTHING you can do to get around because no touchscreen.

Had they added and extra set of shoulder buttons like JXD have then it would be a great portable but what do you care it can run PSX if you can't play some games because NO BUTTONS.

>> No.641332

>>641323
you can just map them to the analog stick.

>> No.641340

>>641323
You can always use analog to control the movement and d-pad to act as extra buttons.

Not the best solution imaginable, but should work.

>> No.641342

>>641332

why don't you map the dpad to start/select + triggers, and the map the triggers/ start select to the buttons and then map the buttons to the dpad?

make shitty concessions because you want to justify your shitty handheld. This thing is a pieces of shit, and i feel bad for anyone that's getting one

>> No.641343

>>641332
>>641340
Reverse hivemind.

>> No.641346

>>641302
I'm reminded of when ScummVM was used without permission to commercially port some games to the Wii, like Freddie Fish, Pajama Sam and Spy Fox, violating GPL.
http://en.wikipedia.org/wiki/ScummVM#Mistic.27s_GPL_violations

>>641315
Obviously they will never share the code back for fear of being exploited themselves, after exploiting someone else's work.
Such as the danger of open-sourcing your work really.

>> No.641350

>>641342
You're welcome to have your own opinion. Thanks for sharing it.

>> No.641351

>>641323
But PS1 Emulation isn't even the point of this, it's just something that might come along down the road.

>> No.641358

>>641350

it's not an opinion, it's going to run like shit and play like shit.

>> No.641362

>>641358
>Going to run like shit
Holy fuck you don't know anything.

>> No.641363

>>641351
Are you saying it's not meant to emulate ps1? Really? The old jxd s601 can do that flawlessly.

Is this only for snes and genesis then?

>> No.641365
File: 17 KB, 300x200, 300px-Console_psx[1].jpg [View same] [iqdb] [saucenao] [google]
641365

>PSX

Why do you retards call it this? It's PS1, do you think the X makes it cooler or something?

>> No.641373

>>641363
And it costs a quarter of the GZW price.

>> No.641380
File: 11 KB, 150x150, 1318349632433.jpg [View same] [iqdb] [saucenao] [google]
641380

>>641363
>Are you saying it's not meant to emulate ps1

So you just admitted to not knowing anything about this console besides it's button layout. It's fucking obvious you haven't even read the damn thread let alone bothered to be remotely aware of anything about the console.

>> No.641389
File: 1.49 MB, 2560x1920, P1030413.jpg [View same] [iqdb] [saucenao] [google]
641389

>>641358

>> No.641398

>>624128
I just want to say that you guys are legit and I can't wait to finish saving up for this. I'm looking forward to getting my Portable Ecco Machine

>> No.641415

>>641389

> shows still shots of the prototype
> not showing nes/snes/genesis/ps1 emulation

i give you a week and a half of playtime before you get sick of that terrible dpad and those sticky buttons

also, you can only play games casually on that. the button placement is bad, and they should feel bad for thinking that was a good idea

about a month after it's released, they'll have firmware updates to their new OS that will break everything and most of you will be too dumb to figure out how to fix it

>> No.641424

>>641415
>before you get sick of that terrible dpad and those sticky buttons

How the fuck would you know any of this? You're literally making shit up.

go back to /v/ or whatever shithole you climbed out of.

>> No.641434

>>641424

i'm not making it up, i've handled enough 3rd party game hardware to know cheap parts when i see them. there's also some video footage of people using it, and it looks bad

you guys do what you want, but i'm trying to talk at least some of you out of buyer's remorse

>> No.641438

>>641415
>not showing nes/snes/genesis/ps1 emulation
If you read the whole thread, you'd figure out I'm not interested in emulation. But feel free to google for videos of GCW dealing with the platforms you mentioned. Here's a quickie: https://www.youtube.com/watch?v=i4uA0l89wCs

>the button placement is bad
Please tell me how would you reorganize the button placement. It's too late for the GCW0, but if you have a good idea, we could use it in a successor console.

>about a month after it's released, they'll have firmware updates to their new OS that will break everything and most of you will be too dumb to figure out how to fix it

That's an interesting statement. Saying people with an OS that is 2 years in developement, with a previous experience in low level developement for handheld platforms, are going to introduce changes breaking the firmware, with zero knowledge how to fix them. Sounds like a valid point, sir!

>> No.641453

>>641434
>i'm not making it up
Yeah you know because you've touched other gaming consoles made by other people with different parts and this unrelated knowledge allows you to judge things by sight.

You're either trolling or a complete retard, I'm gonna give you the benefit of the doubt and assume you're trolling.

>> No.641498

>>641438
Can you specifically tell me how well the game handles Banjo Kazooie and Kirby 64?

>> No.641512

>>641498
At this point there is no N64 emulator.

>> No.641513

>>641498
Meant to say console.

>> No.641517

>>641512
Ah, okay. Thanks, i'll probably still pick one up anyway.

>> No.641529

>>641517
While there are no hardware limitations in my opinion, to my knowledge there is no open-source N64 emulator that would support MIPS architecture (there is Daedalus for PSP, but I heard it has low performance and people say it's better to just write one from scratch than port Daedalus).

>> No.641612

>>641389
Cavestory I knew it had, but VVVVVV?

>> No.641630

>>641612
We couldn't reveal it before as we waited for the full acceptance of the author.
He granted it earlier this week, so we can now show it. This thread is actually the first time we (well, me) show it, but there should be a more detailed video of it announced in the near future.

>> No.641639

>>641630
That's awesome stuff, VVVVVV is good stuff.
It's a commercial game though isn't it? I imagine it'll be sold for the GCW Zero much like Unnamed Monkey Game.

>>641415
>i give you a week and a half of playtime before you get sick of that terrible dpad and those sticky buttons
Seriously, that's not what the users are saying.
http://www.youtube.com/watch?v=-Q2Y10UdEwI

>> No.641656

>>641639
Yep. I don't know if the author will want to sell it through our store, or will it be just "get your data files from somewhere, here's the binary" situation, like on OpenPandora. But he did bless this port.

As for Unnamed Monkey Game, I might happen to be involved... Rumors are it comes to every single piece of hardware where it's legal to sell it without getting a license, including SEGA Dreamcast.

>> No.641689
File: 151 KB, 1024x922, 950322compare211024x922.jpg [View same] [iqdb] [saucenao] [google]
641689

>>641656
So it could be like ChocolateDoom or eDuke32, you can use these free files to run the games but you are still expected to buy the data files, I've heard apparently you can get those from Gog.com or even through the GCW app store.

I've already found this picture of UMG running on a ton of devices, it would be interesting to see it come to systems that don't require sales licenses too.

I can see that's it's running on Caanoo, Gizmondo, GP2X F200, GCW Zero, Wiz and Dingoo A320

>> No.641707

>>641639

If by fans, you mean one person that literally just got it.

Do the devs have any videos where the hardware is being pushed to it's max?

I spent the last 45 minutes watching gameplay videos and the audio emulation is off in most of the games I saw. Does this have to do with snes9x (haven't used it ever) or is it because it's running on your custom platform?

I'd like to know why you put "select" over "start" it seems more intuitive to have the start button on top.

None of the videos I saw commented about the dpad, do you have more information about it? It still looks kind of crappy from all the videos I saw.

>> No.641714

>>641689
>So it could be like ChocolateDoom or eDuke32, you can use these free files to run the games but you are still expected to buy the data files
Correct. Although it would be cool to have it sold via our appstore (once that's in a working condition).
We've got quite a few doom engines ported to GCW, by the way, prboom+, Remood (the one with split-screen) and chocolate.

>I can see that's it's running on Caanoo, Gizmondo, GP2X F200, GCW Zero, Wiz and Dingoo A320

It basically runs on all the systems I own.
There's more, including the mentioned Dreamcast, Raspberry PI, gp32 (needs some debugging, and I don't have a gp32), Ben Nanonote and I think we had a Gemei A330 port at some point, but that's very outdated.

>> No.641724

>>641714
I'm amazed it's running on the freaking Gizmondo of all things.

>> No.641754

>>641707
>I spent the last 45 minutes watching gameplay videos and the audio emulation is off in most of the games I saw. Does this have to do with snes9x (haven't used it ever) or is it because it's running on your custom platform?

Two things actually. First is some of the videos are from different developement periods of the system. At this moment we have a native support of 16bpp which reduces the cpu time needed to render a frame on screen. This put all the SNES games I have seen to constant 60/60 (or 50/50 for PAL). Another thing was a bug in pocketsnes that was causing audio stutter. I don't know if that is fixed, but it does not occur in snes9x.

The reason START is on the bottom is, in the majority of opensource handhelds, START means "pause", while select is used as an extra gaming button. So having "select" on top means an easier way to access it with the right thumb, as it's right below the face buttons. Actually, you can press it with the side of you thumb, when it rests on the B button. And inb4, select/start are microswitches, so you can't accidently press them when your thumb lies on the face buttons, you need to put concious strength to it.

The D-PAD on my prototypes is fine and I never had complaints about it. It's not as awesome as the D-PAD on GP2X F200, but it beats at least NDS one.

>> No.641764

>>641724
It took a while to find a cegcc toolchain that would produce working binaries (instead of throwing segfaults on runtime). SDL/SDL-mixer are working fine, but I still didn't manage to get libmodplug to not crash.
But indeed it's a miracle this piece of shit WinCE handheld runs UMG.

>> No.641773

>>641754
Indeed, what we really need are more videos that show off the current state of the GCW Zero's hardware, like Nick Nillo's "Challenge Accepted" videos.

The GCW Zero has two choices of SNES emulators from what I've seen, SNES9X4D which seems to be the better choice of the two, and PocketSnes.

>> No.641776

>>641764
A more than likely unappreciated miracle at that, there will probably be less Gizmondo owners than GCW Zero owners.

>> No.641821

>>641754

alright, thanks for the info.

i heard about the 16bpp fix

http://www.youtube.com/watch?v=C_3qBoNDQZQ

http://www.youtube.com/watch?v=IGHlt1gR02U

the sound effects are off but it could just be his mic, idk, that's why i'm asking.

i realize this is old, but it's the only gameplay footage i can find.

I'm excited for something like this, but I'm not interested in anything that has a lot of visual or audio artifacts.

Just for the record, I wouldn't use that openpandora if someone gave me one, so I'm probably just too picky.

>> No.641823

>>641776
Well, I realize nobody will play this game on platforms like Gizmondo or GP32 (or even GP2X), but I still own this hardware and seeing how the game performs on inferior system helps me optimize it better.

>> No.641834

>>641821
I understand your concerns, but let me assure you - people are working on improving the emulation quality. It's an opensource platform, so once the system is out, tons of new developers will pop-out and everyone will want to improve and fix the imperfections.
That said, the code to the emulators is freely available, so if you have the proper skills, you can dive into it right now and see for yourself what might be optimized.

>> No.641843

>>641834
Here is the snes9x port we are using:
https://github.com/dmitrysmagin/snes9x-sdl

>> No.641846

>>641821
Remember though that the state of emulation can always improve once it launches, users can provide feedback and dedicated devs can work on their software.
Right now only 1st party devs are really producing anything, once 3rd party devs get involved it could be a superb scene. I'd especially love to see if Notaz and Exophase get in on the GCW zero.

>>641823
There might be a few users still attached to their GP2X or GP32 systems, still a greater range of compliance means better optimisation.
On the other hand building software for a dedicated platform makes it possible to get the best possible performance out of it, but such requirements only really suit emulators as opposed to native original programs.

>>641834
Recently a new opensource emulator for the DS called GameYob appeared. It was at first one contributor on GBAtemp's forums, but since then as picked up a few other contributors and the project has flourished.
Opensource can do some wonders for emulation projects, look at Dolphin emulator for example, the first Gamecube/Wii emulator has done very well!

What concerns me is if the GCW Zero doesn't take though, the Caanoo's scene failed to flourish. As a result some of the emulators were seriously underwhelming, gpSP doesn't run well at all despite being able to overclock a Caanoo to 800MHz.

>> No.641861

>>641846
Actually, one of the contributors to the GameYob (and other DS projects) joined the GCW devteam. He began to improve our GBA emulator.

>> No.641876

>>641861
Whoa seriously? Would that be maybe Nebuleon? He has been working on TempGBA and CatSFC, GBA and SNES emulators that take advantage of the Supercard DSTwo's Ingenic JZ4740 processor, and I've noticed his contributions to GameYob.

That guy is doing superb work and I trust he'll do great things with gpSP, since it's unlikely the original gpSP dev will be doing much.

>> No.641879

>>641846
>What concerns me is if the GCW Zero doesn't take though, the Caanoo's scene failed to flourish.

The only thing that can go wrong with GCW Zero is if it somehow gets stuck in the production, with new and new delays, as it happened with OpenPandora before.

But only if it finally gets out, I'm not worried about the status of the project anymore. With the absence of GPH, OpenPandora being ridiculously expensive and the Android platforms generally sucking balls, there's not much choice but GCW Zero. So we should gain a big, active scene.

>> No.641887

>>641876
Maybe. I don't know if he'd like to be revealed whoever he might be. In any case, his relation with the devteam is he got a prototype unit and is generally interested to help the project out.

>> No.641896

>>641879
>GPH
It's a shame they dropped out, but after many repeated software and hardware mistakes, and the failure of the Fungp distribution platform, it was time they went.

>OpenPandora
Ridiculously expensive indeed, and arguably dated by the time they finally released it. To be honest they don't look brilliantly built either.

>Android platforms
What with older devices not accepting new firmwares and a general lack of standardisation, some of the software is a bitch.

Not to mention the Dingoos falling out of production and the many similar offsprings garnering no notability, it looks like the GCW Zero has a cornerstone in the open handhelds market.

>>641887
In case that sounds cool, more devs in on making the software work well. I respect if he may not want to be identified.

>> No.642156
File: 135 KB, 759x600, retro gaming.jpg [View same] [iqdb] [saucenao] [google]
642156

Another hour has passed and my GCW-Zero still isn't here.

>> No.643592

>>642156
I'm really hoping we'll get them May, I mean...how long can it take customs to ship them now, and for Justin to flash/ship them himself?
He said he had a team ready to start flashing the units.

>> No.643619

>>643592
We'll see. He never has flashed on such a scale before.

>> No.645249 [DELETED] 

>>636526
If they haven't gone to the PlayStation Mobile SDK then I have no idea.

>> No.645681

>>636573
his reply

>"SQUIRREL!"

This sounds to me like

>"Look the other way!"

>> No.645763

>>645681
More like he doesn't want to formally commit prematurely, but is interested. I have faith in yoyogames. They've never done me wrong.

>> No.646157

If someone invented a PSP Vita with SD card memory and an OS that wasn't locked down,
I would pay $700 for it.

It would be the ultimate handheld console.

>> No.646223

>>646157
Isn't that basically what those JXD Android handhelds are? I still prefer this because of the battery life.

>> No.646571

>>646157
Sony really fucked themselves with those overpriced proprietary memory cards.
But yeah if the PS Vita gets hacked, it stands to be a beautiful emulation device with that hi-res OLED display.

>> No.646575

>>646571
And all of those input options.
>Touch screen
>Two thumbsticks
>Rear touch panel
etc.

>> No.646612

>>646571
As soon as it IS hacked the sales for it will quadruple.

>> No.646618

>>646612
Hell, I know I'll buy one as soon as it's hacked.

What size are its storage cards, and how big are games?
>Is there a chance that there could be a micro SD to Vita card adapter?

>> No.647065

Vita might be hacked, but who will write all the libraries needed to use the non-standard features of the device?

It will be a long time before the homebrew properly settles on it.

>> No.647989
File: 270 KB, 1517x1200, another.jpg [View same] [iqdb] [saucenao] [google]
647989

>>642156
another day has gone by and I still don't have my GCW-Zero

>> No.648006

>>647989
The thumbnail makes that look like a bunch of turds ya know.

Still, I am ever patient. Fire Emblem Awakening helps a lot.

>> No.648013
File: 101 KB, 759x569, gcw-zero (2).jpg [View same] [iqdb] [saucenao] [google]
648013

>>648006
I see it.

>> No.648036

>>648013
>June 11th
RELEASE DATE CONFIRMED

>> No.648038

>>648013
Unusual but effective really.
Reminds me of chinese graphic design being batshit insane.

>> No.648045

>>617769
>Who amongst you are anticipating a GCW Zero showing up at their doorstep soon?
>one analog

Not me.

>> No.648064

>>648045
Name some retro games that use dual analogues, please.

>> No.648127

>>648064
Ape Escape.

>> No.648140

>>648127
That's one game. Name more.

>> No.648141

>>617850
Day one buy.

>> No.648570
File: 146 KB, 300x300, 1309485680019.png [View same] [iqdb] [saucenao] [google]
648570

>>648045
Anon this is the same thread, you can't double dip like that.

>> No.649060

>One analog stick

Holy shit, where do I send my money?

>> No.651549

Holy fucking shit will they just ship the fucking thing already? It looks good, I want it, I want to give them my money, BUT I FUCKING CAN'T.

>> No.651565

>>651549
Sorry, they don't accept money. Please mail them complaints instead.

>> No.652832
File: 130 KB, 327x295, siM.png [View same] [iqdb] [saucenao] [google]
652832

>>651549
Once does not simply ship a giant order from China.

>> No.652848

>>652832
The shipment's sitting on US soil already, waiting to leave customs.
They're not gonna be shipping out anything on Sunday thoiugh.

>> No.652885

>>652848
The last word is the units were released from customs. It needs to reach their desitination first, then they can start flashing the units. Only then can the units be send to the end customers.

>> No.652947

>No N64 emulator
>No PS1 emulator
So right now the only thing the GCW zero has over the PSP is being able to emulate a handful of SNES games more smoothly? What a shame.
I really wanted to like this console too.

>> No.652958

>>652947
That, plus homebrew and native game ports.

>> No.653053

>>652958
The homebrew and source ports are already looking pretty cool, can't wait to see what other stuff will be ported or developed once the handheld is actually released.

>> No.653258

>>653053
Exactly. The thing isn't even out yet, and already has a selection of polished emulators and homebrew.

People who compare it to PSP forget that it didn't have any of that on the launch date.

>> No.653297 [DELETED] 

>>624128
>The port from the video is Chocolate Doom.
It's actually Doom Legacy. Chocolate Doom can't run Heretic, Hexen or Strife yet although the devs are working on it.

>> No.654417

>>652832
Actually that happens literally all the time Boromir.

>> No.657910

how much are these puppies?

Been following the thread since day one and with each revealing post, my thumbs yearn to play one.

>> No.658037

>>657910
They're slated for around $160 as I recall, that price may vary by online retailer.

>> No.659594
File: 233 KB, 1112x453, nDMim0u.png [View same] [iqdb] [saucenao] [google]
659594

Oh how the waiting kills me...

>> No.660398

>>659594
I wouldn't count on it. N64 emulation on the computer is still spotty as hell. I doubt we'll ever get a decent N64 emulator on a GCW Zero.

>> No.660436

>>660398
They might try, we never know.
If they get that much working, they'll probably tend to the most popular immediate titles like Super Mario 64, Ocarina of Time and Goldeneye.

>> No.660464

>>660436
Well, Open Pandora can't play Ocarina of Time at a stable frame rate, GCW has nothing yet, and even Android can't play Ocarina at a stable frame rate.

It's not likely at this point.

>> No.660537

>>659594
Where is the Left Shoulder

>> No.660527 [DELETED] 

>>659594
The is the left shoulder

>> No.660549

>>660537
Ocarina of Time didn't use the left shoulder or d-pad.

>> No.660556

>>660464
It's worth mentioning the GCW Zero has a potential advantage over the OpenPandora as PS1 and N64 emulation is concerned.

OpenPandora has a 1GHz ARM processor, whilst GCW Zero has a 1GHz MIPS processor.
The PS1 and N64 used MIPS processors as well, in turn it's easier for one MIPS device to emulate another MIPS device as there are less instructions to rewrite.

>> No.660592
File: 49 KB, 450x332, dog.jpg [View same] [iqdb] [saucenao] [google]
660592

>>647989
2 more zeroless days.

>> No.660675

>>660556
I'm sure it's possible to run but I don't think it'll really be worth anyone's time. Besides, an N64 emulator isn't even in development yet for the GCW so it's all just a pipe dream at the moment.

>> No.660685

>>660675
Pretty much, it'll be wonderful if it can happen, but even PS1 will suffice.
Heck I'm happy if it does superb SNES emulation for a change.

>> No.663094

>>632053
PS1 (at least when the emulator's done)? I want to play Ape Escape.

>> No.663134

>>660556
>in turn it's easier for one MIPS device to emulate another MIPS device as there are less instructions to rewrite.

That's what they said about emulating the first Xbox on a PC.

>> No.663139

>>624782
>Portable Doom 3

If they can run The Dark Mod on it i would buy it.

>> No.663147

>>663134
No one is emulating the xbox because why the fuck would you want to emulate an xbox?

>> No.663167

>>624782
I hope the Doom port isn't a crappy port of the original Linux Doom 1.10 source-code release like most developers do when they port Doom to another system.

>> No.663201

can this thing do ps games?

>> No.663335

>>663147
to play video games you fucking idiot

>> No.663341

>>663335
There's hardly anything worth playing on the XBAWX that isn't already ported to something else.

No interest by anyone really.

>> No.663439

>>663341
you fucking idiot

>> No.663441

>>663439
He sounds like a dickwaving /v/tard but honestly I'm having a hard time proving him wrong

What really was on the XBox that'd be worth collecting? Halo? KotOR? Metal Wolf Chaos?

>> No.663456

>>663441
crimson skies
jade empire
and the warriors braj

>> No.663462

>>663441
THPS2X maybe?

>> No.663505

>>663167
You have (so far) three Doom source ports to choose:

* PrBoom+
* Chocolate Doom
* Remood (based on Doom Legady)

All three are polished ports with proper buttons mapping, etc.

>> No.663536 [DELETED] 

What does it do that a dingoo doesn't?

>> No.663552

>>663536
Actually run applications smoothly and has no fucking around with closed-source code to get things right.

In the past if the developers identified something that could really use fixing to make the system perform a lot better, you'd be fucking lucky if the Chinese firmware devs would actually do anything about it at all.

>> No.663568

>>663536
Quake 2
Hexen 2
Cave Story w/ music
fast GLFrontier
Dosbox
Wi-Fi
USB OTG
Rumble
g-sensor
proper shoulder buttons
analog joystick

Tons of stuff previously slow and stuttering on the Dingoo are 60/60 fps here.

>> No.663614 [DELETED] 

>>663568
so I would be able to play quake 2 online no problem??

>> No.663695

>>663614
Correct. Here's a proof:
http://www.youtube.com/watch?v=6T6_M0zKM3M

>> No.663743
File: 99 KB, 639x588, 1362790506587.jpg [View same] [iqdb] [saucenao] [google]
663743

Fucking finally some movement.
>Shipment hit the Kansas City Hub at 6:30PM tonight and is slated for delivery tomorrow I will try to get off in time to receive the package if not able due to work will make request for early day Wednesday to get shipment ;)

>> No.663826

>>634803
I wish it had a Shift button where holding it will activate a second set of commands

>> No.663831

>>663826
Hmm, that's quite a creative idea actually.
The system doesn't need a dedicated shift button, but for some games that need it you could map one of the buttons to function like "shift".

>> No.663838

>>663831
Here's how it should be done.
Select = shift
Select + start = actual select
Optional toggle
Shifted stick = 2nd stick

>> No.663846

>>663838
I think select might work for toggled shifts, but if you want a button to be shifted when held only?

>> No.664096

>>663826
That's how FPS ports work in GCW Zero.
It depends on the game of course, but at least in Duke Nukem 3D and Shadow Warrior the SELECT button is a macro, that activates a set of different commands.
Please see >>624909 for details.

>> No.664406

>>663614
You'd really want to do that? I'd bet it'd be impossible to finish coop or die on a gcw

>> No.664469

>>664406
Why? You got all the keymappings you need. You can aim, strafe, jump, duck, shoot, etc.

Fast pace multiplayer vs PC players might be impossible, but I see nothing wrong with coop or deathmatch against other GCW players.

>> No.664509

>>664469
Have you played COOP or Die though? http://www.coopordie.com/quake2/
It's hard-mode coop where if anyone dies, you have to restart the level and that means losing your accumulated weapons. Considering the GCW videos of quake are of somebody missing and people running into walls I'd still say it'd be impossible to finish.

I don't think the GCW could actually run this anyway but it was just an example. It just looks not that fun to control. Hopefully thtere's some support for mice.

>> No.664636

>>664509
GCW supports mice and keyboard out of the box (assuming you have a USB OTG adapter).

But let me assure you - we put a damn lot of effort to make the control scheme good and enjoyable. You can play all the games fine, without the "god, I wish I had a mouse" feeling.

>> No.664665

>>663441
>He sounds like a dickwaving /v/tard
The hell are you on? There just isn't really any incentive for the Xbox emulation. This is a pretty common opinion and stated reason for why emulation for it has completely stalled despite it seemingly looking like it would be lazy. The other major reason that has been given is the odd GPU that was apparently custom made for the Xbox.

Also as a note, KotoR and Jade Empire both have PC ports. As for Halo it has a rather well known pc port and fairly large modding community at it's time too. There just weren't a lot of neat exclusives for the Xbox so no one bothered to figure out the emulation.

>> No.664758

>>664665
I'm just a third party in this argument and came to post this list of xbox exclusive games I found. Especially because there will never be another discussion about xbox on this boardor any other board

http://en.wikipedia.org/wiki/Category:Xbox-only_games

Interesting list. Definitely more worthwhile games than a CD-i or something. Is the Sega Pico emulate-able? That'd be pretty interesting too. Come on GCW, step your game up.

>> No.664845

>>664758
Funny thing is, the Genesis/Sega CD emulator is called PicoDrive and does not emulate the Sega Pico.
http://notaz.gp2x.de/pico.php
That is, it does emulate Sega Pico at least on the windows build.

>> No.664881

>>664758
>http://en.wikipedia.org/wiki/Category:Xbox-only_games

Let's see...
I heard Blinx was cool if not amazing
Panzer Dragoon Orta was good
Dino Crisis 3 was Xbox exclusive? Weird
I didn't even know there were Hunter: The Reckoning games

and of course Steel Battalion

>> No.665092

>>664845
It plays the roms, but it lacks the Pico input. Unless that's the whole point.

>> No.665354

>>619417
>splinter cell 5
>modern warfare 3
wat

>> No.665364

>>660436
You're fucking delusional

>> No.665404

>>665364
No, I'm speculating and I'm hopeful.
My line of thought isn't baseless, the Pandora has a working N64 emulator whilst the GCW Zero has an architecture advantage.

These emulators are the work of hobbyists and someone interested MIGHT take up the task to see if it can be done.

>> No.665725

>>664881
i find th he weirdest exclusive tobe the shin megami game. was supposed to be an mmo but sold too little. what were they thinking

>> No.666447

>>665725
Microsoft probably bribed or talked them into doing it, or it might have been a gamble on their part hoping that the Xbox would be more successful.

>> No.667065

>>664758
Oh hey, Gunvalkyrie. I had forgotten about that.

>> No.667150

Is it better than the Pandora?

>> No.667156

>>667150
No, it definitely isn't.

The thing is, the pandora is more of a really small computer with emulator inputs than a GCW-esque emulator, and the price reflects that.

If you can afford both, by all means, get the pandora.

>> No.669343

>>667156
Price points aside, I have to wonder if the Pandora is really that well built or managed. It seems like it shouldn't cost what it does at all, the bulk of the price usually comes from processors and displays.

The GCW Zero can always use USB devices like keyboards, mice and game pads if needed, and supports TV out so it has plenty of potential for home-setups, and taking it on the go later.

That and maybe the GCW Zero has better specs, MIPS processors seem to have an advantage over ARM.

>> No.669387

>>669343
If I understand correctly, OpenPandora costs that much to cover the loses they made during the years of developement. Buying a Pandora now, you're paying for a unit of someone who preordered years ago.

>> No.669393

>>669387
Makes a lot of sense, in other words they seriously fumbled and they're passing the costs onto you.
Luckily GCW Zero has NOT repeated these sorts of mistakes and seems slated to arrive within a month.

>> No.669419
File: 1.03 MB, 2100x1394, clubbing seals.jpg [View same] [iqdb] [saucenao] [google]
669419

>>669343
>>669387
Well, nice way to shit on Open Pandora. Here's some advice for GCW customers then: don't buy the first batch, it will likely be faulty, wait for the second batch after they fix the hardware issues that will inevitably come up.

>> No.669452

>>669419
A bit late for that really, the kickstarter got 1500 or so pre-orders.
Actually they've had prototypes before already, they addressed a few issues with them so there is less risk of hardware faults in the first run. They're working hard on the software side of things too.

>> No.669476

>>669419
>Well, nice way to shit on Open Pandora
Hmm? I only replied why Pandora costs that much. It's the truth.

>Here's some advice for GCW customers then: don't buy the first batch, it will likely be faulty, wait for the second batch after they fix the hardware issues that will inevitably come up.

It's not the first batch. First (prototype) batch was a year ago. The board went through multiple revisions, the latest being v2.0, which contains all the fixes for hardware issues that surfaced over the year.

>> No.670194
File: 41 KB, 225x195, waiting.jpg [View same] [iqdb] [saucenao] [google]
670194

>>660592
another two days

>> No.670227

>>670194
Why don't you go freeze yourself in the mountains?
You know, like how in space movies they put astronauts in suspended animation so that their trip seems really short.
I'll make sure to unfreeze you once GCW is out.

>> No.670884

So, apparently european customers will have their orders shipped out to Dragonbox.de, who will then ship them out to the actual recipients.
So, good really, extra waiting for European customers.

>> No.670915

>>665354
Modern combat 3
it's just as shitty as warfare

>> No.671183

>>670194
I know this feel, anon.

>> No.673879
File: 199 KB, 700x438, class of '93.jpg [View same] [iqdb] [saucenao] [google]
673879

any day now

>> No.674441
File: 16 KB, 320x288, 1343081240590.gif [View same] [iqdb] [saucenao] [google]
674441

>I've not with-held information the SE were held because of the stutter bug and testing of the kernel to ensure it was resolved.

>Now that it is confirmed flashing will start with first priority to the SE models then the KS. I've stated this on the updates section also not more then a couple days ago. I've also let numerous people via IRC and e-mail from the SE group know these same answers.

>Flashing will commence of Friday and carry on till all SE units then KS units are flashed the SE units will be shipeed first followed by the KS.

>All European orders will be shipped to the retailer in bulk to be shipped out to each kick starter pledge from the UK.

>> No.675436
File: 1.98 MB, 318x177, 1358473987764.gif [View same] [iqdb] [saucenao] [google]
675436

won't be long now

>> No.675502

>>675436
It's worth noting this is an old gif.
Duke Nukem 3D controls are like that now:
https://www.youtube.com/watch?v=bpUSf5EmeY4
(note the analog and face buttons usage)

>> No.678139

>>664636
That does it.


I'm buying a GCW Zero on my next paycheck.