Don't even know why i wasted time actually finding back what the password for this website even is but the fact that people take as granted:
1) An out of context screenshot
2) A blatant sarcastic overexaggeration
3) A screenshot of something that literally has no real proof to ever had happened...
v.1.5 released, bringing tons of new features and bugfixes!
Changelog:
- Moved to vitaGL for rendering.
- Moved from Wolf3D-PSP to Wolf4SDL base code.
- Fixed a lot of bugs causing random crashes, graphical glitches, game freezes
- Fixed fade-in/fade-out effects. Now they work as intended.
-...
The tutorial is lost forever since i've closed the forum hosting it and recently deleted backups i had of the threads too since in more than a year no one ever asked for any info from that ancient forum.
However, here there are some info about how to generate a custom bubble for RPG Maker...
If you like so, i can add a link to the post with your list and you can keep it updated, as you wish.
Btw, there are so many things that can change FPS that dunno if you can create a proper list (q3config settings are one of them for example: you can change resolution and graphical settings and...
RetroLivearea v.1.0
RetroLivearea is a little tool that allows you to automatically improve Livearea assets for PSX and PSP bubbles by creating new set of assets from the original PBP file (ICON0 and PIC1 files).
It will also redirect Livearea assets to ux0:data/RetroLivearea/TITLEID so that...
You can lower resolution to greatly increase framerate (check OP).
As for the console, adding sceIme (the official Vita keyboard) is planned (like it currently works on vitaQuake).
This generally happens when an application is closed without properly shutting down sceGxm (aka GPU). (For...
New BETA version available (0.6) with some improvements to the renderer, multiplayer support and added touchscreen support for aiming.
Changelog:
- Added touchscreen support for camera/cursor movement
- Added online and local multiplayer support
- Fixed a bug causing textures to not being...
You're probably confusing with latest RPG Makers (i stopped following RPG Maker world with VX but afaik MV is probably what you're referring).
From 95 to VX, they're not HTML engines but standard executables (in the case of RPG Maker 2k/2k3, RPG_RT.exe)
Btw you can already build your games using...
Quake 1 on PSP was not made by me.
Quake 1 btw has builtin autoaim server side which got removed since Quake 2 due to interest shifting from singleplayer to multiplayer.
ZDoom? Simply never.
Engine has been made by monkeys that made it possible to make a 2D Game to require shittons of power (both CPU and GPU wise).
Technically speaking it's heavier than idTech3.
1. Not tried mods and probably most won't work. You'll require to disable shared libraries in config file to even try.
2. Depends on what you mean for RAM since Quake III has different kind of internal heaps. Not to mention vitaGL too has his own two heaps.
3. Depends highly on what's rendered...
Not really, if i don't like a game, i just prefer working on something else (that's why i'm actually working on RTCW).
If i'll ever need the game, i probably use my Patreon's donations to cover the cost of the game (as i've did with RTCW and Quake III).
I don't own the game so would be impossible for me to even test it (and since i'm not a fan of Star Wars saga, i'm not willing to spend money for a game i won't play).