Good morning people!
I bring good news and good news and good news.
first of all, I've been working with the ppsspp devs in order to try and get zill into a little more playable state than it was when i started this project.
that has now happened and the latest git build completely eliminates a bundle of issues such as blurry text, bloom overglow, random crashes and such on.
the issue with the crashing is still there with D3D11, and the same crashing causes the game to blackscreen on OpenGL, but on D3D9 it's now fully working (minor graphical issues exist.)
the whole crashing issue is still being worked on and i have faith in that it will eventually be sorted out so that any rendering backend can be used with the game. Currently, the solution is to stick with D3D9 which was previously not so preferred choice due to the fact that it made the game look ugly as shits (a bug in the code the devs accidentally introduced some versions back was the root cause.)
second good news.
the graphics work is all done, and once i manage to insert the last edited image into the game, it is also 100% implemented.
the third good news will also talk about graphics though.
so, the actual graphics work is done, but then (as some of you have already seen on the screenshots thread) this happened:
what you're looking at is our resident good guy Xenetes running at his texture resulution doubled (256x256/256color against original 128x128/64color)
I toyed with implementing the ps2 version textures into the psp and after tinkering with it a bit, I saw that using half of the ps2 textures original resolution is still perfectly fine with the little psp.
this has been ran through a good pile of tests already and does NOT
introduce any form of performance issues on real hardware whatsoever.
ofcourse, if we're talking about the emulator, the full 512x512 resolution textures could be used, but I'm not implementing them since they are not HW compatible. (or well, enjoy 5FPS