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	<id>https://pandorawiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JavaJake</id>
	<title>Pandora Wiki - User contributions [en]</title>
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	<updated>2026-05-06T08:46:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://pandorawiki.org/index.php?title=Kernel_interface&amp;diff=965</id>
		<title>Kernel interface</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Kernel_interface&amp;diff=965"/>
		<updated>2008-11-29T17:53:14Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: /* LED's */ Clarified/corrected backlight note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Warning''': this is preliminary and is subject to change until release.&lt;br /&gt;
&lt;br /&gt;
In case you need to write low level code (you can't/don't want to use high level libs like SDL), you can use kernel interface. This is the recommended way to access hardware (as opposed to GP2X style of accessing chip registers by mmap'ing /dev/mem), because in case hardware changes are needed in future, they could be handled by kernel and all programs would still work. It also should allow several programs to work at the same time and should be more stable.&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
Buttons, keypad, touchscreen and nubs are all exposed through Linux event interface (EVDEV). All devices are represented by /dev/input/eventX files, which can be opened, read and queried (using ioctl calls). The reads can be synchronous (the read will only return when user does something, like presses the button), or asynchronous (the system will report what changed since the last time you asked).&lt;br /&gt;
&lt;br /&gt;
'''Warning''': don't hardcode device filenames in your program! For example, currently /dev/input/event2 represents game buttons, but in future it may become touchscreen. Scan input device names instead, example:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
for (i = 0; 1; i++)&lt;br /&gt;
{&lt;br /&gt;
  sprintf(name, &amp;quot;/dev/input/event%i&amp;quot;, i);&lt;br /&gt;
  fd = open(name, O_RDONLY);&lt;br /&gt;
  if (fd &amp;lt; 0) break; /* no more devices */&lt;br /&gt;
  ioctl(fd, EVIOCGNAME(sizeof(name)), name);&lt;br /&gt;
  if (strcmp(name, &amp;quot;gpio-keys&amp;quot;) == 0)&lt;br /&gt;
    return fd; /* found the buttons! */&lt;br /&gt;
  close(fd); /* we don't need this device */&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of device names and events they send:&lt;br /&gt;
{|border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|-&lt;br /&gt;
!name&lt;br /&gt;
!description&lt;br /&gt;
!event.type&lt;br /&gt;
!event.code&lt;br /&gt;
!event.value&lt;br /&gt;
|-&lt;br /&gt;
|omap_twl4030keypad&lt;br /&gt;
|keypad&lt;br /&gt;
|EV_KEY&lt;br /&gt;
|KEY_0...KEY_Z, KEY_BACKSPACE, KEY_LEFTSHIFT, KEY_SPACE, KEY_ENTER, KEY_COMMA, KEY_DOT, KEY_FN&lt;br /&gt;
|0 - released, 1 - pressed, 2 - autorepeat event&lt;br /&gt;
|-&lt;br /&gt;
|gpio-keys&lt;br /&gt;
|game buttons&lt;br /&gt;
|EV_KEY&lt;br /&gt;
|KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_MENU, BTN_START, BTN_SELECT, BTN_X, BTN_Y, BTN_A, BTN_B, BTN_TL, BTN_TR&lt;br /&gt;
|0 - released, 1 - pressed&lt;br /&gt;
|-&lt;br /&gt;
|ADS784x Touchscreen&lt;br /&gt;
|touchscreen&lt;br /&gt;
|EV_ABS&lt;br /&gt;
|ABS_X, ABS_Y, ABS_PRESSURE&lt;br /&gt;
|varies, use calibration data&lt;br /&gt;
|-&lt;br /&gt;
|vsense66&lt;br /&gt;
|left nub&lt;br /&gt;
|EV_ABS&lt;br /&gt;
|ABS_X, ABS_Y&lt;br /&gt;
| -256...0...256&lt;br /&gt;
|-&lt;br /&gt;
|vsense67&lt;br /&gt;
|right nub&lt;br /&gt;
|EV_ABS&lt;br /&gt;
|ABS_X, ABS_Y&lt;br /&gt;
| -256...0...256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sample code:&lt;br /&gt;
[http://beagleboard.googlecode.com/files/evtest.c evtest.c]&lt;br /&gt;
[http://notaz.gp2x.de/misc/pnd/src/pnd_test_inputs.c pnd_test_inputs.c]&lt;br /&gt;
&lt;br /&gt;
====Touchscreen====&lt;br /&gt;
Event interface returns uncalibrated values directly from driver, so you need to use tslib or manage calibration yourself (using data from /etc/pointercal).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
Pandora uses ALSA, but it has OSS emulation enabled too, so GP2X code should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
Framebuffer device (/dev/fb0) is supported. More to come..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LED's===&lt;br /&gt;
The LED's can be controlled via /sys/class/leds/, and then a file [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=45309&amp;amp;view=findpost&amp;amp;p=673593]:&lt;br /&gt;
* pandora::bluetooth&lt;br /&gt;
* pandora::lcd_bl ''(This is expected to move to /sys/class/backlight/ at some point)''&lt;br /&gt;
* pandora::sd2&lt;br /&gt;
* pandora::charger&lt;br /&gt;
* pandora::power&lt;br /&gt;
* pandora::wifi&lt;br /&gt;
* pandora::keypad_bl&lt;br /&gt;
* pandora::sd1&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
Some things can be controlled through files in /proc/pandora/:&lt;br /&gt;
* /proc/pandora/cpu_mhz_max - if [http://www.kernel.org/pub/linux/utils/kernel/cpufreq/cpufreq.html cpufreq] is enabled, sets maximum allowed cpu clock, if not, just sets CPU clock to value supplied (echo 600 &amp;gt; /proc/pandora/cpu_mhz_max).&lt;br /&gt;
* /proc/pandora/wait_vsync - if you read this file, your process will block until next vsync interrupt (note: this might change to fbdev ioctl).&lt;br /&gt;
more to come..&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Kernel_interface&amp;diff=964</id>
		<title>Kernel interface</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Kernel_interface&amp;diff=964"/>
		<updated>2008-11-29T17:51:16Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Added LED's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Warning''': this is preliminary and is subject to change until release.&lt;br /&gt;
&lt;br /&gt;
In case you need to write low level code (you can't/don't want to use high level libs like SDL), you can use kernel interface. This is the recommended way to access hardware (as opposed to GP2X style of accessing chip registers by mmap'ing /dev/mem), because in case hardware changes are needed in future, they could be handled by kernel and all programs would still work. It also should allow several programs to work at the same time and should be more stable.&lt;br /&gt;
&lt;br /&gt;
===Input===&lt;br /&gt;
Buttons, keypad, touchscreen and nubs are all exposed through Linux event interface (EVDEV). All devices are represented by /dev/input/eventX files, which can be opened, read and queried (using ioctl calls). The reads can be synchronous (the read will only return when user does something, like presses the button), or asynchronous (the system will report what changed since the last time you asked).&lt;br /&gt;
&lt;br /&gt;
'''Warning''': don't hardcode device filenames in your program! For example, currently /dev/input/event2 represents game buttons, but in future it may become touchscreen. Scan input device names instead, example:&lt;br /&gt;
&amp;lt;source lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
for (i = 0; 1; i++)&lt;br /&gt;
{&lt;br /&gt;
  sprintf(name, &amp;quot;/dev/input/event%i&amp;quot;, i);&lt;br /&gt;
  fd = open(name, O_RDONLY);&lt;br /&gt;
  if (fd &amp;lt; 0) break; /* no more devices */&lt;br /&gt;
  ioctl(fd, EVIOCGNAME(sizeof(name)), name);&lt;br /&gt;
  if (strcmp(name, &amp;quot;gpio-keys&amp;quot;) == 0)&lt;br /&gt;
    return fd; /* found the buttons! */&lt;br /&gt;
  close(fd); /* we don't need this device */&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of device names and events they send:&lt;br /&gt;
{|border=1 cellpadding=2 cellspacing=0&lt;br /&gt;
|-&lt;br /&gt;
!name&lt;br /&gt;
!description&lt;br /&gt;
!event.type&lt;br /&gt;
!event.code&lt;br /&gt;
!event.value&lt;br /&gt;
|-&lt;br /&gt;
|omap_twl4030keypad&lt;br /&gt;
|keypad&lt;br /&gt;
|EV_KEY&lt;br /&gt;
|KEY_0...KEY_Z, KEY_BACKSPACE, KEY_LEFTSHIFT, KEY_SPACE, KEY_ENTER, KEY_COMMA, KEY_DOT, KEY_FN&lt;br /&gt;
|0 - released, 1 - pressed, 2 - autorepeat event&lt;br /&gt;
|-&lt;br /&gt;
|gpio-keys&lt;br /&gt;
|game buttons&lt;br /&gt;
|EV_KEY&lt;br /&gt;
|KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_MENU, BTN_START, BTN_SELECT, BTN_X, BTN_Y, BTN_A, BTN_B, BTN_TL, BTN_TR&lt;br /&gt;
|0 - released, 1 - pressed&lt;br /&gt;
|-&lt;br /&gt;
|ADS784x Touchscreen&lt;br /&gt;
|touchscreen&lt;br /&gt;
|EV_ABS&lt;br /&gt;
|ABS_X, ABS_Y, ABS_PRESSURE&lt;br /&gt;
|varies, use calibration data&lt;br /&gt;
|-&lt;br /&gt;
|vsense66&lt;br /&gt;
|left nub&lt;br /&gt;
|EV_ABS&lt;br /&gt;
|ABS_X, ABS_Y&lt;br /&gt;
| -256...0...256&lt;br /&gt;
|-&lt;br /&gt;
|vsense67&lt;br /&gt;
|right nub&lt;br /&gt;
|EV_ABS&lt;br /&gt;
|ABS_X, ABS_Y&lt;br /&gt;
| -256...0...256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Sample code:&lt;br /&gt;
[http://beagleboard.googlecode.com/files/evtest.c evtest.c]&lt;br /&gt;
[http://notaz.gp2x.de/misc/pnd/src/pnd_test_inputs.c pnd_test_inputs.c]&lt;br /&gt;
&lt;br /&gt;
====Touchscreen====&lt;br /&gt;
Event interface returns uncalibrated values directly from driver, so you need to use tslib or manage calibration yourself (using data from /etc/pointercal).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sound===&lt;br /&gt;
Pandora uses ALSA, but it has OSS emulation enabled too, so GP2X code should work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
Framebuffer device (/dev/fb0) is supported. More to come..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LED's===&lt;br /&gt;
The LED's can be controlled via /sys/class/leds/, and then a file [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=45309&amp;amp;view=findpost&amp;amp;p=673593]:&lt;br /&gt;
* pandora::bluetooth&lt;br /&gt;
* pandora::lcd_bl ''This is going to move to /sys/class/backlight/ by the time Pandora is shipped''&lt;br /&gt;
* pandora::sd2&lt;br /&gt;
* pandora::charger&lt;br /&gt;
* pandora::power&lt;br /&gt;
* pandora::wifi&lt;br /&gt;
* pandora::keypad_bl&lt;br /&gt;
* pandora::sd1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
Some things can be controlled through files in /proc/pandora/:&lt;br /&gt;
* /proc/pandora/cpu_mhz_max - if [http://www.kernel.org/pub/linux/utils/kernel/cpufreq/cpufreq.html cpufreq] is enabled, sets maximum allowed cpu clock, if not, just sets CPU clock to value supplied (echo 600 &amp;gt; /proc/pandora/cpu_mhz_max).&lt;br /&gt;
* /proc/pandora/wait_vsync - if you read this file, your process will block until next vsync interrupt (note: this might change to fbdev ioctl).&lt;br /&gt;
more to come..&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Pandora&amp;diff=892</id>
		<title>Pandora</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Pandora&amp;diff=892"/>
		<updated>2008-10-31T20:08:51Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: /* Storage */ More readable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Pandora is a seventh-generation handheld game console. When it ships in November 2008, it will be the most powerful handheld gaming console available.&lt;br /&gt;
[[Image:Pandora-newrender.jpg|Right|thumb|360px|The Pandora open-source game system.]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Pandora will run a Linux distribution. There will be no fees for developer tools and hence anyone will be free to develop and release games for the system. &lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
The Pandora uses a Texas Instruments OMAP 3530 System-on-Chip. This includes the ARM Cortex-A8 processor, the TI C64X programmable DSP, the PowerVR SGX 530 3D accelerator and supporting components.&lt;br /&gt;
&lt;br /&gt;
====Storage====&lt;br /&gt;
The first revisions of the console included 128MB of DDR RAM, and 256MB of on-board NAND flash memory. However, the final revision that is sold to consumers has 256MB of DDR RAM and 512MB of on-board NAND memory. Storage space is available through 2 SDHC card slots and via USB host capabilities for connecting any standard USB flash drive and hard drive. (The internal memory is designed only to hold the operating system and any updates to it.)&lt;br /&gt;
&lt;br /&gt;
===Input and output===&lt;br /&gt;
The Pandora includes two analog pads, a directional pad, 4 action buttons, 2 shoulder buttons, 3 function buttons (start/select/home), and a QWERTY keyboard. &lt;br /&gt;
&lt;br /&gt;
====Display====&lt;br /&gt;
The Pandora's display will be a 800*480 display, which additionally will have touchscreen functionality.&lt;br /&gt;
&lt;br /&gt;
=====TV-out=====&lt;br /&gt;
The Pandora will have the ability to output S-video and composite signals to television sets. In addition, picture-in-picture and seperate signals for the TV and LCD will be supported.&lt;br /&gt;
&lt;br /&gt;
====Sound====&lt;br /&gt;
The Pandora will have a high-quality sound DAC, and an ADC and internal microphone for recording. A pair of stereo speakers is built into the display. The volume control is a wheel.&lt;br /&gt;
&lt;br /&gt;
====Keyboard====&lt;br /&gt;
The Pandora will have an almost-full QWERTY keyboard, with additional keys using Function. Control will likely be mapped onto one of the action or shoulder buttons.&lt;br /&gt;
&lt;br /&gt;
more here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Full Specs==&lt;br /&gt;
&lt;br /&gt;
These are constantly changing. Hopefully, this page will be updated with them. When adding information please remember to correctly reference the new information to a reliable source.&lt;br /&gt;
&lt;br /&gt;
*General&lt;br /&gt;
** The name: Pandora [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=572691]&lt;br /&gt;
** Dimensions: 140 x 83 x 27 mm (slightly larger than a DS Lite: vs 133 mm × 73.9 mm × 21.5 mm)&lt;br /&gt;
** Price: 199 GBP(incl. VAT) (approx. $330 USD, 212 € (excl. VAT)&lt;br /&gt;
** Release date: Pre-orders for the first batch of 4000 Pandoras sold out in six days.  Units from this batch are expected to ship in November 2008.  Orders for the next batch will be taken in December 2008 for a March 2009 delivery.&lt;br /&gt;
** Case will be a bit smaller the GP2X, and will be a mix of metal and plastic. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
&lt;br /&gt;
*Core Hardware:&lt;br /&gt;
**Texas Instrument's OMAP3530 System-on-chip. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=562133] [http://www.gp32x.com/board/index.php?showtopic=39172&amp;amp;st=160#] ''Specifications can be found at this link: [http://focus.ti.com/pdfs/wtbu/ti_omap3430.pdf] '' &lt;br /&gt;
** PowerVR SGX GPU (OpenGL ES 2.0, several million polygons per second). ''OpenGL ES demonstrated: [http://www.imgtec.com/powervr/insider/powervr-demos.asp] ''&lt;br /&gt;
**128MB of DDR SDRAM in the developer units and 256MB in consumer units.&lt;br /&gt;
** Real Time Clock (RTC) built in, to keep track of time. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=568882]&lt;br /&gt;
**256MB of internal flash memory on developer boards and 512MB on consumer pandoras.&lt;br /&gt;
**Will be &amp;quot;unbrickable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Display: 800x480 widescreen (5:3), 4.3 inches, touchscreen LCD.[http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
**Brightness:300 cd/m2, Contrast ratio:450:1, Response time:tr+tf=30ms[http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=39741&amp;amp;view=findpost&amp;amp;p=573484]&lt;br /&gt;
**Dimensions: 93.6 x 56.2 mm (4.3 inches, 5:3 aspect ratio).&lt;br /&gt;
**TV-out included in hardware, A/V-OUT Port (similar in appearance to a large USB OTG port) outputs S-Video and Composite and inputs 3,5mm Headphone/Microphone cables.. &lt;br /&gt;
***Separate TV-out signals, picture-in-picture capabilities. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
**Powerful 2D and 3D hardware acceleration, see above. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
&lt;br /&gt;
*Input:&lt;br /&gt;
**Buttons, keyboard, microphone, and touchscreen. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
**Directional pad will be a D-pad. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
**Two real analog nubs, with rubber grip, but no click function. [http://www.youtube.com/watch?v=i26UXJOTkTk A video of the analog nub to be used in Pandora's construction.] Update: a custom designed plastic nub is now being used and will remain in the previously planned location.&lt;br /&gt;
**QWERTY keyboard cellphone like thumb typeable. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
**Built-In Microphone [http://www.gp32x.com/board/index.php?act=findpost&amp;amp;pid=568882]&lt;br /&gt;
&lt;br /&gt;
*Connectivity:&lt;br /&gt;
**802.11g (Wi-fi) included. USB host included. USB-on-the-go (one-port host and client) included. [http://www.gp32x.com/board/index.php?showtopic=38044]&lt;br /&gt;
**Integrated Bluetooth 2.0 + EDR (3Mbps)[http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=42344&amp;amp;view=findpost&amp;amp;p=613832]&lt;br /&gt;
**The USB will be fully powered (500 milliamps). You'll be able to use anything that has drivers. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=568882]&lt;br /&gt;
**RS-232 will be included, but a level converter will be needed for the UART. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=568882]&lt;br /&gt;
**Twin SDHC slots.&lt;br /&gt;
&lt;br /&gt;
*Software:&lt;br /&gt;
**Open2X-type Linux firmware. [http://wiki.open2x.org/open2x/wiki/index.php?title=Firmware]&lt;br /&gt;
**One-click install system - Debian ARMEL packages probably compatible with minor work.&lt;br /&gt;
**Potential Emulation: Nearly any game console which predates the Playstation for which an open-source emulator exists.  Nearly any 8 or 16 bit computer system for which an open-source emulator exists.&lt;br /&gt;
*** Atari 2600, 7800, 5200, and Lynx&lt;br /&gt;
*** Nintendo NES, SNES, Gameboy, GBA and NDS (with combination of inbuilt touchscreen and external TV)&lt;br /&gt;
*** Sega Master System and Genesis&lt;br /&gt;
*** NEC PCEngine (TurboGrafx-16)&lt;br /&gt;
*** SNK NeoGeo, NeoGeo Pocket, and Pocket Color&lt;br /&gt;
*** Sony Playstation [http://www.gp32x.com/board/index.php?showtopic=41440]&lt;br /&gt;
*** Atari 400, 800, and ST&lt;br /&gt;
*** Amiga &lt;br /&gt;
*** PC (DOSBox)&lt;br /&gt;
*** Apple II&lt;br /&gt;
**Possible Software:&lt;br /&gt;
***Will be capable of running X11 with a window manager and desktop environment, and probably will by default.&lt;br /&gt;
***There should be the ability to run normal programs you can run on Modern Linux builds as well, provided it does not exceed 128MB of RAM (excluding any virtual memory for performance reasons) and is ported.  This includes a full build of Firefox!  Firefox 3.0 uses much less memory and resources, and should run fine on the Pandora.&lt;br /&gt;
***Macromedia Flash is possible on the Pandora with web browsers with some work.  Maybe not full Flash support though, but http://www.gnu.org/software/gnash/ can be ported to the Pandora and run up to FlashV7 guaranteed, play Youtube videos (mplayer and VLC can play FLV files just fine, play other movie files from Firefox, and VLC can stream FLV easily) and can work with Firefox or as a standalone program.  &lt;br /&gt;
***Advanced multimedia support, including streaming: mplayer, VLC, xine and any other program that is open source is possible.  For a general idea of file support for VLC see http://www.videolan.org/vlc/features.html, and for xine see http://xinehq.de/index.php/features.&lt;br /&gt;
&lt;br /&gt;
*Power:&lt;br /&gt;
**Lithium-polymer battery, ~4000mAH.&lt;br /&gt;
**Up to 10 hours battery life under reasonable load 8.5 hours under max cpu load.  Up to 100 hours playing MP3s. [http://www.gp32x.com/board/index.php?showtopic=40823&amp;amp;st=80&amp;amp;p=595336&amp;amp;#entry595336]&lt;br /&gt;
**Can charge through AC adapter or USB. [http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=40659&amp;amp;view=findpost&amp;amp;p=587802]&lt;br /&gt;
**Advanced power management capabilities: only need to set a max clockspeed, when the CPU is not doing anything it automatically HALTs and does nothing to save a lot of power.[http://www.gp32x.com/board/index.php?s=&amp;amp;showtopic=38155&amp;amp;view=findpost&amp;amp;p=574380]&lt;br /&gt;
**Will be able to suspend to RAM or suspend to disk for longer battery life and faster start up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Template:Pandora_Hardware&amp;diff=681</id>
		<title>Template:Pandora Hardware</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Template:Pandora_Hardware&amp;diff=681"/>
		<updated>2008-09-26T21:49:43Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Updated the styling to use the standard CSS versions instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 3rd Party Hardware ===&lt;br /&gt;
This is a list of hardware that can be used with the Pandora UMPC.&lt;br /&gt;
&lt;br /&gt;
This page lists the name of a product, the link to the product, miscellaneous notes on it, and then the status.&lt;br /&gt;
&lt;br /&gt;
The status has a possible 3 colors. (Editors, please copy and paste the styling when creating a new row.)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:green;color:white;text-align:center&amp;quot; | Works! with Pandora&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown to work&lt;br /&gt;
| style=&amp;quot;background:red;color:white;text-align:center&amp;quot; | Not compatible with Pandora&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:#000000; color:white&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Link&lt;br /&gt;
! Notes&lt;br /&gt;
! Status&lt;br /&gt;
! Source&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Keyboards&lt;br /&gt;
|-&lt;br /&gt;
| Apple Wireless Bluetooth Keyboard&lt;br /&gt;
| http://www.bestbuy.com/site/olspage.jsp?skuId=8509759&amp;amp;st=keyboard&amp;amp;lp=12&amp;amp;type=product&amp;amp;cp=1&amp;amp;id=1186005932539&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-  style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| Adesso Foldable Keyboard&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16823166038&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Adesso Mouse/Keyboard Combination&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16823166052&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| Darfon Foldable Keyboard&lt;br /&gt;
| http://www.darfon.com.tw/English/HID_Portable.asp&lt;br /&gt;
| Possibly relisted under other manufacturers names&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| DealExtreme Compact 88 key keyboard&lt;br /&gt;
| http://www.dealextreme.com/details.dx/sku.11933&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Mice&lt;br /&gt;
|-&lt;br /&gt;
| Adesso Mouse w/ numpad&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16823166082&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Cases&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Accessories/Misc&lt;br /&gt;
|-&lt;br /&gt;
| Archos screen protectors&lt;br /&gt;
| http://www.zagg.com/invisibleshield/media-player/archos&lt;br /&gt;
| Assumed to work due to screen dimensions&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| Mini-Box PicoLCD 4x20 External LCD display&lt;br /&gt;
| http://www.mini-box.com/PicoLCD-4X20-Sideshow&lt;br /&gt;
| Also works in Windows Vista&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| DealExtreme 58-n-1 card reader&lt;br /&gt;
| http://www.dealextreme.com/details.dx/sku.7523&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| DealExtreme clip-on 1.3 MP Webcap&lt;br /&gt;
| http://www.dealextreme.com/details.dx/sku.3569&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Game Controllers&lt;br /&gt;
|-&lt;br /&gt;
| Genius Portable USB Pandora Gamepad&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16826179016&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| NES/SNES to USB Converters and controllers&lt;br /&gt;
| http://www.retrousb.com/index.php?categoryID=79&lt;br /&gt;
| May be better off buying the controllers (retro) from eBay&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| USB Adapter for all kinds of retro joysticks&lt;br /&gt;
| http://www.raphnetshop.com/products/atari2usb/index.php?category=Gaming&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background:orange;text-align:center&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Logitech Precision&lt;br /&gt;
| http://www.logitech.com/index.cfm/gaming/pc_gaming/gamepads/devices/301&lt;br /&gt;
| Not all the buttons have been tested, but I think we can safely assume they'll work.&lt;br /&gt;
| style=&amp;quot;background:green;color:white;text-align:center&amp;quot; | Works&lt;br /&gt;
| [http://www.youtube.com/watch?v=njgAQhwqJZg Source]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Template:Pandora_Hardware&amp;diff=680</id>
		<title>Template:Pandora Hardware</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Template:Pandora_Hardware&amp;diff=680"/>
		<updated>2008-09-26T21:45:03Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Added Logitech Precision. Also added new &amp;quot;Source&amp;quot; column where we can prove that it is/isn't compatible.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 3rd Party Hardware ===&lt;br /&gt;
This is a list of hardware that can be used with the Pandora UMPC.&lt;br /&gt;
&lt;br /&gt;
This page lists the name of a product, the link to the product, miscellaneous notes on it, and then the status.&lt;br /&gt;
&lt;br /&gt;
The status has a possible 3 colors.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:green;color:white&amp;quot; | Works! with Pandora&lt;br /&gt;
| style=&amp;quot;background:orange;&amp;quot; | Unknown to work&lt;br /&gt;
| style=&amp;quot;background:red;color:white&amp;quot; | Not compatible with Pandora&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;background:#000000; color:white&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Link&lt;br /&gt;
! Notes&lt;br /&gt;
! Status&lt;br /&gt;
! Source&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Keyboards&lt;br /&gt;
|-&lt;br /&gt;
| Apple Wireless Bluetooth Keyboard&lt;br /&gt;
| http://www.bestbuy.com/site/olspage.jsp?skuId=8509759&amp;amp;st=keyboard&amp;amp;lp=12&amp;amp;type=product&amp;amp;cp=1&amp;amp;id=1186005932539&lt;br /&gt;
| &lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-  style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| Adesso Foldable Keyboard&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16823166038&lt;br /&gt;
| &lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Adesso Mouse/Keyboard Combination&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16823166052&lt;br /&gt;
| &lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| Darfon Foldable Keyboard&lt;br /&gt;
| http://www.darfon.com.tw/English/HID_Portable.asp&lt;br /&gt;
| Possibly relisted under other manufacturers names&lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| DealExtreme Compact 88 key keyboard&lt;br /&gt;
| http://www.dealextreme.com/details.dx/sku.11933&lt;br /&gt;
|&lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Mice&lt;br /&gt;
|-&lt;br /&gt;
| Adesso Mouse w/ numpad&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16823166082&lt;br /&gt;
| &lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Cases&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Accessories/Misc&lt;br /&gt;
|-&lt;br /&gt;
| Archos screen protectors&lt;br /&gt;
| http://www.zagg.com/invisibleshield/media-player/archos&lt;br /&gt;
| Assumed to work due to screen dimensions&lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| Mini-Box PicoLCD 4x20 External LCD display&lt;br /&gt;
| http://www.mini-box.com/PicoLCD-4X20-Sideshow&lt;br /&gt;
| Also works in Windows Vista&lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| DealExtreme 58-n-1 card reader&lt;br /&gt;
| http://www.dealextreme.com/details.dx/sku.7523&lt;br /&gt;
| &lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| DealExtreme clip-on 1.3 MP Webcap&lt;br /&gt;
| http://www.dealextreme.com/details.dx/sku.3569&lt;br /&gt;
|&lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#555555; color:white&amp;quot; width=&amp;quot;100%&amp;quot; colspan=5 | Game Controllers&lt;br /&gt;
|-&lt;br /&gt;
| Genius Portable USB Pandora Gamepad&lt;br /&gt;
| http://www.newegg.com/Product/Product.aspx?Item=N82E16826179016&lt;br /&gt;
| &lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|- style=&amp;quot;background:#CCCCCC;&amp;quot;&lt;br /&gt;
| NES/SNES to USB Converters and controllers&lt;br /&gt;
| http://www.retrousb.com/index.php?categoryID=79&lt;br /&gt;
| May be better off buying the controllers (retro) from eBay&lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| USB Adapter for all kinds of retro joysticks&lt;br /&gt;
| http://www.raphnetshop.com/products/atari2usb/index.php?category=Gaming&lt;br /&gt;
|&lt;br /&gt;
| bgcolor=&amp;quot;orange&amp;quot; | Unknown&lt;br /&gt;
|-&lt;br /&gt;
| Logitech Precision&lt;br /&gt;
| http://www.logitech.com/index.cfm/gaming/pc_gaming/gamepads/devices/301&lt;br /&gt;
| Not all the buttons have been tested, but I think we can safely assume they'll work.&lt;br /&gt;
| style=&amp;quot;background:green;color:white&amp;quot; | Works&lt;br /&gt;
| [http://www.youtube.com/watch?v=njgAQhwqJZg Source]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Pandora_Interface_Standards&amp;diff=400</id>
		<title>Talk:Pandora Interface Standards</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Pandora_Interface_Standards&amp;diff=400"/>
		<updated>2008-05-15T01:16:05Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Pointless?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Pointless? ==&lt;br /&gt;
&lt;br /&gt;
Isn't this rather pointless when there's no decided button layout yet?&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=376</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=376"/>
		<updated>2008-05-09T23:08:05Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Removed myself from roles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
'''Idea:''' Total Conversion for Quake I or Quake II, FPS, players are marines/humans, zombies are NPCs (and loads of 'em). Either one big server (world) or several regular servers with 16-32 people. Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example).&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Motivation:''' Although I used to program (C/C++), I decided I wanted to do something else for this project. Creating msuic and designing levels (both 2d and 3d).&lt;br /&gt;
&lt;br /&gt;
'''Role in Project:''' Tester, Musician, Level Designer/Modeller&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Experience with said role:''' I've made quite a few music tracks in the past, mostly dance/trance, but I'm currently busy with more ambient stuff. Tools of the trade: FL Studio. For 3d level modeling, I've made quite a few levels for Doom, Half-Life (CS), UT99, UT2003 and UT2004. Unfortunatly, I lost most of them, and the rest are somewhere on a backup CD.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
After much deliberating, I decided I'm for PlopperZ's idea, I think if we can't make it an mmo it shouldn't have full rpg features, maybe put a level cap at level 6 or have you gain ability through having awesome weapons that cost alot, as this is unbalancing. in all honesty, I think zombie master made a great game and we should follow there example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Bots) vs. Humans(Players).Zombies could &amp;quot;migrate&amp;quot; out of the fog at the edges of the level.  Maybe have a bit of a story and the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. Possibly have progressive stats if the engine allowed for it.&lt;br /&gt;
&lt;br /&gt;
== javaJake ==&lt;br /&gt;
'''No longer active. This project will be over my head, and I will be unable to contribute in any way. If I do happen to contribute, it'll be patching repository code or similar.''' I really just need to step back and work on my C++ skills in smaller, less time-consuming projects first.&lt;br /&gt;
&lt;br /&gt;
'''Ideas:''' I like PlopperZ's ideas, except I lean more towards strategy: I think there should be more to the game than just shooting zombies and making money. Zombie shooting would be the staple &amp;quot;meal&amp;quot; of the game, but there should be lots of other activities to exceed in as well.&lt;br /&gt;
&lt;br /&gt;
I also suggest resources needed (weapons, ammo, food/medical supplies, vehicles, etc.) be the specialty or specialties of two or more distinct human races. They'd have to maintain secure routes or something like that to guard against zombies, so that people and supplies can travel across the map.&lt;br /&gt;
&lt;br /&gt;
People could also create their own informal teams and try to create monopolies on supplies or other such malicious tasks. I'm not sure how this would work, and if the world would remain balanced like this, but it's an idea.&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
'''Why me:''' Programming has been my primary activity for years. Despite this, I have still yet to learn C/C++. However, I'm eager to learn, and I see this as my opportunity to do just that. With a little time and patience, I should be very helpful. I also love to work in teams, and keep everything very organized for my neighbor. Included in that is a hard-earned habit of documenting my code as I go. I enjoy writing documentation in general.&lt;br /&gt;
&lt;br /&gt;
'''Experience:''' Well, I've got 3+ years of combined experience in Java, PHP, MySQL, and XHTML+CSS. I need a project so I can learn C/C++, and this would be it for me! I have a good amount of experience with SVN, have dabbled in CVS when SourceForge was using it, and have a continually-expanding knowledge of Bazaar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I think if we used your ideas and added them onto my own this would work pretty good! PM me'' ~PlopperZ&lt;br /&gt;
&lt;br /&gt;
== NaN == &lt;br /&gt;
'''Ideas:''' I'd like to see a top-down RPG shooter, either isometric or 3D. I want to use the left stick for movement and the right stick for aiming/shooting. Clicking the left stick should bring up a radial menu for various actions. It should have classes. While the warrior classes should be very straightforward to play, the other classes should require a little more thought to survive. I want to have lots of RPG elements, like special skills that are best mastered by a particular class. I want big worlds where I can do lots of different things. Vehicles, especially cars and motorcycles, would be really cool.&lt;br /&gt;
&lt;br /&gt;
'''Experience''': I think my brother taught me the basics of C loops when I was 11 or 12. In highschool I spent more time programming on my TI83 graphical calculator than doing math problems. My most advanced creation for the TI83 was probably minesweeper. I only became a reasonably good programmer in University, though.&lt;br /&gt;
&lt;br /&gt;
I've had formal education concerning Prolog, Haskell and Java. I also learned about computational complexity and I know some basic learning and searching algorithms. I have work experience coding websites in PHP and MySQL. On my own I've picked up a little Python, Lisp, C and C++. However, I definetely need to brush up on my C(++) skills before I undertake any major projects.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you're willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we're missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* NaN&lt;br /&gt;
* God&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* xnopasaranx&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
Come on, guys. Somebody's gotta do it!&lt;br /&gt;
&lt;br /&gt;
== Level Modelers/Designers ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
* PlopperZ (If no one else is willing)&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* PlopperZ's Friend&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe &lt;br /&gt;
* PlopperZ&lt;br /&gt;
* xnopasaranx&lt;br /&gt;
* atomicthumbs&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
'''the first thing we want to decide is what kind of control scheme to use:'''&lt;br /&gt;
&lt;br /&gt;
''Top Down Shooter''- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
''First person Shooter''- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
''2.5D''- Similar camera to Payback, but with 2D graphics. Could probably be done with FIFE or Empty Clip.&lt;br /&gt;
&lt;br /&gt;
'''The next thing should be how do we control zombies?'''&lt;br /&gt;
&lt;br /&gt;
''npc control''&lt;br /&gt;
&lt;br /&gt;
''player controlled using an rts like interface''&lt;br /&gt;
&lt;br /&gt;
''player controlled''&lt;br /&gt;
&lt;br /&gt;
'''multyplayer is next'''&lt;br /&gt;
&lt;br /&gt;
''mmo''&lt;br /&gt;
 &lt;br /&gt;
''server and client''&lt;br /&gt;
&lt;br /&gt;
'''RPG elements'''&lt;br /&gt;
&lt;br /&gt;
''none''&lt;br /&gt;
&lt;br /&gt;
''full rpg, with leveling and stats''&lt;br /&gt;
&lt;br /&gt;
''passive progression''-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
''Balanced attributes''-you have a number of points you can assign to stats and skills. you do not get more points.&lt;br /&gt;
&lt;br /&gt;
= Comparison of Existing Engines =&lt;br /&gt;
== Quake 2 ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world's greatest game programmers.&lt;br /&gt;
* Multiplayer supported out of the box. possibility of using optimal grid to link multiple servers together.&lt;br /&gt;
* Nice graphics and special effects.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora's 3D hardware.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
&lt;br /&gt;
== Quake 3==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world's greatest game programmers.&lt;br /&gt;
* Multilpayer supported out of the box. Supposed to be better then quake 2???&lt;br /&gt;
* Nice graphics and special effects. Better then quake 2.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora's 3D hardware.&lt;br /&gt;
* Little or no coding required.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
* Level design might be a little complicated&lt;br /&gt;
* Might have lower FPS due to more advanced graphics&lt;br /&gt;
&lt;br /&gt;
== FIFE ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Creating 2D graphics is easier and requires a less complicated editor. This makes the barrier for anybody to add their own graphics much lower.&lt;br /&gt;
* Because the world is made up of tiles, level editing is very easy.&lt;br /&gt;
* 3D graphics could be used by prerendering them. Prerendered 3D models can have much more detail.&lt;br /&gt;
* 2D Should allow for larger worlds.&lt;br /&gt;
* Dynamically loading bits of the level and other advanced features should be much easier in an isometric engine.&lt;br /&gt;
* Flexible&lt;br /&gt;
* Scriptable&lt;br /&gt;
* Because it supports Python scripting, some (maybe all) things could be rapidly prototyped in python before implementing them in C++.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* NO NETWORKING&lt;br /&gt;
* No OpenGL rendering yet, so no help from the 3D hardware in the Pandora.&lt;br /&gt;
* No dynamic lighting, shadows or other 3D features.&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=375</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=375"/>
		<updated>2008-05-09T23:07:27Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Marked myself as inactive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
'''Idea:''' Total Conversion for Quake I or Quake II, FPS, players are marines/humans, zombies are NPCs (and loads of 'em). Either one big server (world) or several regular servers with 16-32 people. Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example).&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Motivation:''' Although I used to program (C/C++), I decided I wanted to do something else for this project. Creating msuic and designing levels (both 2d and 3d).&lt;br /&gt;
&lt;br /&gt;
'''Role in Project:''' Tester, Musician, Level Designer/Modeller&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Experience with said role:''' I've made quite a few music tracks in the past, mostly dance/trance, but I'm currently busy with more ambient stuff. Tools of the trade: FL Studio. For 3d level modeling, I've made quite a few levels for Doom, Half-Life (CS), UT99, UT2003 and UT2004. Unfortunatly, I lost most of them, and the rest are somewhere on a backup CD.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
After much deliberating, I decided I'm for PlopperZ's idea, I think if we can't make it an mmo it shouldn't have full rpg features, maybe put a level cap at level 6 or have you gain ability through having awesome weapons that cost alot, as this is unbalancing. in all honesty, I think zombie master made a great game and we should follow there example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Bots) vs. Humans(Players).Zombies could &amp;quot;migrate&amp;quot; out of the fog at the edges of the level.  Maybe have a bit of a story and the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. Possibly have progressive stats if the engine allowed for it.&lt;br /&gt;
&lt;br /&gt;
== javaJake ==&lt;br /&gt;
'''No longer active. This project will be over my head, and I will be unable to contribute in any way. If I do happen to contribute, it'll be patching repository code or similar.''' I really just need to step back and work on my C++ skills in smaller, less time-consuming projects first.&lt;br /&gt;
&lt;br /&gt;
'''Ideas:''' I like PlopperZ's ideas, except I lean more towards strategy: I think there should be more to the game than just shooting zombies and making money. Zombie shooting would be the staple &amp;quot;meal&amp;quot; of the game, but there should be lots of other activities to exceed in as well.&lt;br /&gt;
&lt;br /&gt;
I also suggest resources needed (weapons, ammo, food/medical supplies, vehicles, etc.) be the specialty or specialties of two or more distinct human races. They'd have to maintain secure routes or something like that to guard against zombies, so that people and supplies can travel across the map.&lt;br /&gt;
&lt;br /&gt;
People could also create their own informal teams and try to create monopolies on supplies or other such malicious tasks. I'm not sure how this would work, and if the world would remain balanced like this, but it's an idea.&lt;br /&gt;
.&lt;br /&gt;
&lt;br /&gt;
'''Why me:''' Programming has been my primary activity for years. Despite this, I have still yet to learn C/C++. However, I'm eager to learn, and I see this as my opportunity to do just that. With a little time and patience, I should be very helpful. I also love to work in teams, and keep everything very organized for my neighbor. Included in that is a hard-earned habit of documenting my code as I go. I enjoy writing documentation in general.&lt;br /&gt;
&lt;br /&gt;
'''Experience:''' Well, I've got 3+ years of combined experience in Java, PHP, MySQL, and XHTML+CSS. I need a project so I can learn C/C++, and this would be it for me! I have a good amount of experience with SVN, have dabbled in CVS when SourceForge was using it, and have a continually-expanding knowledge of Bazaar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''I think if we used your ideas and added them onto my own this would work pretty good! PM me'' ~PlopperZ&lt;br /&gt;
&lt;br /&gt;
== NaN == &lt;br /&gt;
'''Ideas:''' I'd like to see a top-down RPG shooter, either isometric or 3D. I want to use the left stick for movement and the right stick for aiming/shooting. Clicking the left stick should bring up a radial menu for various actions. It should have classes. While the warrior classes should be very straightforward to play, the other classes should require a little more thought to survive. I want to have lots of RPG elements, like special skills that are best mastered by a particular class. I want big worlds where I can do lots of different things. Vehicles, especially cars and motorcycles, would be really cool.&lt;br /&gt;
&lt;br /&gt;
'''Experience''': I think my brother taught me the basics of C loops when I was 11 or 12. In highschool I spent more time programming on my TI83 graphical calculator than doing math problems. My most advanced creation for the TI83 was probably minesweeper. I only became a reasonably good programmer in University, though.&lt;br /&gt;
&lt;br /&gt;
I've had formal education concerning Prolog, Haskell and Java. I also learned about computational complexity and I know some basic learning and searching algorithms. I have work experience coding websites in PHP and MySQL. On my own I've picked up a little Python, Lisp, C and C++. However, I definetely need to brush up on my C(++) skills before I undertake any major projects.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you're willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we're missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* NaN&lt;br /&gt;
* God&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* xnopasaranx&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
Come on, guys. Somebody's gotta do it!&lt;br /&gt;
&lt;br /&gt;
== Level Modelers/Designers ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
* PlopperZ (If no one else is willing)&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* PlopperZ's Friend&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe &lt;br /&gt;
* PlopperZ&lt;br /&gt;
* xnopasaranx&lt;br /&gt;
* atomicthumbs&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
'''the first thing we want to decide is what kind of control scheme to use:'''&lt;br /&gt;
&lt;br /&gt;
''Top Down Shooter''- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
''First person Shooter''- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
''2.5D''- Similar camera to Payback, but with 2D graphics. Could probably be done with FIFE or Empty Clip.&lt;br /&gt;
&lt;br /&gt;
'''The next thing should be how do we control zombies?'''&lt;br /&gt;
&lt;br /&gt;
''npc control''&lt;br /&gt;
&lt;br /&gt;
''player controlled using an rts like interface''&lt;br /&gt;
&lt;br /&gt;
''player controlled''&lt;br /&gt;
&lt;br /&gt;
'''multyplayer is next'''&lt;br /&gt;
&lt;br /&gt;
''mmo''&lt;br /&gt;
 &lt;br /&gt;
''server and client''&lt;br /&gt;
&lt;br /&gt;
'''RPG elements'''&lt;br /&gt;
&lt;br /&gt;
''none''&lt;br /&gt;
&lt;br /&gt;
''full rpg, with leveling and stats''&lt;br /&gt;
&lt;br /&gt;
''passive progression''-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
''Balanced attributes''-you have a number of points you can assign to stats and skills. you do not get more points.&lt;br /&gt;
&lt;br /&gt;
= Comparison of Existing Engines =&lt;br /&gt;
== Quake 2 ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world's greatest game programmers.&lt;br /&gt;
* Multiplayer supported out of the box. possibility of using optimal grid to link multiple servers together.&lt;br /&gt;
* Nice graphics and special effects.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora's 3D hardware.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
&lt;br /&gt;
== Quake 3==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Mature engine created by one of the world's greatest game programmers.&lt;br /&gt;
* Multilpayer supported out of the box. Supposed to be better then quake 2???&lt;br /&gt;
* Nice graphics and special effects. Better then quake 2.&lt;br /&gt;
* Already being ported???&lt;br /&gt;
* Makes use of the Pandora's 3D hardware.&lt;br /&gt;
* Little or no coding required.&lt;br /&gt;
&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* 3D editing is hard&lt;br /&gt;
* Level design might be a little complicated&lt;br /&gt;
* Might have lower FPS due to more advanced graphics&lt;br /&gt;
&lt;br /&gt;
== FIFE ==&lt;br /&gt;
=== Pros ===&lt;br /&gt;
* Creating 2D graphics is easier and requires a less complicated editor. This makes the barrier for anybody to add their own graphics much lower.&lt;br /&gt;
* Because the world is made up of tiles, level editing is very easy.&lt;br /&gt;
* 3D graphics could be used by prerendering them. Prerendered 3D models can have much more detail.&lt;br /&gt;
* 2D Should allow for larger worlds.&lt;br /&gt;
* Dynamically loading bits of the level and other advanced features should be much easier in an isometric engine.&lt;br /&gt;
* Flexible&lt;br /&gt;
* Scriptable&lt;br /&gt;
* Because it supports Python scripting, some (maybe all) things could be rapidly prototyped in python before implementing them in C++.&lt;br /&gt;
=== Cons ===&lt;br /&gt;
* NO NETWORKING&lt;br /&gt;
* No OpenGL rendering yet, so no help from the 3D hardware in the Pandora.&lt;br /&gt;
* No dynamic lighting, shadows or other 3D features.&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Emulators&amp;diff=338</id>
		<title>Emulators</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Emulators&amp;diff=338"/>
		<updated>2008-05-01T17:57:10Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: /* What the Pandora can emulate */ Makes more sense to have FAQ's info here and have FAQ link here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Emulators''' are applications which reproduce another, different computer system in software allowing the software from one machine to be run on another. Emulators are used for a wide range of purposes. For example, OS X provides emulation on x86 computers to allow old PowerPC binaries to be run. Microsoft provide an ARM PDA emulator for testing applications without having to repeatedly copy things onto a device.&lt;br /&gt;
&lt;br /&gt;
One of the most popular uses for emulators however is to play video games from older (or in some exceptional circumstances, current) systems on modern hardware (generally PCs but the Pandora, GP2X, GP32 and PSP are also popular platforms for running emulators). Nintendo sells a number of official emulators through its Virtual Console service for the Wii.&lt;br /&gt;
&lt;br /&gt;
== Pandora and emulators ==&lt;br /&gt;
One of the popular uses for the Pandora is to run emulators of old video games systems (though some old home computers and calculators are also emulated). The Pandora is suited to this task because it has a fairly standard control layout similar (or almost identical to) the layouts of the input devices of the systems it emulates. Furthermore, it has an LCD of resolution 800x480, which is large enough to accommodate most older systems without any downscaling. Of course, it is also portable meaning you can play these games whenever and wherever you want without having to carry a TV, machine and collection of cartridges.&lt;br /&gt;
&lt;br /&gt;
== What is needed to run emulators ==&lt;br /&gt;
In most cases, emulators can simply load software and run however some require a dump of the BIOS ROM stored within the system itself. These dumps cannot be distributed legally without the permission of the company/individual who created them due to them being copyrighted. In some cases (such as the GBA) it may be feasible to extract a dump of the BIOS yourself if you own a GBA and the necessary equipment but for others (like the PlayStation) the only way most people can optain a BIOS dump is to illegally download it. Each system has a unique BIOS, though many older ones don't have a BIOS at all, or it is emulated along with the hardware. You should check the individual pages for each emulator to see if they need a BIOS dump to run.&lt;br /&gt;
&lt;br /&gt;
An emulator is no use without software to run on it. These normally come in the form of ROM dumps (since they are extracted from the ROM chips that used to be used to distribute software) generally known as just &amp;quot;ROMs&amp;quot;. In general, these are illegal under copyright law unless you dump them yourself (and even then you are only allowed to make use of them under very specific circumstances). ROMs for one system will not work on another system's emulator, just as you can't plug Super Nintendo cartridges into a PlayStation and run them. As such, you need ROMs for each system and an emulator for each system (though some special cases exist such as MAME which will run ROMs from multiple arcade systems).&lt;br /&gt;
&lt;br /&gt;
== What the Pandora can emulate ==&lt;br /&gt;
The Pandora, despite its apparent low clock speed when compared to those of modern desktop PCs, is a powerful system (clock speeds cannot be reliably compared between systems). Although there is very little hardware for accelerating graphics functions, the CPU is fast enough to emulate many systems purely in software.&lt;br /&gt;
&lt;br /&gt;
Most video game machines up to the 16-bit era (i.e. SNES, Mega Drive) could in theory be emulated on the Pandora, and some 32-bit consoles have the potential to be emulated with varying degrees of success. That does not mean that everything before this point will be emulated as there are hundreds of machines, some of which are virtually unknown and others which have unusual hardware which is difficult or impossible to emulate.&lt;br /&gt;
&lt;br /&gt;
This means that there are literally tens of thousands, possibly hundreds of thousands of games which can be played on the Pandora if you are able to obtain the software.&lt;br /&gt;
&lt;br /&gt;
Pandora ''should'' be able to emulate the following gaming consoles:&lt;br /&gt;
* Atari 2600, 7800, 5200, and Lynx&lt;br /&gt;
* Nintendo NES, SNES, Gameboy, and GBA&lt;br /&gt;
* Sega Master System and Genesis&lt;br /&gt;
* NEC PCEngine (TurboGrafx-16)&lt;br /&gt;
* SNK NeoGeo, NeoGeo Pocket, and Pocket Color&lt;br /&gt;
* Sony Playstation [http://www.gp32x.com/board/index.php?showtopic=41440] (also known as PSX).&lt;br /&gt;
** This does not include Playstaton Portable, Playstation 2, or Playstation 3.&lt;br /&gt;
* Most older arcade systems ([http://en.wikipedia.org/wiki/MAME MAME]) &lt;br /&gt;
* Nearly any other console which predates the Playstation for which an open-source emulator exists&lt;br /&gt;
&lt;br /&gt;
Pandora ''should'' be able to emulate the following computer systems:&lt;br /&gt;
* Atari 400, 800, and ST&lt;br /&gt;
* Amiga &lt;br /&gt;
* PC (DOSBox)&lt;br /&gt;
* Apple II&lt;br /&gt;
* Nearly any 8 or 16 bit system for which an open-source emulator exists&lt;br /&gt;
&lt;br /&gt;
Please note that while Pandora has the capability to emulate the above systems, it will not actually be able to do so until the necessary emulators are ported.  We are likely to see emulators for everything above, but not all of them will be available immediately.&lt;br /&gt;
&lt;br /&gt;
== Where to download emulators ==&lt;br /&gt;
Most software (including emulators) for the Pandora can be obtained from the Pandora File Archive. You will find the emulator section [http://archive.gp2x.de/cgi-bin/cfiles.cgi?0,0,0,0,5 here].&lt;br /&gt;
&lt;br /&gt;
== Emulator Compatibility ==&lt;br /&gt;
This wiki houses compatibility and performance lists for various emulators available on the Pandora. You can find these on the [[Emulator Compatibility]] page.&lt;br /&gt;
&lt;br /&gt;
Please do add to these lists as you test more games so that others may benefit from settings you may have discovered (for some users a particular game running well is enough to justify the purchase).&lt;br /&gt;
&lt;br /&gt;
== Emulator List ==&lt;br /&gt;
Here is a list of systems for which emulators are available on the Pandora (it may not be complete as new software is being released regularly). This doesn't take into account how complete the emulators are, merely that they exist. For performance data, look at the compatibility database.&lt;br /&gt;
&lt;br /&gt;
=== Placeholder ===&lt;br /&gt;
*Delete upon adding first entry | [[Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Emulators]]&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=267</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=267"/>
		<updated>2008-04-22T23:05:59Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
'''Idea:''' 2D top-down zombie survival game (or maybe 2.5D like GTA1/2). One large world where people are marines or survivors working together, and all zombies are NPCs. Players start in a secure area (hotel?) with lesser zombies around it. If players decide to move away the zombies get stronger (and maybe more exotic zombies/creatures appear, harder to kill). Realistic weapons (machineguns, rifles, pistols, even a grenade launchers or bazookas ). Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example). For those who know it: ''GTA meets Crimsonland meets UT2004RPG Invasion''.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Motivation:''' ''filling in soon''&lt;br /&gt;
&lt;br /&gt;
'''Role in Project:''' Tester, Musician, Level Designer&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Experience with said role:''' I've made quite a few music tracks in the past, mostly dance/trance, but I'm currently busy with more ambient stuff. Tools of the trade: FL Studio.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
I suggest a fps/tds that works on a server/client system. using the quake? engine (team fortress classic was made using it) or the empty clip engine, our game would have balanced attributes and the zombies would be controlled by one dungeon master picked at the beginning of each round. s/he should be able to select zombies and move them as well as create zombies. if you die you can manipulate individual zombies, either to help the dm or the survivors.&lt;br /&gt;
&lt;br /&gt;
sorry if I don't format thing well. this is my first time Reilly editing a wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Players &amp;amp; Bots) vs. Humans(Players). Except with a bit of a story and goals/quests to complete, the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. It would have little or no confusing RPG stats.&lt;br /&gt;
&lt;br /&gt;
== javaJake ==&lt;br /&gt;
'''Ideas:''' I like PlopperZ's ideas, except I lean more towards strategy: I think there should be more to the game than just shooting zombies and making money. Zombie shooting would be the staple &amp;quot;meal&amp;quot; of the game, but there should be lots of other activities to exceed in as well.&lt;br /&gt;
&lt;br /&gt;
I also suggest resources needed (weapons, ammo, food/medical supplies, vehicles, etc.) be the specialty or specialties of two or more distinct human races. They'd have to maintain secure routes or something like that to guard against zombies, so that people and supplies can travel across the map.&lt;br /&gt;
&lt;br /&gt;
People could also create their own informal teams and try to create monopolies on supplies or other such malicious tasks. I'm not sure how this would work, and if the world would remain balanced like this, but it's an idea.&lt;br /&gt;
&lt;br /&gt;
'''Roles in Project:''' Primarily programming, but I would like to be a game designer as well. I also enjoy writing documentation.&lt;br /&gt;
&lt;br /&gt;
'''Why me:''' Programming has been my primary activity for years. Despite this, I have still yet to learn C/C++. However, I'm eager to learn, and I see this as my opportunity to do just that. With a little time and patience, I should be very helpful. I also love to work in teams, and keep everything very organized for my neighbor. Included in that is a hard-earned habit of documenting my code as I go. I enjoy writing documentation in general.&lt;br /&gt;
&lt;br /&gt;
'''Experience:''' Well, I've got 3+ years of combined experience in Java, PHP, MySQL, and XHTML+CSS. I need a project so I can learn C/C++, and this would be it for me! I have a good amount of experience with SVN, have dabbled in CVS when SourceForge was using it, and have a continually-expanding knowledge of Bazaar.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you're willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we're missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
&lt;br /&gt;
== Level Dsigners ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
'''the first thing we want to decide is what kind of control scheme to use:'''&lt;br /&gt;
&lt;br /&gt;
''Top Down Shooter''- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
''First person Shooter''- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
'''The next thing should be how do we control zombies?'''&lt;br /&gt;
&lt;br /&gt;
''npc control''&lt;br /&gt;
&lt;br /&gt;
''player controlled using an rts like interface''&lt;br /&gt;
&lt;br /&gt;
''player controlled''&lt;br /&gt;
&lt;br /&gt;
'''multyplayer is next'''&lt;br /&gt;
&lt;br /&gt;
''mmo''&lt;br /&gt;
 &lt;br /&gt;
this is probably the hardest to code. I do not suggest it ~Hiroe&lt;br /&gt;
&lt;br /&gt;
''server and client''&lt;br /&gt;
&lt;br /&gt;
'''RPG elements'''&lt;br /&gt;
&lt;br /&gt;
''none''&lt;br /&gt;
&lt;br /&gt;
''full rpg, with leveling and stats''&lt;br /&gt;
&lt;br /&gt;
''passive progression''-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
''Balanced attributes''-you have a number of points you can assign to stats and skills. you do not get more points.&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=266</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=266"/>
		<updated>2008-04-22T23:05:05Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Added my resume ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
'''Idea:''' 2D top-down zombie survival game (or maybe 2.5D like GTA1/2). One large world where people are marines or survivors working together, and all zombies are NPCs. Players start in a secure area (hotel?) with lesser zombies around it. If players decide to move away the zombies get stronger (and maybe more exotic zombies/creatures appear, harder to kill). Realistic weapons (machineguns, rifles, pistols, even a grenade launchers or bazookas ). Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example). For those who know it: ''GTA meets Crimsonland meets UT2004RPG Invasion''.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Motivation:''' ''filling in soon''&lt;br /&gt;
&lt;br /&gt;
'''Role in Project:''' Tester, Musician, Level Designer&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Experience with said role:''' I've made quite a few music tracks in the past, mostly dance/trance, but I'm currently busy with more ambient stuff. Tools of the trade: FL Studio.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
I suggest a fps/tds that works on a server/client system. using the quake? engine (team fortress classic was made using it) or the empty clip engine, our game would have balanced attributes and the zombies would be controlled by one dungeon master picked at the beginning of each round. s/he should be able to select zombies and move them as well as create zombies. if you die you can manipulate individual zombies, either to help the dm or the survivors.&lt;br /&gt;
&lt;br /&gt;
sorry if I don't format thing well. this is my first time Reilly editing a wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Players &amp;amp; Bots) vs. Humans(Players). Except with a bit of a story and goals/quests to complete, the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. It would have little or no confusing RPG stats.&lt;br /&gt;
&lt;br /&gt;
== javaJake ==&lt;br /&gt;
'''Ideas:''' I like PlopperZ's ideas, except I lean more towards strategy: I think there should be more to the game than just shooting zombies and making money. Zombie shooting would be the staple &amp;quot;meal&amp;quot; of the game, but there should be lots of other activities to exceed in as well.&lt;br /&gt;
&lt;br /&gt;
I also suggest resources needed (weapons, ammo, food/medical supplies, vehicles, etc.) be the specialty or specialties of two or more distinct human races. They'd have to maintain secure routes or something like that to guard against zombies, so that people and supplies can travel across the map.&lt;br /&gt;
&lt;br /&gt;
People could also create their own informal teams and try to create monopolies on supplies or other such malicious tasks. I'm not sure how this would work, and if the world would remain balanced like this, but it's an idea.&lt;br /&gt;
&lt;br /&gt;
'''Roles in Project:''' Primarily programming, but I would like to be a game designer as well. I also enjoy writing documentation.&lt;br /&gt;
&lt;br /&gt;
'''Why me:''' My experience works against me, but programming has been my primary activity for years. I'm eager to learn C++, and I see this as my opportunity to do just that. With a little time and patience, I should be very helpful. I also love to work in teams, and keep everything very organized for my neighbor. Included in that is a hard-earned habit of documenting my code as I go. I enjoy writing documentation in general.&lt;br /&gt;
&lt;br /&gt;
'''Experience:''' Well, I've got 3+ years of combined experience in Java, PHP, MySQL, and XHTML+CSS. I need a project so I can learn C/C++, and this would be it for me! I have a good amount of experience with SVN, have dabbled in CVS when SourceForge was using it, and have a continually-expanding knowledge of Bazaar.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you're willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we're missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
&lt;br /&gt;
== Level Dsigners ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
'''the first thing we want to decide is what kind of control scheme to use:'''&lt;br /&gt;
&lt;br /&gt;
''Top Down Shooter''- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
''First person Shooter''- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
'''The next thing should be how do we control zombies?'''&lt;br /&gt;
&lt;br /&gt;
''npc control''&lt;br /&gt;
&lt;br /&gt;
''player controlled using an rts like interface''&lt;br /&gt;
&lt;br /&gt;
''player controlled''&lt;br /&gt;
&lt;br /&gt;
'''multyplayer is next'''&lt;br /&gt;
&lt;br /&gt;
''mmo''&lt;br /&gt;
 &lt;br /&gt;
this is probably the hardest to code. I do not suggest it ~Hiroe&lt;br /&gt;
&lt;br /&gt;
''server and client''&lt;br /&gt;
&lt;br /&gt;
'''RPG elements'''&lt;br /&gt;
&lt;br /&gt;
''none''&lt;br /&gt;
&lt;br /&gt;
''full rpg, with leveling and stats''&lt;br /&gt;
&lt;br /&gt;
''passive progression''-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
''Balanced attributes''-you have a number of points you can assign to stats and skills. you do not get more points.&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=265</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=265"/>
		<updated>2008-04-22T22:57:03Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: /* Desired roles */ Oh, forgot this one...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
'''Idea:''' 2D top-down zombie survival game (or maybe 2.5D like GTA1/2). One large world where people are marines or survivors working together, and all zombies are NPCs. Players start in a secure area (hotel?) with lesser zombies around it. If players decide to move away the zombies get stronger (and maybe more exotic zombies/creatures appear, harder to kill). Realistic weapons (machineguns, rifles, pistols, even a grenade launchers or bazookas ). Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example). For those who know it: ''GTA meets Crimsonland meets UT2004RPG Invasion''.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Motivation:''' ''filling in soon''&lt;br /&gt;
&lt;br /&gt;
'''Role in Project:''' Tester, Musician, Level Designer&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Experience with said role:''' I've made quite a few music tracks in the past, mostly dance/trance, but I'm currently busy with more ambient stuff. Tools of the trade: FL Studio.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
I suggest a fps/tds that works on a server/client system. using the quake? engine (team fortress classic was made using it) or the empty clip engine, our game would have balanced attributes and the zombies would be controlled by one dungeon master picked at the beginning of each round. s/he should be able to select zombies and move them as well as create zombies. if you die you can manipulate individual zombies, either to help the dm or the survivors.&lt;br /&gt;
&lt;br /&gt;
sorry if I don't format thing well. this is my first time Reilly editing a wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Players &amp;amp; Bots) vs. Humans(Players). Except with a bit of a story and goals/quests to complete, the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. It would have little or no confusing RPG stats.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you're willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we're missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
&lt;br /&gt;
== Level Dsigners ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
'''the first thing we want to decide is what kind of control scheme to use:'''&lt;br /&gt;
&lt;br /&gt;
''Top Down Shooter''- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
''First person Shooter''- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
'''The next thing should be how do we control zombies?'''&lt;br /&gt;
&lt;br /&gt;
''npc control''&lt;br /&gt;
&lt;br /&gt;
''player controlled using an rts like interface''&lt;br /&gt;
&lt;br /&gt;
''player controlled''&lt;br /&gt;
&lt;br /&gt;
'''multyplayer is next'''&lt;br /&gt;
&lt;br /&gt;
''mmo''&lt;br /&gt;
 &lt;br /&gt;
this is probably the hardest to code. I do not suggest it ~Hiroe&lt;br /&gt;
&lt;br /&gt;
''server and client''&lt;br /&gt;
&lt;br /&gt;
'''RPG elements'''&lt;br /&gt;
&lt;br /&gt;
''none''&lt;br /&gt;
&lt;br /&gt;
''full rpg, with leveling and stats''&lt;br /&gt;
&lt;br /&gt;
''passive progression''-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
''Balanced attributes''-you have a number of points you can assign to stats and skills. you do not get more points.&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=263</id>
		<title>Talk:Zombie Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Zombie_Apocalypse&amp;diff=263"/>
		<updated>2008-04-22T22:42:53Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: /* Desired roles */ Me too!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= First round, user ideas =&lt;br /&gt;
&lt;br /&gt;
See the [http://www.gp32x.com/board/index.php?showtopic=41642&amp;amp;st=60&amp;amp;gopid=602397&amp;amp;#entry602397 forums] for more info about this part/page.&lt;br /&gt;
&lt;br /&gt;
== SharQueDo ==&lt;br /&gt;
'''Idea:''' 2D top-down zombie survival game (or maybe 2.5D like GTA1/2). One large world where people are marines or survivors working together, and all zombies are NPCs. Players start in a secure area (hotel?) with lesser zombies around it. If players decide to move away the zombies get stronger (and maybe more exotic zombies/creatures appear, harder to kill). Realistic weapons (machineguns, rifles, pistols, even a grenade launchers or bazookas ). Level-up system, you get XP per zombie kill, which you can improve yourself with a stat-based system (max health, max ammo, and special passive skills that increase your ammo generation very slowly for example). For those who know it: ''GTA meets Crimsonland meets UT2004RPG Invasion''.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Motivation:''' ''filling in soon''&lt;br /&gt;
&lt;br /&gt;
'''Role in Project:''' Tester, Musician, Level Designer&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Experience with said role:''' I've made quite a few music tracks in the past, mostly dance/trance, but I'm currently busy with more ambient stuff. Tools of the trade: FL Studio.&lt;br /&gt;
&lt;br /&gt;
== Hiroe ==&lt;br /&gt;
I suggest a fps/tds that works on a server/client system. using the quake? engine (team fortress classic was made using it) or the empty clip engine, our game would have balanced attributes and the zombies would be controlled by one dungeon master picked at the beginning of each round. s/he should be able to select zombies and move them as well as create zombies.&lt;br /&gt;
&lt;br /&gt;
sorry if I don't format thing well. this is my first time Reilly editing a wiki.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PlopperZ ==&lt;br /&gt;
FPS using the Quake engine or similar. Be basically an ongoing Team Deathmatch on a giant map with Zombies(Players &amp;amp; Bots) vs. Humans(Players). Except with a bit of a story and goals/quests to complete, the player can decide what to do, such as join a gang of other players, be a merchant and sell valuble goods to other players and/or do many other things. There would be lots of buildings and things to hide behind, as well as vehicles. It would have little or no confusing RPG stats.&lt;br /&gt;
&lt;br /&gt;
= Desired roles =&lt;br /&gt;
While all contributions will be welcomed, please only fill in your name if you're willing and able to spend at least a couple of hours on &amp;quot;Zombie Apocalypse&amp;quot; every week. Note that signing up here does not guarantee involvement in that particular role or in any way. If you think we're missing a category, feel free to add your own.&lt;br /&gt;
&lt;br /&gt;
== Game Designers ==&lt;br /&gt;
*PlopperZ&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* Hiroe&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== Programmers ==&lt;br /&gt;
* Dutch_Cap&lt;br /&gt;
* javaJake&lt;br /&gt;
&lt;br /&gt;
== 2D Artists ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
&lt;br /&gt;
== 3D Artists ==&lt;br /&gt;
&lt;br /&gt;
== Level Dsigners ==&lt;br /&gt;
* PlopperZ&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Sound Designers ==&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
&lt;br /&gt;
== Game Testers ==&lt;br /&gt;
* SharQueDo&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
== Marketing and Management ==&lt;br /&gt;
* Hiroe&lt;br /&gt;
&lt;br /&gt;
=The game choices=&lt;br /&gt;
&lt;br /&gt;
'''the first thing we want to decide is what kind of control scheme to use:'''&lt;br /&gt;
&lt;br /&gt;
''Top Down Shooter''- this is in the style of the first gta game. we could probably adapt the [http://emptyclip.sourceforge.net/ empty clip] or [http://fifengine.de/ FIFE] engine for this.&lt;br /&gt;
&lt;br /&gt;
''First person Shooter''- any quake game will do for this.&lt;br /&gt;
&lt;br /&gt;
'''The next thing should be how do we control zombies?'''&lt;br /&gt;
&lt;br /&gt;
''npc control''&lt;br /&gt;
&lt;br /&gt;
''player controlled using an rts like interface''&lt;br /&gt;
&lt;br /&gt;
''player controlled''&lt;br /&gt;
&lt;br /&gt;
'''multyplayer is next'''&lt;br /&gt;
&lt;br /&gt;
''mmo''&lt;br /&gt;
 &lt;br /&gt;
this is probably the hardest to code. I do not suggest it ~Hiroe&lt;br /&gt;
&lt;br /&gt;
''server and client''&lt;br /&gt;
&lt;br /&gt;
'''RPG elements'''&lt;br /&gt;
&lt;br /&gt;
''none''&lt;br /&gt;
&lt;br /&gt;
''full rpg, with leveling and stats''&lt;br /&gt;
&lt;br /&gt;
''passive progression''-your stats and skills progress over time by using them ie: you use a pistol to kill 100 zombies and you get better with a pistol.&lt;br /&gt;
&lt;br /&gt;
''Balanced attributes''-you have a number of points you can assign to stats and skills. you do not get more points.&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
	<entry>
		<id>https://pandorawiki.org/index.php?title=Talk:Pandora_FAQ&amp;diff=94</id>
		<title>Talk:Pandora FAQ</title>
		<link rel="alternate" type="text/html" href="https://pandorawiki.org/index.php?title=Talk:Pandora_FAQ&amp;diff=94"/>
		<updated>2008-04-16T11:58:26Z</updated>

		<summary type="html">&lt;p&gt;JavaJake: Battery Inaccurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Battery Inaccurate ==&lt;br /&gt;
&lt;br /&gt;
They're going with a 10-100hr battery instead, custom-made, last we heard. The Wiki needs to be updated. I'll do it later today, but in case anyone else wants to do it... :)&lt;/div&gt;</summary>
		<author><name>JavaJake</name></author>
		
	</entry>
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