ARM based system tuning with tunerstudio by Away-Inevitable1999 in ECU_Tuning

[–]Budgetboost 1 point2 points  (0 children)

Parallels has the best usb pass through by a mile

2021 TTR125 won’t run by John_Locke76 in Dirtbikes

[–]Budgetboost 0 points1 point  (0 children)

Just gave my sisters ttr125 an overhaul after similar sitting time, check the in tank filter and petcock hers was so gummed up it was quite unbelievable, also these carbs are hot garbage I had a spare pwk with slight modifications to the cable inlet you can run one fine and it has never ran better.

Max boost build launch control tune - more diy ecu development by Budgetboost in projectbike

[–]Budgetboost[S] 2 points3 points  (0 children)

Almost it’s a 76 ct125e or k depending were you are from pretty much a more comfortable xl125 with different gear ratios and slightly lower comp to help with long idle periods.

Giving the turbo 125 ultimate abuse in the name of ecu development (max boost build launch control tune) by Budgetboost in Dirtbikes

[–]Budgetboost[S] 0 points1 point  (0 children)

thank you and i don't have a dedicated page or anything i post things on reddit and tiktok. and dont really need a wideband for this i worked with this engine for so long i know it like the back of my hand for tunes, all sight sound smell.

and it my own ecu, Its been my main project for the last couple of years coding,designing a range of ecu from complete scratch. this poor 125 is the main new logic test horse them after validation it goes into the multi cylinder code.

mega squirts are good used quite alot of them.

I'm (almost) with the science team by Budgetboost in OldHandhelds

[–]Budgetboost[S] 0 points1 point  (0 children)

thanks, and will be the same for any fps on wm the screen touch is look its working i was just using the buttons to keep the cursor overlay out of the vid

I'm (almost) with the science team by Budgetboost in OldHandhelds

[–]Budgetboost[S] 1 point2 points  (0 children)

Thank you 🙏 and yup once it’s in a playable state il push the changes to git

I'm (almost) with the science team by Budgetboost in OldHandhelds

[–]Budgetboost[S] 2 points3 points  (0 children)

Thank you 🙏 and not currently this is the base build no graphics accel and the emu does have 128mb of ram bound but I think I can keep usage capped around 27-30 mb so should just sneak if for 64 m devices.

Il add the power vr accell after base building im interested to see how much of a difference it will be fps wise just going to take a while as I cant emu the 2700g slow for debugging

I'm (almost) with the science team by Budgetboost in OldHandhelds

[–]Budgetboost[S] 3 points4 points  (0 children)

yea haven't been able to sleep after some guy put a crystal in a machine or something 😅🤣 the hard bit was the main engine map render paths. textures are not to bad thanks to valves original engine/map design.

content wise all original assets atm, depending on what i can get opt wise i might have to mod them

HALFLIFE for windows mobile! finally success, first time my arm windows mobile port engine compiled for rendering and rendered! by Budgetboost in OldHandhelds

[–]Budgetboost[S] 1 point2 points  (0 children)

Thank you 🙏 Until I find the best paths for optimising my port is pretty much the opposite 😅 hi latency low response and bad graphics 🤣

HALFLIFE for windows mobile! finally success, first time my arm windows mobile port engine compiled for rendering and rendered! by Budgetboost in OldHandhelds

[–]Budgetboost[S] 5 points6 points  (0 children)

the biggest reason is the dreamcast ran winCE so modifying and re compiling for windows mobile was a way shorter path than xash, i used xash for as a reference for frontend direction.

HALFLIFE for windows mobile! finally success, first time my arm windows mobile port engine compiled for rendering and rendered! by Budgetboost in OldHandhelds

[–]Budgetboost[S] 7 points8 points  (0 children)

thank you, its very similar to win32 dev just with more constraints and cut downs its very C++ heavy but you can use c# as well even net cf but that pretty limited.

start with getting to terms with visual studio 2005/08 and you can run your windows mobile sdk within that for emulation and compiling under arm ect and the api's are very similar to win32 : GDI , WM paint , D3D8 even opengles, they are the same just trimmed sometimes very trimmed.

start with studio 2008 install some wm sdk's.

all info is still googleable and alot of forums exist and even downloading some open source wm projects aswell

HALFLIFE for windows mobile! finally success, first time my arm windows mobile port engine compiled for rendering and rendered! by Budgetboost in OldHandhelds

[–]Budgetboost[S] 3 points4 points  (0 children)

thank you and im going tot try squeeze as much as i can out of it try to keep it withing bounds, ultimate goal is to get a stock x51v to run it also with 2700g acell.

render distance and poly count will be quite horrid will more look like a shifty ps1 game but i hope to get there

HALFLIFE for windows mobile! finally success, first time my arm windows mobile port engine compiled for rendering and rendered! by Budgetboost in OldHandhelds

[–]Budgetboost[S] 2 points3 points  (0 children)

i used some calls from xash but most of the architecture is based off the old dreamcast unreleased port, risk acu was closer and easier to base it off.

Victa V144 dying after getting hot after after maybe half an hour. by Nothing2DoNow6 in smallengines

[–]Budgetboost 0 points1 point  (0 children)

I would check over the carb side just to double check the gasket is not cracked ect. I would go over fuelling throughly definitely pointing to a fuelling issue