00:02:02 | Bilgus | speachy as long as they'll boot thats all I really need though I suppose you need the dpad to get into OF so nm |
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02:09:32 | * | __builtin stumbles upon pocket quake |
02:09:42 | __builtin | "fixed-point optimizations" |
02:40:00 | foolsh | __builtin: still got the pocketpc device I gave u? |
02:40:11 | * | __builtin has it somewhere |
02:40:53 | __builtin | right now I'm just merging some of PQ's changes into our quake |
02:41:07 | * | foolsh still has a horde of them |
02:42:02 | foolsh | Can't find the source for quakeDS though, they must have optimized the crap out of that |
02:42:58 | __builtin | it's on archive, I think |
02:43:06 | __builtin | I read it a bit, but it's actually not that much use |
02:43:10 | __builtin | they're using GL |
02:43:52 | foolsh | hmm did not know the toolchain for DS had hardware api calls |
02:44:36 | foolsh | no wonder it can run on the DS |
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03:00:08 | * | __builtin has to say... this is really nice :) |
03:00:23 | __builtin | all I have to do is copy someone else's code into our quake |
03:16:43 | __builtin | damn, that's a 34% performance increase right there |
03:18:39 | foolsh | I was poking at the atari2600 emulator today, for some reason button presses stopped working, it had "if (buttons & JOY_LEFT)" etc which didn't make sense to my meager C understanding, so I changed it to "if (buttons == JOY_LEFT)" and now the buttons are hit and miss sorta works on my c250 but not my clip zip |
03:19:09 | foolsh | scratching my head on that one, it should have worked |
03:19:58 | foolsh | 34% is very specific |
03:20:08 | * | foolsh wants to see __builtin's math |
03:20:34 | __builtin | quake has a `timedemo' command which runs a specific demo at max speed and times it |
03:20:46 | foolsh | AH! very useful |
03:20:50 | __builtin | baseline is 9.7FPS (before these current patchsets) |
03:21:02 | __builtin | for demo1.dem, that is |
03:21:08 | __builtin | it's now getting 13.0FPS |
03:21:23 | __builtin | (13.0-9.7)/9.7=34.0% |
03:21:54 | * | foolsh was only kidding :) but is impressed |
03:24:02 | __builtin | this feels far more playable :) |
03:24:12 | __builtin | too bad there's some mipmapping that degrades rendering quality a little |
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04:05:09 | __builtin | not my fault this time :) |
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11:51:08 | ulmutul | foolsh: don't put too much work in the arari emulator, I already worked upon it a lot. My version now works stable as far as I can tell. However I completely turned the code upside down and rewrote a lot of stuff, so it wouldn't make sense to merge it into the base code, rather create a new patch. I have to clean up my code a lot though. |
11:53:27 | ulmutul | I first removed the warnings from the original code, then removed unused parts of the code, moving things around, renaming things etc. and hoped that the bugs popped out. They didn't though. |
11:58:30 | ulmutul | Then I rewrote parts of the code, and an idea occured to how to better handle the rendering of sprites. A clean approach, that especially would speed up the moving a lot! I learned however that the moving part is insignificant the way atari 2600 programs work, so I ended up at about the same emulation speed. |
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12:03:48 | ulmutul | And the initial "cleanness" is also gone (I had to add something that made it slower, and now have done things slightly different to catch up the emulation time). |
12:06:32 | ulmutul | So what's left is: an emulation that runs stable (some graphical glitches still left though), but too slow for my needs (I want to have it working in rael time on my PP5020 targets. Emulation time per frame is about 40ms though, without rb->lcd_update) |
12:10:51 | ulmutul | I already added some neede UI for the user, like VCS switch setting, setting bank switching, setup keys (like rockboy) and some profiling and test code. |
12:14:17 | ulmutul | Last thing I did was changing the cpu core and run it against a test suite to ensure correctness. |
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12:55:21 | Bilgus | ulmutul are you clearing the screen? |
12:56:04 | Bilgus | like are you doing a whole frame update each time or incremental scrween update? |
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23:14:37 | ulmutul | Bilgus: I'm doing a whole screen update. First rendering everything to an internal "atari-framebuffer", and on every vsync writing to rockbox framebuffer with scaling and everything. |
23:39:23 | __builtin | ulmutul: I looked at your g#1665 |
23:39:26 | fs-bluebot | Gerrit review #1665 at http://gerrit.rockbox.org/r/1665 : Add support for Windows shortcuts (*.lnk files) by Sebastian Leonhardt |
23:43:28 | ulmutul | Thanks! Have you looked at the manual entry? Is the wording OK? |
23:47:12 | Bilgus | ulmutul I was going to say you can speed up rendering by only updating portions of the screen each time but being a emulator it might be hard to decide what needs updated |
23:48:17 | Bilgus | __builtin I think you are right on the bufferlib for overlays I don't think lua has a fully implemented overlay looking at pictureflow as an example |