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Multi Player Gamins   Message List  
Reply | Forward Message #1125 of 15019 |
Re: [gbadev] Multi Player Gamins

Hi

I attempted to get some stuff up and running in C++, but had many problems
so I abandoned it, however I think I remember someone else on the list
mentioning that they had a project up and running in C++ successfully. I
would
recommend due to your time constraint to use plain old C.

Also, with regards to overlays. You dont have to goto assem to get fast code
up and running. You can implement a code caching system, whereby you
reserve a small area of WRAM for functions. You then compile functions that
require the utmost speed to ARM32, copy them to the code cache in WRAM
and execute.(TIP: You cannot use normal C divide in ARM32, or maybe its
just me linking with the wrong libs).

A few more speed tips:
1. Turn compiler optimisations upto level 3 -O3 option. I have measured only
a
10% increase (at best) between my hand written ARM32 code and compiler
optimised.
2. Turn on pre-fetch and set correct wait state timings for THUMB code in
rom
using the following:

u32 ws0 = 5;
u32 ws1 = 5;
u32 ws2 = 5;
u32 prefetch = 1;
*((u16 *)(REG_BASE + 0x204)) = (prefetch << 14) | (ws2 << 8) | (ws1 << 5) |
(ws0 << 2);

3. Scope variables

and so on..........

Hope some of this helps

Mat






----- Original Message -----
From: <nharding@...>
To: <gbadev@egroups.com>
Cc: <nharding@...>
Sent: Wednesday, January 03, 2001 11:15 PM
Subject: [gbadev] Multi Player Gamins


> Has anyone looked into mutliplayer gaming yet on the AGB? I'm supposed to
> write my game so that up to 4 players can play with just the one
> cartridge, but we only have 1 devkit at the moment! Also if I'm writing
> this as multiplay, I'm going to have to do lots of code overlays to ensure
> that it fits into the available ram, how do I specify this in C/C++?
> Talking of C++ has anyone done any performance tests to see if there is
> any overhead for C++. Sorry for all the questions but I'm the solo coder
> on a project which has to be finished for May!
>
> Neil Harding
>
>
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>




Thu Jan 4, 2001 9:37 am

matth@...
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Forward
Message #1125 of 15019 |
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Has anyone looked into mutliplayer gaming yet on the AGB? I'm supposed to write my game so that up to 4 players can play with just the one cartridge, but we...
nharding@...
Send Email
Jan 3, 2001
11:15 pm

Hello, First off I'd say you would have some issues with C++. However it is your project so you may do what you like. If you really plan on pulling off code ...
Lon Lundgren
llundgren@...
Send Email
Jan 3, 2001
11:57 pm

Hi Neil, There is a file MultiSample_en.zip available from noa's site that should help you out. No sure how you would go with overlays, although at 2.5k per...
David Gaunt
dgaunt@...
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Jan 4, 2001
2:18 am

Hi I attempted to get some stuff up and running in C++, but had many problems so I abandoned it, however I think I remember someone else on the list mentioning...
Mat
matth@...
Send Email
Jan 4, 2001
9:41 am

... I have a project running strictly in object oriented C++, and have not had any problems that are really worth mentioning. The reason I chose C++ is that I...
Ben Nason
benbuck@...
Send Email
Jan 4, 2001
6:19 pm

This is a little off topic but not too far. Can anyone tell me if the GBA will have region locked/ecoded cartridges or is it still "no regions" as per the...
Keith Wilkins
devlists@...
Send Email
Jan 7, 2001
1:02 am

... It's not your fault. The branches in your code are obviously relative and so you can't call any outside functions within your ram-moved code. or you jump...
Manfred Linzner
linzner@...
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Jan 4, 2001
11:54 am

Hi Manfred Nice one, that never occurred to me :) Problem is I already went and wrote my own asm divide, I reckon the gcc stuff would be faster than mine...
Mat
matth@...
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Jan 4, 2001
1:27 pm

... hi, the major bottle neck is often the EXRAM & ROM accesses. If your routine spends most it's time copying stuff from rom to ram there is often no big ...
Manfred Linzner
linzner@...
Send Email
Jan 4, 2001
1:40 pm

Hi Manfred ... our GAX soundroutines ... code. ... mainloop ... Im rendering large textures from ROM directly to VRAM, I dont touch EX_WRAM. at the moment, but...
Mat
matth@...
Send Email
Jan 4, 2001
2:45 pm

That's odd because when I was converting Quake to the ARM I managed to change all the floating points maths, with the exception of the QuakeC stuff, to use the...
Martin Piper
martinp@...
Send Email
Jan 4, 2001
2:58 pm

... i understand. one additional problem with texturemapping on agb is the low display resolution. ... our game can be roughly compared to afterburner or...
Manfred Linzner
linzner@...
Send Email
Jan 4, 2001
2:59 pm

... we also dont had any accuracy problems (why should there be any? :). Only the shift eats accuracy when the table is not big enough for the number range.....
Manfred Linzner
linzner@...
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Jan 4, 2001
3:02 pm
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