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Multi Player Gamins   Message List  
Reply | Forward Message #1127 of 15019 |
Re: [gbadev] Multi Player Gamins

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 though.

What kind of speed increase are you guys getting by using ARM32 asm
directly?
because if its significant I may have another attempt. As an example I wrote
a
horizontal textured line blitter in C and ARM32 asm and got only a 10% speed
increase. The only real difference I got was some very odd stack
manipulation
madness. I think it may be because I was writing directly to VRAM.

Yep I agree the integrated shifter and conditional execution are excellent,
just
a pity there is no hardware divide or DMA mod / scale functionality, oh and
a double speed mode would have been nice :) Actually I think I would have
just
settled with a complete 32 bit bus so I dont have to cache most of my code
in
WRAM :(

Regards

Mat


----- Original Message -----
From: Manfred Linzner <linzner@...>
To: <gbadev@egroups.com>
Sent: Thursday, January 04, 2001 10:09 AM
Subject: Re: [gbadev] Multi Player Gamins


> > 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).
>
> 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 to nirvana
then :)
>
> To use outside functions you must pass the needed functions addresses to
some pointers first
> and use the pointers instead of the real functions addresses.
>
> > 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.
>
> Level 3 optimising does really a good job for a c compiler.
> (tho we got for most functions alot more then 10% speed increase when
rewriting
> it to arm32 code. the optimising function simply does not use the full
potential
> of the conditional commands of the arm32 mode).
>
>
> regards
>
> --
>
> Manfred Linzner
> (Project Manager)
> Shin'en Multimedia
> http://www.shinen.com
> Tel.: ++49 (0)89 785 82 565
> Fax.: ++49 (0)89 785 82 535
> unsubscribe: gbadev-unsubscribe@egroups.com
>
>
>




Thu Jan 4, 2001 1:24 pm

matth@...
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Forward
Message #1127 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@...
Send Email
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@...
Send Email
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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