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Multi Player Gamins   Message List  
Reply | Forward Message #1130 of 15019 |
RE: [gbadev] Multi Player Gamins

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 64 bit multiply. When it came to dividing the results
achieved were more accurate in some places than the original floating point.
I did use a reciprocal table that made use of all 32 bits though and used a
shift to gain the required accuracy for each stage of the calculation.
Using the 64 bit mul and accumulate also helped a lot when dealing with 64
bit numbers.


-----Original Message-----
From: Mat [mailto:matth@...]
Sent: 04 January 2001 14:42
To: gbadev@egroups.com
Subject: Re: [gbadev] Multi Player Gamins

The numbers I am using require too much precision for me to use recipricols
and its too
late in the day for me to move the engine over to 64 bit math , I tried it
for geometry
and perspective texture mapping but accuracy was terrible.




Thu Jan 4, 2001 2:55 pm

martinp@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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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