> Of course you will use 4 times more of VRAM, which may be for "SF" clone
> essential for sprites/effects, but sometimes you may have that spare VRAM
> and the simple code is always a good thing.
One additional 256x256 screen will cost you 2kB (32*32*2 bytes) so that's
not really a problem. Note that you can also select 512x256 and 256x512
maps. The area where those screens are in VRAM can not be used by sprites.
Only by background tiles.
Good point! This is exactly the answer I was looking for. In fact, this had been my guess (for CPU savings in limited-space-requiring situations), but I...
... One additional 256x256 screen will cost you 2kB (32*32*2 bytes) so that's not really a problem. Note that you can also select 512x256 and 256x512 maps. The...
Jan-Lieuwe Koopmans
jan-lieuwe@...
Jul 15, 2003 2:46 pm
Hi folks, Sorry for the blatant self-promotion, but I've just posted a new status report on a GBA game I'm developing called Payback: ...
3.2% on a 4 channel mod at 24KHz? That's a bit slow isn't it?! I like these guys sound engine. http://consoleaudio.elmobo.com/ ... From: James Daniels...
Well, if you have ever written a mixer on the GBA you know there are certain constraints you can not get around. Only "Driver 4" is really usable for playing...
Sebastian Kienzl
zap@...
Jul 16, 2003 4:01 pm
... Payback's mixer is type 4. ... Admittedly Payback's code currently only supports Protracker MODs, but the 3.2% figure mentioned before does include the...
Hi jd, I remember discussing your mixer specs a while ago on gbadev.org. Its good to hear that things are coming to fruition. I'm wondering if you ever added...
Hi Colin, ... No. Right now you can do mono or "hard" stereo (i.e. sounds come from the left or right speaker). If I do add full stereo panning (which really...
... Ok, then max 8 channels, the distinction between 3 and 4 isn't actually the number of channels (well it kinda is, but it can be 5, 6 or 8) but whether you...
Sebastian Kienzl
zap@...
Jul 17, 2003 11:09 am
Hi Sebastian, ... I'm not sure that's a good idea. Surely mixers should be categorised according to what features they support rather than how they work ...
... I don't agree, the feature-distinction here is clearly whether the mixer supports mixing say 16 channels or 6, speed-comparisons between those two don't...
Sebastian Kienzl
zap@...
Jul 18, 2003 11:13 am
Hi Sebastian, ... Ok, distinguishing between mixers based on the number of channels is fine - I was objecting to the "must do it in the same was as Krawall" ...
I'm working on my own sound engine called "Tri", which I used in TOD M3. It currently uses its own sound format compiled from a text file, but once I release...
Hi! ... You're right, you'll have to use a timer for each channel then. ... Krawall is 2.4% + x*1.13% for a mono voice, + x*1.49% for a voice with arbitrary...
Sebastian Kienzl
zap@...
Jul 17, 2003 12:24 pm
Hi Martin, ... At first glance the stats look unbelievably impressive but I think I've figured out what they've done. I think they've included the GBA's four ...
Hello folks, ... Well, there's what's written and what it means ;) Let me give my point of view on the different options proposed by Console Audio. Driver 1 -...
Actually, 3.2% cpu usage for module playing is extremely fast for gba. Please note that the 'Driver 1' on that website (technical section) is a cgb-sound...
Computing stereo volume doesn't take more cycles than computing a mono volume... You buffer is just twice as big so needs twice more treatments (eg for...
so your saying to fill a buffer twice as big has NO overhead? hmmmmm congrats, I thought it would at least take SOME cycles to write the extra data :D ... ...
Jim Bagley
jimbagley@...
Jul 17, 2003 11:46 am
... I have pleasantly worked with Yannis Brown, a musician who really masters stereo effects and, having heard his tracks in mono and stereo, the stereo...
... it doesn't, as IWRAM is 32-bit. Nananah :-p Well, of course you could compute 2 16-bit values, put them in a 32-bit register and store both at once... No,...
... Is there a feasible way to use the 'stmia' instruction from within C? Or does it require rewriting a mixer from the ground up in assembly language? -- ...
... C? ... You can get away with only doing the inner loop in ASM. Just write it as an ASM function, and either make global vars of all the things it will need...
The STMIA is your friend. ... From: Greg Saugis [mailto:saugis@...] Sent: 17 July 2003 14:30 To: gbadev@yahoogroups.com Subject: Re: Re: [gbadev] Re:...
yeah, that's fixed stereo, no panning etc. it's not much of an overhead, for your method, one OR instruction lol but the DMA still has to read the double sized...
Jim Bagley
jimbagley@...
Jul 17, 2003 12:46 pm
... This is exactly what our player does (so-called driver #4 in this thread). But in a very fast way (although I know ways to get it even faster, but too busy...
Jan-Lieuwe Koopmans
jan-lieuwe@...
Jul 17, 2003 8:57 pm
... I'd go for pure ARM assembly. It's a real tight loop. Jan-Lieuwe...
Jan-Lieuwe Koopmans
jan-lieuwe@...
Jul 17, 2003 9:06 pm
... Is that just music alone, no support for sfx, aside from synth channels? My mixer currently takes about 11% CPU for a 4-chn MOD with 2 panned, non-pitched...
Hi Dennis, ... That figure is just for playing and mixing the MOD, but the mixer supports up to 8 channels at about 1% CPU per channel at 24 KHz. ... Wow!...
... Some games use hblank DMA shearing on the x scroll registers to simulate a 3D floor. For those, you do need a 512x256 map because the pixels displayed...