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Animating Sprites   Message List  
Reply | Forward Message #14604 of 15019 |
Re: [gbadev] Re: Animating Sprites

At 22:08 08/11/2003 +0000, you wrote:
>Fun question: Anyone try switching the GBA over to fast interrupts
>such that you don't have to manually save all your registers upon
>interrupt? It'd be fun to write a handler to do that instead of the
>standard one that works off of normal interrupts. Getting to
>interrupts wouldn't carry near the overhead they currently do (I'm
>spoiled as I'm used to the GBC where it only took a couple cycles to
>get into the interrupts.)

GBA interrupts are IRQ by nature, not FIQ. You can still switch ARM
to fast interrupt mode manually using msr, but anyway, real interrupts
will never be FIQ on GBA.

In other words, save the registers or do not use them :)



--
Tek

void main () { printf ("Free the World !\n"); } /* copyleft at
www.freedevelopers.net */


Sun Nov 9, 2003 10:51 am

fedmahnkassa...
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Message #14604 of 15019 |
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Hi GBAList! Experimenting with big composite sprite-based characters, we realized that it was very heavy to render them on the GBA using many rotating parts...
Ronald Chenu Abente
ronald_chenu
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Nov 7, 2003
11:08 pm

... Yes. ... There might be a couple cycles of "wait states", but you'll usually get far fewer than one per read or write on average. More importantly, GBA...
Damian Yerrick
yerricde
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Nov 8, 2003
9:47 am

Hi Ronald I can give you a bit of info on the sprite stuff as I know it. Our engine builds composite sprites all over the place w/o any real slowdown. We...
miked0801
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Nov 8, 2003
9:47 am

... Either that, or cache decompressed cels in EWRAM. ... The GBA expects sprite coordinates on whole number pixel boundaries. Try overlapping the parts of...
Damian Yerrick
yerricde
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Nov 8, 2003
3:11 pm

Thanks for the replys. Overlapping by 1 pixel is the method we are considering, but it'd be nice to know exactly how the hardware decides where to put each...
miked0801
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Nov 9, 2003
2:37 am

... Yeah, we gave a thought about double buffering as a way to avoid the constraint of updating VRAM during vblank only, but (having read Mr. Yerrick's paper)...
ronald_chenu
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Nov 9, 2003
2:35 am

... A 32bit RLE system running out of cpumem in arm can be actually be faster than DMA transfer if enough data gets repeated and is generally not any slower....
Kriss
yah_kriss
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Nov 9, 2003
12:09 pm

... GBA interrupts are IRQ by nature, not FIQ. You can still switch ARM to fast interrupt mode manually using msr, but anyway, real interrupts will never be...
Alexandre BACQUART
fedmahnkassa...
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Nov 9, 2003
12:08 pm
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