Very true, the AGB is a *very* fast bit of kit. I'm used to coding low level
for the old Atari ST, where a decent mod player would take 20-25%+ CPU time.
I wrote a mod player for the AGB using similar optimisation techniques and
it comes in at about 5%!
There will not be any problem in writing a 3D engine for the AGB to kick out
some Starfox quality visuals. I'd say the ARM CPU is at least 4x quicker
than the ST, especially when doing things like fixed point where barrel
shifting comes into it's own for optimisation. And that could do some good
3D games.... even though it had planar graphics modes, which are a bitch
compared to the byte / nibble per pixel of the AGB.
The AGB has awesome potential in every aspect of gaming, and is very easy to
optimise in assembler. Coding has never been so mcuh fun..... ;D
Hello The, TNH> So my question is, does anyone think it would be possible to incorporate TNH> some kind of 3D video chipset in a cart, which would do the...
groepaz
groepaz@...
Oct 2, 2001 12:05 pm
Very true, the AGB is a *very* fast bit of kit. I'm used to coding low level for the old Atari ST, where a decent mod player would take 20-25%+ CPU time. I...
James Boulton
jim@...
Oct 2, 2001 1:20 pm
... Ah, well, you can download the source to an open source elite clone which is pretty much 100% faithful to the original (based on the BBC source code). It's...
James Boulton
jim@...
Oct 2, 2001 1:30 pm
... Hash: SHA1 h, well, you can download the source to an open source elite clone which ... Where from? - -- Tom "Tomahawk" Badran Department of Computing,...
Tom Badran
tb100@...
Oct 3, 2001 11:12 am
YES!!! Well said. All it takes is real effort. ;) ... From: "Mike Watts" <starboy@...> To: <gbadev@yahoogroups.com> Sent: Tuesday, October 02,...
Daniel
webmaster@...
Oct 2, 2001 1:46 pm
Weird, I've found the opposite, I'm on commercial and private GBA products and find it far easier to spend a good amount of time just hammering away at ASM for...
marcus lynn
marcus@...
Oct 2, 2001 1:46 pm
Well, maybe I just work for the wrong people. I just get no time to optimise or rewrite in ASM at all. Mores the pity. I loved writing in ASM. Amiga, SNES,...
Francis Lillie
francis_lillie@...
Oct 2, 2001 2:26 pm
... Ah! The good 'ole Novatel! That brings back a few memories - hehe!...
Chaz Bocock
chaz@...
Oct 2, 2001 11:18 pm
It's just a pity we have no divide in the ARM instruction set. Even in the old days of fixed point maths under DOS there wasn't that problem. Best, Andy ...
Andrew Cox
andrew.h.cox@...
Oct 2, 2001 4:58 pm
Elite did a rather fine job on the BBC with not a hardware divide in sight, or a hardware multiply for that matter. At least the ARM has a multiply so a good...
Dave Murphy
davem@...
Oct 2, 2001 5:09 pm
Yeah, but even that wouldn't be so great a problem if only they'd done a HW divide like on the SNES. That came in VERY handy for Worms on the SNES. Bu then...
Francis Lillie
francis_lillie@...
Oct 2, 2001 5:18 pm
... If it was possible on Snes with SuperFX (Starfox, Vortex, etc...) I don't see why it shouldn't be on AGB. Problem will be shifted on the lasting of...
Davide Inglima - lima...
limacat@...
Oct 2, 2001 5:00 pm
Also, the SuperFX ran at around 11 Mhz if I remember correctly. Frio ... From: Davide Inglima - limaCAT [mailto:limacat@...] Sent: Tuesday, October 02,...
Francesco Iorio
francescoi@...
Oct 2, 2001 5:18 pm
... That would imply that any add-on chip would suck way too much energy... and that we should rely on Gba capabilities only :( * Please note: silly dreams...
Davide Inglima - lima...
limacat@...
Oct 3, 2001 8:27 pm
... Ah, why is that a problem?! It's not difficult to implement a divide... That's defeatism at it's best! :) --Jim...
James Boulton
jim@...
Oct 2, 2001 5:18 pm
But just about every problem that requires divides can be achieved with reciprical tables of some sort, written 2 3D engines on it and so far haven't really...
marcus lynn
marcus@...
Oct 2, 2001 5:19 pm
Yeah, a reciprocal is what you are after for projection (which was the main thing on my mind). An idea I have is to polish a best-guess at the reciprocal which...
Andrew Cox
andrew.h.cox@...
Oct 2, 2001 11:12 pm
hmm, from what i ve seen so far, i'd say elite/x-wing style games (flat filled poly worlds) and doom/wolf engines (vert/horiz scan line renderers) are entirely...
Morten Pedersen
escapekey@...
Oct 2, 2001 11:16 pm
In message <01ca01c14b7b$cddd0840$0500a8c0@esc1200> ... a standard texturemapper fetching the texture data from rom takes 10.5 cycles per pixel. ... actually...
Dennis Ranke
exoticorn@...
Oct 4, 2001 8:13 am
I'm *thinking* of doing an OpenGL compliant 3D library for the GBA. Prob simply called 'OpenGLA' (well maybe). What do people think. Would it be worth me...
Jamie Stanley
jamie@...
Oct 3, 2001 8:27 am
Wednesday, October 03, 2001, 9:47:13 AM, you wrote: JS> I'm *thinking* of doing an OpenGL compliant 3D library for the GBA. JS> Prob simply called 'OpenGLA'...
daveP.
daveP@...
Oct 3, 2001 7:03 pm
... just my $.02 why not consider 15fps (take it up to 28 cycles per pixel), and have a hud on the bottom of the screen thats 16 pixels tall, taking off 16*240...
Roger Levy
trip_N_Save@...
Oct 3, 2001 6:36 pm
matrix stacks, zbuffers, floating point... been away from D3D long, have you? :-) it could potentially be used for quick prototypes though, but doubt it would ...
Morten Pedersen
escapekey@...
Oct 3, 2001 8:24 pm
well, the support for the textures is just a matter of writing the microcode to do it... The SuperFX chip was nothing else than a small programmable cpu. I...
oirf@...
Oct 4, 2001 12:43 pm
I don't think OpenGL on the GBA is practical. The Z-buffer does consume a lot of memory (one entry for every pixel at the z-buffer resolution. IE: for a 16...
Jeff
jeff@...
Oct 4, 2001 12:46 pm
I know for a fact you can draw flat-shaded triangles (inner loop) with a single ARM store instruction with post increment(= 2 cycles), in Mode 3/5, as I've...
Mark Wayland
mwayland@...
Oct 4, 2001 12:46 pm
I dont see the point. OpenGL exists because its good to have a library of standard grahics methods. Primarely with porting in mind. You'll never port anything...
Thomas Nielsen [Lifto...
thomasn@...
Oct 4, 2001 12:47 pm
... would it pay off, for often used textures, to dma them into internal or even external ram? if only the damn dma didnt tie up the cpu as on any other ...
Morten Pedersen
escapekey@...
Oct 4, 2001 12:47 pm
In message <007401c14ccf$8bfdc590$0500a8c0@esc1200> ... yes, external ram is one cycle faster, internal ram 3 cycles. however, there just isn't much internal...
Dennis Ranke
exoticorn@...
Oct 4, 2001 1:02 pm
MP> would it pay off, for often used textures, to dma them into internal or even MP> external ram? if only the damn dma didnt tie up the cpu as on any other ...