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Hardware 3D on GBA ?   Message List  
Reply | Forward Message #7180 of 15019 |
RE: [gbadev] Hardware 3D on GBA ?

Hi,

I agree entirely. The problem is that because of the ease of development in
C/C++ not a vast amount of people have, or more likely are given the time to
learn how to create tight routines in assembly. On the Amiga you didn't
really have much of a choice. I'm working on a commercial GBA product and
just don't have time to do anything in ASM, and optimising in C is not a
very strong point of mine, as I don't find it as intuitive as cycle counting
in raw ASM. I know I could disassemble, but just don;t have time to
compile, disassmeble, rwcode, recompile etc. It's strange to consider, but
probably the best and fastest programmers execution wise, are the guys doing
home brew GBA code. They tend to have the time and inclination to get low
level. Wish I had the time :( The GBA has basically the same HW as the
SNES and a CPU that kicks the SNES's arse severely, yet the quality isn't
there yet to my mind. Won't be long though.

FGL

-----Original Message-----
From: Mike Watts [mailto:starboy@...]
Sent: 02 October 2001 12:11
To: gbadev@yahoogroups.com
Subject: Re: [gbadev] Hardware 3D on GBA ?


That's pretty much the key word 'Tight' code. If you really try hard to get
an incredibly smooth piece of code,
you can do pretty much anything. People seem to have forgotten how to write
good code. Games companies
now just write and write and write, and if they reach the limit of their dev
systems, they just upgrade and turn the
sys. req. up a notch. If you take a step back to when the Amiga was king, or
even the BBC Micro, there were
people that could push it way beyond the limits, just by knowing the machine
and coding it right. Take the Elite series
They had the first version running on a BBC, and it was fantastic. The
second version happily ran on the old amiga
and that was only 7.22MHz with no extra hardware (i think that's the right
number). The GBA is a very powerful
little beast, it just needs the right code!!

infact, i think i'm going to go write an Elite clone right now!!!

-Mike
----- Original Message -----
From: ninge <ninge@...>
To: <gbadev@yahoogroups.com>
Sent: Tuesday, October 02, 2001 9:52 AM
Subject: RE: [gbadev] Hardware 3D on GBA ?


> the GBA is more than capable of doing a doom style 3D game using nothing
but
> its own hardware coupled with some tight code!
>
> as for the superFX chip - the GBA on its own is WAY more capable than the
> super FX chip ever was - and by that i mean more polygons and at a better
> framerate :)
>
>
> -----Original Message-----
> From: D Green [mailto:fbs@...]
> Sent: 31 August 2001 22:49
> To: gbadev@yahoogroups.com
> Subject: Re: [gbadev] Hardware 3D on GBA ?
>
>
> Silly thought - but was the super nes capable? (without the FX chip)
>
> Now, in my eyes, the GBA is a souped up/enhanced snes, and seeing that it
> could just about handle 3D scenes with an FX add on, then seeing the GBA
> is - twice as powerful?
>
> I'd like to see 'how' this doom port is done, as the snes version used an
FX
> chip, is this version also following that route?
>
> Dan.
>
> P.s - Dont flame that I called the GBA a souped up SNES. In fact I am
quite
> fond of the snes, and this is one of the main reasons for buying a GBA :-)
>
> ----- Original Message -----
> From: "The Night Howler" <Night-Howler@...>
> To: <gbadev@yahoogroups.com>
> Sent: Monday, October 01, 2001 8:13 PM
> Subject: [gbadev] Hardware 3D on GBA ?
>
>
> > Hi all,
> >
> > We all know now that GBA isn't quite able of doing hardware-rendered 3D
> > scenes for games, as the viedo chipset is only aimed at 2D.
> > With software 3D rendering, one can manage to get around 50000 polygons
/
> > second (if I can remember well the figures), which is really not enough
> for
> > a big, real 3D game.
> >
> > So my question is, does anyone think it would be possible to incorporate
> > some kind of 3D video chipset in a cart, which would do the render of
> scenes
> > and blit it awesomely fast on the screen, for example in mode 3 or 4 ?
> >
> > Let me explain.
> > Aperture size for cartidge is 32 Mb. So what if one uses, for example,
28
> Mb
> > for the cartidge ROM, and the 4 last Mb would be to transmit data to
what
> > I'd call the "3D chipset" in the "special cart" ?
> > As I see it, the "3D chipset" would work like this :
> > - On the first bytes of its address space, we have some controls (such
as
> :
> > position of the camera for drawing, chipset enabled, chipset bliting
etc.)
> > in read and / or write states.
> > - On the next Mbs the user would have to DMA the scene polygons data,
and
> > then the texture data. The same data may remain for several frames
> > (background, wals etc.) or may be for just one frame (3D moving objects
> > etc.).
> > - The "3D chipset" would then do, when ordered (one control bit for
> "render"
> > maybe), the blitting of the resulting scene on the GBA display. The
> > rendering shall be made by the "3D chipset" without halting the GBA cpu
> (of
> > course).
> >
> > As I don't know anything about electronics, I'm just wondering if such a
> > chip is only an utopia or may be madeable. What do you think about it ?
> Does
> > anything similar exist for another game system ?
> >
> > Regards,
> >
> > Mathieu -- The Night Howler
>
>
>
> list rules: http://www.gbadev.org/rules.txt
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>
>
>
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>
>




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Tue Oct 2, 2001 11:37 am

francis_lillie@...
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Message #7180 of 15019 |
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... Hash: SHA1 ... That is something i would LOVE to see :), one of the best games ever made. - -- Tom "Tomahawk" Badran Department of Computing, Imperial...
Tom Badran
tb100@...
Send Email
Oct 2, 2001
1:21 pm

Hi, I agree entirely. The problem is that because of the ease of development in C/C++ not a vast amount of people have, or more likely are given the time to ...
Francis Lillie
francis_lillie@...
Send Email
Oct 2, 2001
1:21 pm

Hello Mike, Tuesday, October 02, 2001, 1:11:13 PM, you wrote: MW> That's pretty much the key word 'Tight' code. If you really try hard to get MW> an incredibly...
groepaz
groepaz@...
Send Email
Oct 2, 2001
1:22 pm

... You might like to take a look at http://www.cjpinder.clara.co.uk/elite.html - that's a "port" of the original BBC elite into C code (reverse engineered...
Richard Munn
benjymous@...
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Oct 2, 2001
1:22 pm

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@...
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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@...
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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@...
Send Email
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@...
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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@...
Send Email
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@...
Send Email
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@...
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Oct 2, 2001
2:26 pm

... Ah! The good 'ole Novatel! That brings back a few memories - hehe!...
Chaz Bocock
chaz@...
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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@...
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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@...
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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@...
Send Email
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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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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@...
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Oct 4, 2001
12:46 pm
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