Can someone give me a good fixed point square root algorithm? I need to get the square root of a 22.10 fixed point number. I am brain dead when it comes to...
input: a = number to be squared x = estimated result (can be any numberm but the better estimation the better result) output: x = close to sqrt(a) algorithm:...
... For reference, here's an example of a 2.30 square root function: http://www.worldserver.com/turk/opensource/FractSqrt.c.txt ... The given code gives...
Thanks, I'll try that out . . . for some reason my brain is not working on this issue (years of only having to press the square root key on a calculator?). I...
Ok, testing has revealed that the bios function is a good 10 times faster than the 2.30 function (I didn't measure it precisely - all I need to know is that...
Do bear in mind that if you test the speed of the BIOS functions on an emulator the result will not necessarily be indicative of what happens on real hardware....
Hi gbadev forum, Rather than re-invent the wheel trying to write an ARM random number gernerator function, i thought i'd ask if anyone has done this before or...
Three words: Linear Congruental Generator ... -- http://dreamcache.mine.nu...
Tomas Hallenberg
tomha219@...
Dec 9, 2003 9:39 pm
14662
Take a look at the Mersenne Twister, or the Mitchell Moore algorithm. Both of them are fast, good and don't require too much memory. Guido ... From: Graeme...
Man, I lost so much of my childhood to that game :) There was a thread on this mailing list ages ago about this. Try searching the archives for "mersenne...
You are right, what an idiot I am ('specially considering that I did that very thing two years ago when emulating bios for cowbite). I need to get more sleep....
i've used this for several commercial gba games. it's fast, simple, and time-tested. mersenne twister-strength algorithms are generally not needed for...
Hi, I want to do two floating point operations: addition/substraction and integer conversion. Is there any info on how fast these two operations are on the AGB...
I don't see the reason for using any floating point arithmetics if that's all you want to do. To begin with you'll only have integer results unless you also...
Tomas Hallenberg
tomha219@...
Dec 11, 2003 2:51 pm
14668
Hi, I've been trying to get a C++ project to compile using Devkit Advance (release 5 beta 3) ideally along with Jeff's Crt0 and LnkScript (crtls v1.28). Which...
Hi all, Thanks for your comments, but please assume that I DO want to use floating point operations and not fixed point. There are only two operations that I'm...
Sure, gcc and most other compilers use software floating point operations if you dont have the hardware (well you have to tell the compiler which way to do...
Actually, In your makefile, instead of gcc .....(options) type g++ .... (options). The libraries should (don't quote me on it though) automatically be linked...
Hi there, Here at the univ we're having a little project on the gba: we're trying to connect one to an FPGA. To use the FPGA as a 'living cartridge'. (kinda...
I WOULD NOT recommend HONG KONG TOYS http://www.ps2modchip.com/ ... They get the money and they don't send the hardware...unluckily I had a bad experience this...
Hi GBAlist! Has anyone made tests on the speed of the LZ77 Bios decompression funcions? How do they compare with CpuSet and FastCpuSet? and DMA Transfer? All...
Hello Ronald, Wednesday, December 24, 2003, 12:50:04 AM, you wrote: RCA> Has anyone made tests on the speed of the LZ77 Bios RCA> decompression funcions? about...
Merry Christmas to all! ... I see, but since you are actually making a transfer of less data (because of the compression) that would become 360-600 KB per...
... The following are my assumptions, please feel free to correct them. Caching to the EXTRAM (or VRAM itself by double buffering) will have the following...
http://www.alpha-ii.com/caitsith2/ereader/dot-code%20block.jpg - explanation on how the raw data is stored in the dotcode blocks in the strip. Now, the only...
... (paraphrasing here) ... Correct. EWRAM to VRAM transfers run at 4 cycles per 2 bytes, filling the entire 32 KB sprite cel VRAM within about 66,000 cycles....