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Shoot-em Up   Message List  
Reply | Forward Message #637 of 1156 |
Re: Shoot-em Up

Hey There,

Thanks for the powerusage info. Very handy to have around... I guess
I'll stick with 300GHz then... :) Personally I didn't know if there
would be any difference between 600kHz and 300kHz so I went with the
600kHz option. However, I just don't think 32kHz is possible.
Especially not if I want to implement sound as well.

And like Soeren says, the only thing I actually DO is use the
display. Remember it's a shoot'em up... Things flying around all over
which means that apart from some minor calculations and reading the
keys, all the routines I call use the display.

I'll just make it in 300kHz for now, and when it's done I'll see if
it's still playable in 32kHz. If it is, I can always rip out the wait
routines and see how things go...

Kay, thanx,

Tobias Keizer...
--- In vmu-dev@egroups.com, Brian Chapman <bchapman@s...> wrote:
> At 10/30/00 01:26 PM , Tobias_Keizer@y... wrote:
> > Anyways, I've got part of the game running now... I've got my
> > scrolling 'sky' and 'floor' (don't think too much of it) and
finally
> > my ship that moves around freely in this world... Now, question
time
> > again... I am currently working in the 600MHz mode for extra
speed.
> ^^^^^^
> Yikes, surly you meant Kilo-Hz not MHz ;-)
>
>
> > I've read though, that this uses more battery power than the
subclock
> > mode. The question is, how much?!?
> >
> > As of now the game is still hella-fast, but then I've got no
enemy
> > routines and no (and thats the real bitch) sprite collision
> > detection. Then another this is, if I want to add SFX or Music,
as
> > far as I know I won't be able to change clock-speed without the
sound
> > routine making strange-glass-breaking noises.
> >
> > So anyways, the question... Is it okay to make a game that runs
in
> > 600MHz in the entire game, or would this use up way too much
battery
> > power? Apart from that, is there anyone that thinks all the above
can
> > be done (including sound) in subclock mode?
>
> Here is a quote from a document I saved off the net. I forget the
original
> URL. (My appologies to the author):
>
> :::: BEGIN QUOTE :::::::::::::::::::::::::::::::::
> Sören measured the power consumption at different speeds.
>
> watch: 0.25mA sleep watch: 0.1mA
> getkeys 6MHz: 8.6mA sleep 6MHz: 3.0mA
> getkeys 3MHz: 5.4mA sleep 3MHz: 1.65mA
> getkeys 600Khz: 2.9mA sleep 600Khz game: 0.55mA
> getkeys 300Khz: 2.4mA sleep 300Khz game: 0.35mA
> getkeys 32kHz: 0.65mA sleep 32kHz game: 0.15mA
> getkeys 16kHz: 0.65mA sleep 16kHz game: 0.15mA
>
> As you can see, the 600kHz mode requires 4.5 times the power of the
32kHz
> mode. However, since it will run 18 times the instructions of the
slower
> speed, it is more power efficient. The batteries don't last very
long as
> it is, so you can't afford to waste power.
> :::: END QUOTE :::::::::::::::::::::::::::::::::::
>
> I think the best thing is to stay in Subclock Mode (~32khz) and
only go
> into RC Mode (~600khz) when you absolutely need too. Perhaps when
you have
> a certain algo that really needs to be done quickly (and LCD access
> ofcourse).
>
> I'm still working on this myself so I'm mostly speculating here.




Wed Nov 1, 2000 6:03 pm

Tobias_Keizer@...
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Message #637 of 1156 |
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Heya Guys, Thanks a bundle for the memory info! It feels almost luxurious to have all that memory all for my game... :) Imagine I was working with the bytes...
Tobias_Keizer@...
Send Email
Oct 30, 2000
7:31 pm

... ^^^^^^ Yikes, surly you meant Kilo-Hz not MHz ;-) ... Here is a quote from a document I saved off the net. I forget the original ... Sören measured the...
Brian Chapman
bchapman@...
Send Email
Oct 31, 2000
5:39 am

... Sega rules says that the RC mode should be used only when dealing with LCD or the timer used to produce sound. Yet you can argue that most game engine on a...
Omar Cornut
cornut@...
Send Email
Oct 31, 2000
8:21 am

Hey There, Thanks for the powerusage info. Very handy to have around... I guess I'll stick with 300GHz then... :) Personally I didn't know if there would be...
Tobias_Keizer@...
Send Email
Nov 1, 2000
6:03 pm

Actually, Omar Cornut said that... (The words of a wise man...) Keizer...
Tobias_Keizer@...
Send Email
Nov 1, 2000
6:14 pm

... I currently have the same problem and I have decided to use the RC clock mode for the inner frame drawing loop. But I use the HALT mode and a timer ...
Soeren Gust
sgust@...
Send Email
Oct 31, 2000
6:32 pm

Hey There, Well, I kind of decided to continue in 300kHz mode to see how fast or slow it is in 32kHz mode... I doubt it'll run tho, but no harm in trying... By...
Tobias_Keizer@...
Send Email
Nov 1, 2000
6:09 pm

... Here is my calibration routine, I hope I have not forgotten anything, I took it out of my current project. ;*** first some interrupts I need ;...
Soeren Gust
sgust@...
Send Email
Nov 3, 2000
7:03 pm

Cool, Thanx, I'll see if I can somehow stash that in there somehow. The game's coming along okay by the way, already got the weapon implemented... Still...
Tobias_Keizer@...
Send Email
Nov 5, 2000
10:46 pm

... Beware! None of the emulators is accurate in term of speed. You can speed your proggie by uploading it on the web and download it from a DC using an...
Omar Cornut
cornut@...
Send Email
Nov 5, 2000
10:52 pm

... +++ cpu.c Fri Oct 20 16:55:18 2000 @@ -68,7 +68,7 @@ int pc; int lcd_updated, lcdon, imask, intreq, hasbios=0; -int spd; +int spd = 328, oldspd = 328, mcy;...
Soeren Gust
sgust@...
Send Email
Nov 7, 2000
5:59 pm

have the nexus card in a second controler connected to the PC, copy it to the nexus and using the dreamcast from the nexus to the VMU, (i can do it with on...
rednuht
rednuht@...
Send Email
Nov 7, 2000
1:45 pm

... And if you dont feel like Getting a nexus, get a Double Power. It uses battery's, so you dont have to have your dreamcast on, and you can plug almost any...
Paul Kratt
sblur@...
Send Email
Nov 8, 2000
12:35 am

Sorry for the slightly off topic post but I'm not sure where to ask: I'm going to be buying a Dreamcast soon and I've heard that Sega has begun shipping...
Brian Chapman
bchapman@...
Send Email
Nov 9, 2000
5:43 pm
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