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 the way, how would one go about making a calibration
routine? ;)
Tobias
--- In vmu-dev@egroups.com, Soeren Gust <sgust@i...> wrote:
> On Mon, Oct 30, 2000 at 07:26:32PM -0000, Tobias_Keizer@y... wrote:
>
> > 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?
>
> 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
> interrupt to wake the processor up again when it is time for the
next
> frame, although the power requirements are still 2/3 compared to the
> version without HALT mode (at 15 frames/second). Doing it in sub
clock mode
> is impossible for my program.
>
> I have not done any sound yet, but I think I can adapt my sound
playing
> routine to play in the frame loop.
>
> Another hint: The RC clock is not very stable, the tolerances are
> -50%,+100% AFAIK, so you can get anything between 300KHz and
1.2MHz, my VM
> runs at about 880KHz. I use a calibration routine to compensate
for this,
> because my game gets extremly difficult if the speed is too fast.
The only
> problem I still have is that if the VM is too slow to keep the
framerate
> the game looks ugly and gets even more difficult, because not all
situations
> are computing intense.
>
> Soeren