Search found 84 matches

by robinwatts
Sun Dec 23, 2007 2:45 pm
Forum: Nintendo DS Port
Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
Replies: 36
Views: 39873

AgentQ replied to this in another thread, saying... No, it's not possible. The software scaler currently implemented scales from 320x200 to 256x200, and uses a large portion of the CPU. This is about as fast as it can be, and it doesn't have to cope with scaling in two directions. 640x480 is four ti...
by robinwatts
Sun Dec 23, 2007 2:21 pm
Forum: Nintendo DS Port
Topic: Some suggestions
Replies: 10
Views: 10345

agentq wrote:No, it's not possible.
This looks like it has jumped threads from:

viewtopic.php?t=4926

Replying back in the original thread.

Robin
by robinwatts
Sun Dec 23, 2007 11:14 am
Forum: Nintendo DS Port
Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
Replies: 36
Views: 39873

No. Games that run at 640X480 won't ever run on the Ds. The screen is just too small. On WinCE, we get away with scaling the 640x480 screens to 320x240 and it's perfectly playable. On the DS we'd need to scale from 640x480 to 256x192 - even smaller, but only just so. But you have the freedom to dis...
by robinwatts
Wed Dec 19, 2007 1:07 am
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

One column is still garbage :) By the way when you STMFD a new register at the beginning, think about offsetting r9 in LDR r9, [r13,#9*4] @ r9 = palette I don't have too much time to check it though so hopefully you'll find it by rereading the code ;-) New version in the usual place. Should fix an ...
by robinwatts
Mon Dec 17, 2007 11:29 am
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

robinwatts wrote:I'll try and look over the code again later to see where I've messed up.
New version in the same place with at least 1 column fixed.

Robin
by robinwatts
Mon Dec 17, 2007 10:55 am
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

Tramboi wrote:the new version doesn't work (some columns are fucked up) but it is indeed faster (10.5ms) so I'll try to fix it, or re-unroll it from scratch, it looks worth it!
I'll try and look over the code again later to see where I've messed up.

Ta,

Robin
by robinwatts
Wed Dec 12, 2007 1:40 am
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

Fixed it and commited it, it went from 14ms to 13ms... Shall we try for 12ms? :) New version at: http://www.wss.co.uk/scummvm/blitters_arm.s I've unrolled it one more time, which means we can use LDMs instead of LDRHs. That should trade 8 N16 cycles for 8 S16 cycles. My very rough calculations reck...
by robinwatts
Sun Dec 09, 2007 8:47 pm
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

Yes, the VRAM is indeed uncached hence the gain. Thanks for polishing this version, I just did the basic stuff to check the proof of concept of gathering reads. I'll test it as soon as I can use my main computer again. But I really wonder what next optimization to do next. Dirty rectangles :) Maybe...
by robinwatts
Sun Dec 09, 2007 8:10 pm
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

In the latest version I see you've done LDRH and masking, instead of 2 LDRBs. Normally, I'd expect that to be slower as the first LDRB would pull a whole cache line in, and subsequent LDRBs would run very fast. But, if it's running in VRAM there is a strong probability that this will be uncached, an...
by robinwatts
Sun Dec 09, 2007 1:43 pm
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

I would imagine that using the dirty rectangle would have massive gains since most of the scumm games modify very little most of the time. Of course, scrolling is important, but some of the scumm games scroll only very occasionally, since it was slow on the original PC games as well. If all the gam...
by robinwatts
Fri Dec 07, 2007 3:16 pm
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

Nice job finding the mistake in there - and nice optimisation in the 8bit case too. I note that the DS scaler takes a whole screen and scales it on at once. Is there mileage in only rescaling the dirty rectangle? (Obviously, if you scroll the screen, that dirty rectangle would have to be the full sc...
by robinwatts
Tue Dec 04, 2007 11:03 am
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 30113

Re: Graphics don't seem right

Hi everybody, there *is* a software scaler that is nearly working and has been optimized by Robin "I-write-plenty-of-ARM-code-and-I-like-it" but you have to tweak the sources, build your own binary and live with the glitches. Some people do crosswords, some people do suduko. I do ARM :) What glitch...
by robinwatts
Thu Aug 02, 2007 4:34 pm
Forum: General Discussion
Topic: Best program to develop a new adventure to be used with SCUM
Replies: 116
Views: 92201

AGI seems well structured a little too light on the graphic side (only 16 colors mode). So finally at the moment there's no tool to develop an adventure with minimum 256 colors. There is a hack called AGI256 that allows AGI games to be authored with 256 colour graphics. ScummVM supports this hack. ...
by robinwatts
Mon Jul 30, 2007 3:05 pm
Forum: General Discussion
Topic: Best program to develop a new adventure to be used with SCUM
Replies: 116
Views: 92201

No way for create a "scumm game maker"? The source code of scumm is in the code of scummvm... or not? The information needed to create a ScummVM game maker should indeed all be contained within the ScummVM source code. That doesn't mean that anyone has taken that information and coded such an autho...
by robinwatts
Thu Jun 28, 2007 5:29 pm
Forum: PocketPC/WinCE Port
Topic: Smoother cursor movement?
Replies: 3
Views: 5676

Re: Smoother cursor movement?

n00bje wrote:Is there a way to smooth out the cursor movement?
Move your stylus more slowly across the touchscreen?

Robin