Search found 84 matches
- 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: 44285
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...
- Sun Dec 23, 2007 2:21 pm
- Forum: Nintendo DS Port
- Topic: Some suggestions
- Replies: 10
- Views: 11558
This looks like it has jumped threads from:agentq wrote:No, it's not possible.
http://forums.scummvm.org/viewtopic.php?t=4926
Replying back in the original thread.
Robin
- 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: 44285
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...
- Wed Dec 19, 2007 1:07 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
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 ...
- Mon Dec 17, 2007 11:29 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
- Mon Dec 17, 2007 10:55 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
- Wed Dec 12, 2007 1:40 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
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...
- Sun Dec 09, 2007 8:47 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
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...
- Sun Dec 09, 2007 8:10 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
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...
- Sun Dec 09, 2007 1:43 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
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...
- Fri Dec 07, 2007 3:16 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
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...
- Tue Dec 04, 2007 11:03 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32893
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 :) W...
- 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: 102630
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. ...
- 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: 102630
- Thu Jun 28, 2007 5:29 pm
- Forum: PocketPC/WinCE Port
- Topic: Smoother cursor movement?
- Replies: 3
- Views: 6132
Re: Smoother cursor movement?
Move your stylus more slowly across the touchscreen?n00bje wrote:Is there a way to smooth out the cursor movement?
Robin