Future Wars PC version doesn't seem to launch.
Gobliins 2 does.
Bargon attack does too.
Search found 42 matches
- Sat Dec 22, 2007 10:40 pm
- Forum: Nintendo DS Port
- Topic: ScummVM DS 0.11.0 beta1 released for testing! [obsolete]
- Replies: 36
- Views: 44188
- Fri Dec 21, 2007 2:50 pm
- Forum: General Discussion
- Topic: Blargg NTSC filter
- Replies: 7
- Views: 6131
It's not about making them look like on a TV per see, but about making them look better. Less jagged. But yeah I guess some prefer the original grainy dos-look. I don't. It was just a suggestion. But the filter in question really doesn't look like a TV at all, more like a high end RGB monitor. Like...
- Wed Dec 19, 2007 10:45 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
- Wed Dec 19, 2007 9:13 am
- Forum: The Junkyard
- Topic: ScummVM port to Java: possible?
- Replies: 33
- Views: 41713
- Tue Dec 18, 2007 9:56 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
- Tue Dec 18, 2007 1:51 pm
- Forum: The Junkyard
- Topic: ScummVM port to Java: possible?
- Replies: 33
- Views: 41713
- Sun Dec 16, 2007 6:22 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
- Sun Dec 16, 2007 3:37 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
- Mon Dec 10, 2007 1:31 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
If you held the nonscaled version in normal RAM, and then scaled to the VRAM, the cache would kick in and give a speedup, probably. Unfortunately RAM is scarce and the data is already unscaled in VRAM (used in the unscaled view) so we'd better max out the performance we get from the VRAM (and a bit...
- Mon Dec 10, 2007 1:28 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
We can still do better with instruction scheduling, and can lose one more LDRB too. New version at: http://www.wss.co.uk/scummvm/blitters_arm.s I did debate just committing it, but judging by my recent performance with silly typos, probably best not too :) Robin Fixed it and commited it, it went fr...
- Sun Dec 09, 2007 8:43 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
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. Maybe I will return back t...
- Sun Dec 09, 2007 7:06 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
A version that loads only one byte instead of 5 and replicates it in the 5 pixels takes 11.5 ms instead of 16ms A version that loads the 5 pixels but doesn't lookup in the palette is the same speed that the version that does, so accessing the stack seems very inexpensive. I basically unrolled the lo...
- Sun Dec 09, 2007 6:57 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
Hi guys, I did real in-situ measures and found this: The 5 STRH version was taking 18 ms (very far from the fake benchmark 5ms ^^) The write-gathering STMIA one Robin sent me takes 16ms (after fixing a copy/paste bug) Out of curiosity, a version that doesn't write anything is 14 ms so I suspect stor...
- Fri Dec 07, 2007 4:19 pm
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
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 screen...) I wondered about this but I think I prefer us optimizing the worst case (i...
- Fri Dec 07, 2007 9:48 am
- Forum: Nintendo DS Port
- Topic: Graphics don't seem right
- Replies: 40
- Views: 32875
When you press Y the debug console should appear on top of the game screen. When I tried this a couple of days ago, the top part of the game screen corrupted whenever text was printed to the console (add some calls to consolePrintf). It looked like the two layers were overwriting each other's VRAM....