Search found 42 matches

by Tramboi
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

Future Wars PC version doesn't seem to launch.
Gobliins 2 does.
Bargon attack does too.
by Tramboi
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...
by Tramboi
Wed Dec 19, 2007 10:45 am
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 32875

Hi folks, just noticed this thread, interesting to read. Regarding dirty rectangles: I recommend to first concentrate on making the fullscreen blitter as fast as possible. Reason: Many games (e.g. COMI, Dig, FT, and various non-SCUMM games) unfortunately make little to no effort to do "small&q...
by Tramboi
Wed Dec 19, 2007 9:13 am
Forum: The Junkyard
Topic: ScummVM port to Java: possible?
Replies: 33
Views: 41713

Why be against something that makes life easier for a developer thus [appropriately] allowing them more time to do more or provide a better product (well, that never happens but hey!). Yipeee we're in the Junkyard thus I can answer! "Because there are far more users than developers and they do...
by Tramboi
Tue Dec 18, 2007 9:56 pm
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 32875

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 ;-)
by Tramboi
Tue Dec 18, 2007 1:51 pm
Forum: The Junkyard
Topic: ScummVM port to Java: possible?
Replies: 33
Views: 41713

I think Comeau C++ can compile to C code (it can use GCC or MSVC as backends if I'm correct).
Maybe doing this then cleaning the code and chaining with Cibyl might do the job :)
by Tramboi
Sun Dec 16, 2007 6:22 pm
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 32875

Great!

I have to admit I was actually scratching my head about the VRAM allocation stuff...
by Tramboi
Sun Dec 16, 2007 3:37 pm
Forum: Nintendo DS Port
Topic: Graphics don't seem right
Replies: 40
Views: 32875

Hi Robin,

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!

But first I'm gonna investigate the debug console.
by Tramboi
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...
by Tramboi
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...
by Tramboi
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...
by Tramboi
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...
by Tramboi
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...
by Tramboi
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...
by Tramboi
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....