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Old April 26th, 2008   #270 (permalink)
shashClp
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Join Date: Sep 2006
Location: VisualC
Posts: 757
Quote:
Originally Posted by NHervé View Post
Thanks, but I think accuracy is not the only thing in emulation. There is also the speed, and this is not the strong point of DeSmuME.
I've remarked that the MMU I/O funcs contain a lot of "proc==ARMCPU_ARMx" assertions. I think rewriting that with a group of funcs should speed up a little.
(Dualis uses a lot of funcs for I/O handling, each for a memory region, and a group for each proc).
Yep, rewriting the MMU_* with functions might (and only might) give a speed increase. Anyway, I've quite a lot of speed code done, and, without touching any MMU_* stuff get over 10-15 fps more than official build. And, before rewriting anything, I'd follow Refraction's advice and make some of the uncompatible games run :P

Quote:
Originally Posted by NHervé View Post
PS : Shash : I enabled GL_NORMALIZE that forces the normals to be normalized. This avoids a conflict when using glScale.

I compared my emu to the real DS, it's exactly identical, unless my DS is buggy. In your screen the water looks too gray.
I know what you enabled :P

My screen looks close enough to DS keeping in mind that quite a lot of other games look correctly, while, for example, the Mario on your build will not look correctly: I did the modification keeping in mind that all the other games still looked correct. I know it lacks a bit of blueish look, but I didn't work much on it.
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