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Old February 7th, 2008   #21 (permalink)
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NHervé is very nice see your progress... You telling us your experience is great. Keep the good work...
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Old February 7th, 2008   #22 (permalink)
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Originally Posted by NHervé View Post
A new :

I think the 2D GFX system needs to be rewritten. It slows down the emu.
I started rewriting it. Now the emu is much faster (20-30 fps instead of 5 in the menu of New Super Mario Bros) but the screen is white, so the games aren't very playable :P:P.
Well, most of the official 2D system is quite broken. I added some acceleration by using an strange pixel blitter system (it gave about a 10-30% speed increase), but it's still slow. It could be accelerated by rewriting the mess of function call that it's currently, so good luck. Just remember to profile properly whatever you rewrite, so you don't end up having a slower system :P

By the way, what did the profiler told about the 2D core CPU usage? I mean, my profiling sessions showed other parts to be hell a lot more demanding :P

By the way, if you want to test your implementation robustness, check this. I remember I was able to pass 2/3 tests of revision 7 or 8 with my version, so I could help there. Official version passed 0/3 tests :P
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Old February 7th, 2008   #23 (permalink)
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My emu 6/6
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Old February 7th, 2008   #24 (permalink)
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My emu 6/6
Mario 64 looks better and faster on my emu XD No seriously, I'm happy some emulators pass all the tests, it's good to have accurate emulators

By the way, I wouldn't like this to become an emulator comparison :P
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Old February 7th, 2008   #25 (permalink)
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thanks.

I don't understand anything from the old GFX core and the screen reversing is broken (ie PsgPlayer and ArmWrestler). This GFX core slows down the emu very much and the sky background, in the menu of New Super Mario Bros, is not correctly animated.
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Old February 7th, 2008   #26 (permalink)
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thanks.

I don't understand anything from the old GFX core and the screen reversing is broken (ie PsgPlayer and ArmWrestler).(...)
Known, it's easy to fix.

EDIT: Bah, I just committed a fix to the official CVS, here you can see what I changed, from this file.

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This GFX core slows down the emu very much
If you've sound enabled, keep in mind that it's the sound core eating CPU there. It had to be rewritten in fixed point, due to the abuse of ftol, but CyberWarriorX left the project before doing so. Use a cpu profiler like VTune and you'll see. If you disable the sound core by code, you'll get a huge speed up.

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and the sky background, in the menu of New Super Mario Bros, is not correctly animated.
I don't have my DS here, but seemed correct, what's wrong with it?
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Old February 8th, 2008   #27 (permalink)
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If you've sound enabled, keep in mind that it's the sound core eating CPU there. It had to be rewritten in fixed point, due to the abuse of ftol, but CyberWarriorX left the project before doing so. Use a cpu profiler like VTune and you'll see. If you disable the sound core by code, you'll get a huge speed up.
It's so grateful see the tech conversation about DS emu...

[tomorrow will be 9th february... after new content on shash's blog]
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Old February 8th, 2008   #28 (permalink)
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I start well. For the moment there is no image, only white screen when disabled, else red screen, and I tested armwrestler and psgplay, the red screen is at good place.
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Old February 8th, 2008   #29 (permalink)
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I start well. For the moment there is no image, only white screen when disabled, else red screen, and I tested armwrestler and psgplay, the red screen is at good place.
I don't know what you mean, but the code that I committed yesterday to the official CVS fixes reserved screens on homebrew that doesn't care to setup screens properly I also tested a few commercial games, and naturally none is affected :P

(left screenshots is the old one, right one is the new one)
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File Type: png desmume_old.png (7.6 KB, 35 views)
File Type: png desmume_new.png (7.7 KB, 34 views)
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Old February 8th, 2008   #30 (permalink)
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Okay.
I'm rewriting 2d core and I included a new GPU struct, no more MainScreen.gpu and SubScreen.gpu. There are 2 gpus, gpuA and gpuB, each has an offset of 0 or 192. If bit15 of powcnt1 is clear the screens are reversed and so the gpus' offsets are also reversed.
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Old February 8th, 2008   #31 (permalink)
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Okay.
I'm rewriting 2d core and I included a new GPU struct, no more MainScreen.gpu and SubScreen.gpu. There are 2 gpus, gpuA and gpuB, each has an offset of 0 or 192. If bit15 of powcnt1 is clear the screens are reversed and so the gpus' offsets are also reversed.
Ok, as you wish, I'll check and profile it whenever you release it. Good luck.
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Old February 10th, 2008   #32 (permalink)
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My new GFX engine is far from complete, but it starts to work. I provided a screenshot of it running a text homebrew and displaying it correctly. I also provided a screenshot of PSGplay, it's displaying on the good screen but it is broken, it displays anything.

You'll notice I included DesMuMe icon in the screenshots.
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File Type: jpg new_gfx.jpg (6.7 KB, 37 views)
File Type: jpg new_gfx_broken.JPG (24.1 KB, 34 views)
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Old February 10th, 2008   #33 (permalink)
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Nice. Just a question, did you profile the CPU usage of the 2D core before starting the rewrite? I'm curious if you got any numbers or you're doing this without them :P
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Old February 11th, 2008   #34 (permalink)
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No, I don't.
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Old February 11th, 2008   #35 (permalink)
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No, I don't.
And how did you know that the 2D core was the culprit?
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Old February 11th, 2008   #36 (permalink)
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My 2d core is now supporting VRAM display. Here is a screenshot of ArmWrestler displayed on the good screen.

PS : sorry for poor colors, this is due to JPEG compression, but the bitmap files are too big.
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Old February 11th, 2008   #37 (permalink)
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PS2 : shash : When I commented the code of the 2d core, the music of the menu of New Super Mario Bros was running faster, and the FPS was around 20-30.
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Old February 11th, 2008   #38 (permalink)
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Waiting for the mod2...
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Old February 11th, 2008   #39 (permalink)
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yes we are waiting.... release please
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Old February 11th, 2008   #40 (permalink)
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I know why PsgPlayer is broken : it is using 16-color tiles, whereas my text demo is using 256-color tiles.

PS : I'll release it when my 2d core will be a little more working. Extended funcs such as rotscale will be implemented in mod 3.
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Last edited by Luigi__; February 11th, 2008 at 20:38.. Reason: Automerged Doublepost
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