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  1. Adventus

    Shaders/filters Etc

    The N64 graphics plugin has support for 2xSAI texture filtering. I remember Tinnus saying the psx emulator has texture filters aswell. Please note by "texture filters" i mean they're applied to the actual textures when they're cached (ie usually not real time), not the framebuffer... but that...
  2. Adventus

    Lets Discuss The New Cases

    There has been large speed increases since the last sm64 video. I would say it runs ~15% faster than when i made the Neon optimised sm64 video. The other difference is using the PAL version which is more optimised and only runs at 25 fps. I think most people would be happy at around 700mhz for...
  3. Adventus

    Texture Compression

    Have you considered using 16bit textures (RGB565, RGBA5551 or RGBA4444)? They should be supported on all OpenGL ES implementations. Most displays cannot really show 24 bits of color variation, so you don't really lose anything. Performance-wise i think PVRTC is the clear winner, 16x/8x memory...
  4. Adventus

    Gemrb Vs. N64

    Ummmm, this really isn't neccessary. I'm sure I mentioned it elsewhere, I did compile GemRB for the pandora devboard but SDLVideo doesn't work on my current OS setup. It loads all the plugins then just fails when the call to SDL_SetVideoMode is made. This might change soon.
  5. Adventus

    Nintendo Sixty Fooooooooooooooooooour!

    I'm pretty sure the CPU is still the bottleneck in almost all games. Not just the dynarec, a significant amount of time is also spent in passing data to the OGL driver especially due to the lack of batching.... Super Mario 64 is at about 300 drawcalls averaging ~18 vertices per frame. Also...
  6. Adventus

    Nintendo Sixty Fooooooooooooooooooour!

    Surprisingly, Sin and Punishment runs pretty well.... through the first level at least.
  7. Adventus

    Mupen64Plus Video

    Yeah i don't think the cache is failing, it does improve over time. You have a different texture for each orientation for each character, but i also have a suspicion that there's a set of mipmap textures. It could easily be 16 orientations x 4 mipmaps x 8 characters = 512.
  8. Adventus

    Mupen64Plus Video

    Don't worry, ALL the options are already available. You can render at any resolution supported by the SGX and upscale to any window dimension. In my config file there's options like: framebuffer enable, framebuffer width, framebuffer height, framebuffer bilinear, window width, window height...
  9. Adventus

    Mupen64Plus Video

    Woops i forgot to mention, its at 850mhz.
  10. Adventus

    Mupen64Plus Video

    Hello, I've made a new video of the most recent sources for Mupen64plus and gles2n64. It shows Banjo Kazooie rendered at 400x320 (then upscaled fullscreen) with no frameskip or sound. Its an amazing looking game, my camera doesn't really do it justice. There's a minor bug with the tree...
  11. Adventus

    Devs And Ports

    I'm pretty sure Cpasjuste already ported the stratagus engine, it was a fairly simple recompile.
  12. Adventus

    Constant Folding And Floating Point

    Yep, you get a >20 cycle stall on both VFP/NEON and ARM pipelines. You can hide the stall by writing to memory in VFP/NEON then loading 20 cycles later on ARM.
  13. Adventus

    Constant Folding And Floating Point

    I don't really know how much can be gained, but have you put any more thought into OS HLE, Is it feasible? There seems to be a fair number of fp matrix / math functions that can be HLE'd. DaedalusX64 appears to have a fairly complete implementation, You can browse their source here...
  14. Adventus

    Developement In Beagle

    Summer Scholarship per chance? It seems to me you should start by learning how a toolchain works (ie the GNU toolchain). After that you can just transplant most your programming knowledge with little or no effort. Are you sure? All i remember is one of the project idea's for the beagle...
  15. Adventus

    Mupen64Plus

    I wish i had read that stuff, It basically describes everything i just figured out. At the moment my best source of information is rice_video, I'll probably end up adding some of the features from rice to gles2n64 (ie Conker Bad Fur Day ucode, alternative texture packs, etc). MooglyGuy does seem...
  16. Adventus

    Mupen64Plus

    That's great news. Now for the bad news. After many hours debugging, I finally asked about the framebuffer corruption on the PowerVR forums. They think it might be a driver error exposed by the large quantity of glDrawArrays() calls that i make. Looks like we'll need to wait for a new driver...
  17. Adventus

    Pandora Pandora Development From Windows

    Download CodeSourcery Lite Compiler for ARM. For headers/shared libs you'll probably be able to just copy them off the actual Pandora OS when it ships (thats what i did with my devboard anyway :) ). Otherwise, just pretend your working in X86 Linux. I still do all my development with Windows +...
  18. Adventus

    Sgx Opengl Es 2.0 Application Development Recommendations

    Sorry to grave dig, but i feel this is important. Apparently, There's a new extension for the PowerVR driver, to enable fast texture uploads. Its called "GL_IMG_texture_stream", you can find out more about it here: http://imgtec.net/forum/forum_posts.asp?TID=475 . It seems to rely on a new...
  19. Adventus

    Nworksdev N64 Emulator On Iphone

    I think it's one of the default files that are made when you create a new XCode project. The Application Delegate is the objc class that is run after UIApplicationMain() is called in main(). This is pretty funny, You can see more retardation here...
  20. Adventus

    How Is Mupen64 Coming Along?

    I had XP on my previous laptop, but the new one (Dell Studio 1555) came with Windows 7 Home Premium 64bit. I thinks its pretty nice but I'm not going to buy a Pro/Ult version just so i can install XP, I'll just see if i can dual boot XP or Ubuntu. Luckily Dell still provides all the XP drivers...
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