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  1. U

    Mixing Two 16 Bits Colors

    I think this is what you want. INLINE u32 gpuBlending00(u32 uDst, u32 uSrc) { return (((uDst & 0x7BDE) + (uSrc & 0x7BDE)) >> 1); } You also can improve futher if you do 2 colors at a time, just use a 0x7bde7bde mask nad put two colors at each entry value.
  2. U

    D1x-rebirth (gp2x Version)

    zico, I have seen both original descent code and dxx-rebirth one and both texture mapper seem a bit overhead for gp2x, either th eones ussing float or interger divisions... did u rewrote that part for gp2x? Unai.
  3. U

    GP2X Optimizing Or Converting To Asm?

    I really think that you would beter just "chage" the functios... they seem like fixed point division/multiplications, may be you could just use math_ssl.h for optimized 64bit fixed point(32.32) implementation... Once you make that work you could optimize even more ussing only 32bit fixedpoint...
  4. U

    Some News Of Things To Come...

    No, we are going to strip down so many versions of psx4all to improve/rebuild the core of the emulation, and we will focus only in gp2x and dreamcast versions, once things are more clean more ports will come in...
  5. U

    Flash Player

    Great Work!! I saw an small movie and HAD to download the source... from what I have seen you dont use any optimization flags when compilling? or does dev-c++ add them later? I gave a look to the makefiles and didnt saw any compiler options :-?
  6. U

    Java Runtime 1.0 Beta 2

    Good Trial :P but really I'm not much skilled on java, I have a bit of curiosity, my skils are more in the c++/asm side, actually psx4all takes most of my time. I saw some nice jvm implemnetation while lookin for info about dynamic recompilation and thread interpreters. If you plan to...
  7. U

    Java Runtime 1.0 Beta 2

    Yes but I meant, a more "cpu" intensive test to really bench the vm not the native libs... Any way its great to have java inside.
  8. U

    Java Runtime 1.0 Beta 2

    Nice job!! its progressin great!! Just an small request would be nice to be able to put the javavm and javavm-cp in other places tha in th e root of the sd, even installin ginto nand. Also an small benchmarking utilities would be also nice to test overclocking and vm performance. btw, tis just...
  9. U

    Psx4gp2x Public Beta 4 Released.

    Will work on the next beta. With some texture problems still but will work. Unai..
  10. U

    Psx4gp2x Public Beta 4 Released.

    Well, seems this release is performing fine. I have some little asm optimization for arm platform comming for the next release, and "posibly" mirror sprites support, but I need to know of a game that uses this so I can test... Talking with zottd thre are some optimizations ideas we had for the...
  11. U

    GP2X Bresenham / Any Line Drawing

    I just modified the previous version that used char, I didnt assume any platform, I just wanted to show de idas of modifing the algorith so it uses pointers to avoit the putpixel call. Unai.
  12. U

    GP2X Bresenham / Any Line Drawing

    About the putpixel speed issue I played arround a bit with TheMinder's routine to get rid of it. The idea is to convert sdx and sdy into pointer offsets instead of coordinate offsets. btw, its not checked but I supouse it sould work... void line_fast(int x1, int y1, int x2, int y2, byte...
  13. U

    X86 -> Arm Dynamic Recompiler For Dosbox? Maybe.

    Sadly I see a big problem with this and th 386 emulation need for games like tyrian and so, and is the pmode and mmu management.. I think the big hit would be emulating the memory in mixed flat/segmented memory models... I have not seen dosbox though... btw.. I'm waitng for u online...
  14. U

    Dynarec Completed For Psx4all Project.

    A threaded interpreter/recompiler is something complete diferent to an interpreter/recompiller running using multiple threads, a all the threaded thing meas is that every block/opcode jumps to the next one whitout allmos no overhead. In the case of the recompiler code has ben generated for the...
  15. U

    Dynarec Completed For Psx4all Project.

    The gp2x version will be fast and nice... I'm not going to get a gizmondo neither any other console in the near future so I guess all my efford will go to take the most fon gp2x ;) The gpu has still at least another asm revision to come before moving to the second core. I have just come...
  16. U

    Psx4gp2x Public Beta 2 Released.

    Its commin slowly, but with the lastes gpu changes it sould be allmos playable without sound and witout ussin the hardware gpu. Chui is the "mantainer" of that version and he has been quite bussy latelly , be pattient please...
  17. U

    Psx4gp2x Public Beta 2 Released.

    Yes they'll do, the are not goint to get the sources of the games.. many of those sources may be even lost. ant they will have to work quite ward any way to make it work fine just because the cpu is on the limit to get sound+cpu emulation, and because the psp gpu has not exactly the same...
  18. U

    Psx4gp2x Public Beta 2 Released.

    Well a small update before anybody gets nervous... I have allmost finished the first asm gpu pixel pipeline, that is all the pixel procesion intrucion converted to asm, and I'm quite happy with the results, It as been a intense work this weekend sience friday I only went away from the computer...
  19. U

    Gp2x11 Server 0.3 Released

    This is awesome for gp2x, I have look at the readme txt and you are porting XFree86 4.3, I dont now much about the X thing, but I have seen at X.org that their last version X11R7.1, that is supoused to have embeded supot and much better modularity that the previous xfree version. Is there any...
  20. U

    Psx4gp2x Beta Testers Thread

    Castlevania SOTN now looks fine, but still a it slow to be fully playable... but speed is continiusly increasing :P The "problem" with castlevani is that even if it looks like a 2d game it is rendering backbroun and characters as poligonos. Unai.
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